/* * map_strategy: * open always succeeds, I/O always fails, other functions * perform their function */ int mapstrategy(RP rp) { switch (rp->rp_cmd) { case CMDInit: return map_init(rp); case CMDClose: return map_close(rp); case CMDOpen: return map_open(); case CMDShutdown: return map_shutdown(); case CMDGenIOCTL: return map_ioctl(rp); case CMDINPUT: case CMDOUTPUT: RWCNT(rp) = 0; return RPDONE; case CMDOUTPUTV: case CMDInputF: case CMDOutputF: case CMDInputS: case CMDOutputS: default: return RP_EBAD; } }
int map_alloc(jk_map_t **m) { if(m) { return map_open(*m = (jk_map_t *)malloc(sizeof(jk_map_t))); } return JK_FALSE; }
int main(int ac, char **av) { char *buffer; struct stat st; int size; if (ac != 2) { my_putstr_error("You must have 2 arguments.\n"); return (1); } if (stat(av[1], &st) == -1) { my_putstr_error("Stat has failed\n"); exit(1); } size = st.st_size; buffer = malloc(size); map_open(av[1], buffer, size); return (0); }
/** * @brief Runs the input command. * * @param keynum The index of the keybind. * @param value The value of the keypress (defined above). * @param kabs The absolute value. */ static void input_key( int keynum, double value, double kabs, int repeat ) { unsigned int t; HookParam hparam[3]; /* Repetition stuff. */ if (conf.repeat_delay != 0) { if ((value == KEY_PRESS) && !repeat) { repeat_key = keynum; repeat_keyTimer = SDL_GetTicks(); repeat_keyCounter = 0; } else if (value == KEY_RELEASE) { repeat_key = -1; repeat_keyTimer = 0; repeat_keyCounter = 0; } } /* * movement */ /* accelerating */ if (KEY("accel") && !repeat) { if (kabs >= 0.) { player_restoreControl( PINPUT_MOVEMENT, NULL ); player_accel(kabs); input_accelButton = 1; } else { /* prevent it from getting stuck */ if (value==KEY_PRESS) { player_restoreControl( PINPUT_MOVEMENT, NULL ); player_setFlag(PLAYER_ACCEL); player_accel(1.); input_accelButton = 1; } else if (value==KEY_RELEASE) { player_accelOver(); player_rmFlag(PLAYER_ACCEL); input_accelButton = 0; } /* double tap accel = afterburn! */ t = SDL_GetTicks(); if ((conf.afterburn_sens != 0) && (value==KEY_PRESS) && INGAME() && NOHYP() && NODEAD() && (t-input_accelLast <= conf.afterburn_sens)) pilot_afterburn( player.p ); else if (value==KEY_RELEASE) pilot_afterburnOver( player.p ); if (value==KEY_PRESS) input_accelLast = t; } /* turning left */ } else if (KEY("left") && !repeat) { if (kabs >= 0.) { player_restoreControl( PINPUT_MOVEMENT, NULL ); player_setFlag(PLAYER_TURN_LEFT); player_left = kabs; } else { /* set flags for facing correction */ if (value==KEY_PRESS) { player_restoreControl( PINPUT_MOVEMENT, NULL ); player_setFlag(PLAYER_TURN_LEFT); player_left = 1.; } else if (value==KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); player_left = 0.; } } /* turning right */ } else if (KEY("right") && !repeat) { if (kabs >= 0.) { player_restoreControl( PINPUT_MOVEMENT, NULL ); player_setFlag(PLAYER_TURN_RIGHT); player_right = kabs; } else { /* set flags for facing correction */ if (value==KEY_PRESS) { player_restoreControl( PINPUT_MOVEMENT, NULL ); player_setFlag(PLAYER_TURN_RIGHT); player_right = 1.; } else if (value==KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); player_right = 0.; } } /* turn around to face vel */ } else if (KEY("reverse") && !repeat) { if (value==KEY_PRESS) { player_restoreControl( PINPUT_MOVEMENT, NULL ); player_setFlag(PLAYER_REVERSE); } else if ((value==KEY_RELEASE) && player_isFlag(PLAYER_REVERSE)) { player_rmFlag(PLAYER_REVERSE); if (!player_isFlag(PLAYER_ACCEL)) player_accelOver(); } /* * combat */ /* shooting primary weapon */ } else if (KEY("primary") && NODEAD() && !repeat) { if (value==KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); } else if (value==KEY_RELEASE) player_rmFlag(PLAYER_PRIMARY); /* targeting */ } else if (INGAME() && NODEAD() && KEY("target_next")) { if (value==KEY_PRESS) player_targetNext(0); } else if (INGAME() && NODEAD() && KEY("target_prev")) { if (value==KEY_PRESS) player_targetPrev(0); } else if (INGAME() && NODEAD() && KEY("target_nearest")) { if (value==KEY_PRESS) player_targetNearest(); } else if (INGAME() && NODEAD() && KEY("target_nextHostile")) { if (value==KEY_PRESS) player_targetNext(1); } else if (INGAME() && NODEAD() && KEY("target_prevHostile")) { if (value==KEY_PRESS) player_targetPrev(1); } else if (INGAME() && NODEAD() && KEY("target_hostile")) { if (value==KEY_PRESS) player_targetHostile(); } else if (INGAME() && NODEAD() && KEY("target_clear")) { if (value==KEY_PRESS) player_targetClear(); /* face the target */ } else if (INGAME() && NODEAD() && KEY("face") && !repeat) { if (value==KEY_PRESS) { player_restoreControl( PINPUT_MOVEMENT, NULL ); player_setFlag(PLAYER_FACE); } else if ((value==KEY_RELEASE) && player_isFlag(PLAYER_FACE)) player_rmFlag(PLAYER_FACE); /* board them ships */ } else if (KEY("board") && INGAME() && NOHYP() && NODEAD() && !repeat) { if (value==KEY_PRESS) { player_restoreControl( 0, NULL ); player_board(); } /* * Escorts. */ } else if (INGAME() && NODEAD() && KEY("e_targetNext") && !repeat) { if (value==KEY_PRESS) player_targetEscort(0); } else if (INGAME() && NODEAD() && KEY("e_targetPrev") && !repeat) { if (value==KEY_PRESS) player_targetEscort(1); } else if (INGAME() && NODEAD() && KEY("e_attack") && !repeat) { if (value==KEY_PRESS) escorts_attack(player.p); } else if (INGAME() && NODEAD() && KEY("e_hold") && !repeat) { if (value==KEY_PRESS) escorts_hold(player.p); } else if (INGAME() && NODEAD() && KEY("e_return") && !repeat) { if (value==KEY_PRESS) escorts_return(player.p); } else if (INGAME() && NODEAD() && KEY("e_clear") && !repeat) { if (value==KEY_PRESS) escorts_clear(player.p); /* * secondary weapons */ /* shooting secondary weapon */ } else if (KEY("secondary") && NOHYP() && NODEAD() && !repeat) { if (value==KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); } else if (value==KEY_RELEASE) player_rmFlag(PLAYER_SECONDARY); /* Weapon sets. */ } else if (KEY("weapset1")) { player_weapSetPress( 0, value, repeat ); } else if (KEY("weapset2")) { player_weapSetPress( 1, value, repeat ); } else if (KEY("weapset3")) { player_weapSetPress( 2, value, repeat ); } else if (KEY("weapset4")) { player_weapSetPress( 3, value, repeat ); } else if (KEY("weapset5")) { player_weapSetPress( 4, value, repeat ); } else if (KEY("weapset6")) { player_weapSetPress( 5, value, repeat ); } else if (KEY("weapset7")) { player_weapSetPress( 6, value, repeat ); } else if (KEY("weapset8")) { player_weapSetPress( 7, value, repeat ); } else if (KEY("weapset9")) { player_weapSetPress( 8, value, repeat ); } else if (KEY("weapset0")) { player_weapSetPress( 9, value, repeat ); /* * space */ } else if (KEY("autonav") && INGAME() && NOHYP() && NODEAD()) { if (value==KEY_PRESS) player_autonavStart(); /* target planet (cycles like target) */ } else if (KEY("target_planet") && INGAME() && NOHYP() && NOLAND() && NODEAD()) { if (value==KEY_PRESS) player_targetPlanet(); /* target nearest planet or attempt to land */ } else if (KEY("land") && INGAME() && NOHYP() && NOLAND() && NODEAD()) { if (value==KEY_PRESS) player_land(); } else if (KEY("thyperspace") && NOHYP() && NOLAND() && NODEAD()) { if (value==KEY_PRESS) player_targetHyperspace(); } else if (KEY("starmap") && NOHYP() && NODEAD() && !repeat) { if (value==KEY_PRESS) map_open(); } else if (KEY("jump") && INGAME() && !repeat) { if (value==KEY_PRESS) { player_restoreControl( 0, NULL ); player_jump(); } } else if (KEY("overlay") && NODEAD() && INGAME() && !repeat) { ovr_key( value ); } else if (KEY("mousefly") && NODEAD() && !repeat) { if (value==KEY_PRESS) player_toggleMouseFly(); } else if (KEY("autobrake") && NOHYP() && NOLAND() && NODEAD() && !repeat) { if (value==KEY_PRESS) { player_restoreControl( PINPUT_BRAKING, NULL ); player_brake(); } /* * Communication. */ } else if (KEY("log_up") && INGAME() && NODEAD()) { if (value==KEY_PRESS) { gui_messageScrollUp(5); } } else if (KEY("log_down") && INGAME() && NODEAD()) { if (value==KEY_PRESS) { gui_messageScrollDown(5); } } else if (KEY("hail") && INGAME() && NOHYP() && NODEAD() && !repeat) { if (value==KEY_PRESS) { player_hail(); } } else if (KEY("autohail") && INGAME() && NOHYP() && NODEAD() && !repeat) { if (value==KEY_PRESS) { player_autohail(); } /* * misc */ /* zooming in */ } else if (KEY("mapzoomin") && INGAME() && NODEAD()) { if (value==KEY_PRESS) gui_setRadarRel(-1); /* zooming out */ } else if (KEY("mapzoomout") && INGAME() && NODEAD()) { if (value==KEY_PRESS) gui_setRadarRel(1); /* take a screenshot */ } else if (KEY("screenshot")) { if (value==KEY_PRESS) player_screenshot(); #if SDL_VERSION_ATLEAST(2,0,0) /* toggle fullscreen */ } else if (KEY("togglefullscreen") && !repeat) { if (value==KEY_PRESS) naev_toggleFullscreen(); #endif /* SDL_VERSION_ATLEAST(2,0,0) */ /* pause the games */ } else if (KEY("pause") && !repeat) { if (value==KEY_PRESS) { if (!toolkit_isOpen()) { if (paused) unpause_game(); else pause_player(); } } /* toggle speed mode */ } else if (KEY("speed") && !repeat) { if ((value==KEY_PRESS) && (!player_isFlag( PLAYER_CINEMATICS_2X ))) { if (player_isFlag(PLAYER_DOUBLESPEED)) { if (!player_isFlag(PLAYER_AUTONAV)) pause_setSpeed(1.); player_rmFlag(PLAYER_DOUBLESPEED); } else { if (!player_isFlag(PLAYER_AUTONAV)) pause_setSpeed(2.); player_setFlag(PLAYER_DOUBLESPEED); } } /* opens a small menu */ } else if (KEY("menu") && NODEAD() && !repeat) { if (value==KEY_PRESS) menu_small(); /* shows pilot information */ } else if (KEY("info") && NOHYP() && NODEAD() && !repeat) { if (value==KEY_PRESS) menu_info( INFO_MAIN ); /* Opens the Lua console. */ } else if (KEY("console") && NODEAD() && !repeat) { if (value==KEY_PRESS) cli_open(); } /* Key press not used. */ else { return; } /* Run the hook. */ hparam[0].type = HOOK_PARAM_STRING; hparam[0].u.str = input_keybinds[keynum].name; hparam[1].type = HOOK_PARAM_BOOL; hparam[1].u.b = (value > 0.); hparam[2].type = HOOK_PARAM_SENTINEL; hooks_runParam( "input", hparam ); }
/* loads the city level */ void load_city(int populate) { int i,j; pml ml; char site; map *city; map *maze; initrand(E_CITY, 0); /* Get the hedge maze (which is in the city). */ maze = map_open(MAP_hedges); /* Choose a random level from it. */ map_setLevel(maze, random_range(map_getDepth(maze))); /* Get the city. */ city = map_open(MAP_city); map_setLevel(city,0); TempLevel = Level; if (ok_to_free(TempLevel)) { #ifndef SAVE_LEVELS free_level(TempLevel); #endif TempLevel = NULL; } #ifndef SAVE_LEVELS Level = ((plv) checkmalloc(sizeof(levtype))); #else msdos_changelevel(TempLevel,0,-1); Level = &TheLevel; #endif clear_level(Level); Level->depth = 0; Level->environment = E_CITY; /* WDT: Rampart, as a special case, has its width stored in a * global variable. */ WIDTH = Level->level_width = map_getWidth(city); LENGTH = Level->level_length = map_getLength(city); for(j=0; j<Level->level_length; j++) { for(i=0; i<Level->level_width; i++) { lset(i,j,SEEN); site = map_getSiteChar(city,i,j); switch(site) { /* case '@': Player.x = i; Player.y = j; Level->site[i][j].locchar = FLOOR; break; */ case 'g': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_GARDEN; break; case 'y': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_CEMETARY; break; case 'p': /* WDT: each of these places needs to be assigned * a function (or replaced with an 'x' in the map) */ case '!': case 'I': case 'E': case 'e': case 'x': assign_city_function(i,j); break; case 't': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_TEMPLE; CitySiteList[L_TEMPLE-CITYSITEBASE][0] = TRUE; CitySiteList[L_TEMPLE-CITYSITEBASE][1] = i; CitySiteList[L_TEMPLE-CITYSITEBASE][2] = j; break; #if 0 /* WDT: HACK! The new city doesn't use portcullis traps, but has other * uses for 'T'. Um... I'd rather have a use for them (that's what * the jail is supposed to be), so this will stay only for now; with * any luck we'll have things fixed up before the next release. */ case 'T': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_PORTCULLIS_TRAP; Level->site[i][j].aux = NOCITYMOVE; break; #endif /* end of hack */ case 'R': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_RAISE_PORTCULLIS; Level->site[i][j].aux = NOCITYMOVE; break; case '7': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_PORTCULLIS; Level->site[i][j].aux = NOCITYMOVE; break; case 'C': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_COLLEGE; CitySiteList[L_COLLEGE-CITYSITEBASE][0] = TRUE; CitySiteList[L_COLLEGE-CITYSITEBASE][1] = i; CitySiteList[L_COLLEGE-CITYSITEBASE][2] = j; break; case 's': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_SORCERORS; CitySiteList[L_SORCERORS-CITYSITEBASE][0] = TRUE; CitySiteList[L_SORCERORS-CITYSITEBASE][1] = i; CitySiteList[L_SORCERORS-CITYSITEBASE][2] = j; break; case 'M': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_MERC_GUILD; CitySiteList[L_MERC_GUILD-CITYSITEBASE][0] = TRUE; CitySiteList[L_MERC_GUILD-CITYSITEBASE][1] = i; CitySiteList[L_MERC_GUILD-CITYSITEBASE][2] = j; break; case 'K': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_MONASTERY; CitySiteList[L_MONASTERY-CITYSITEBASE][0] = TRUE; CitySiteList[L_MONASTERY-CITYSITEBASE][1] = i; CitySiteList[L_MONASTERY-CITYSITEBASE][2] = j; break; case 'c': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_CASTLE; CitySiteList[L_CASTLE-CITYSITEBASE][0] = TRUE; CitySiteList[L_CASTLE-CITYSITEBASE][1] = i; CitySiteList[L_CASTLE-CITYSITEBASE][2] = j; break; case '?': { static int myI = -1, myJ; char site; if ( myI == -1 ) { /* If this is the first time we've seen the hedge maze, * set this as its corner. */ myI = i; myJ = j; } site = map_getSiteChar(maze, i - myI, j - myJ); mazesite(site,i,j,populate); } break; case 'P': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_ORDER; CitySiteList[L_ORDER-CITYSITEBASE][0] = TRUE; CitySiteList[L_ORDER-CITYSITEBASE][1] = i; CitySiteList[L_ORDER-CITYSITEBASE][2] = j; break; case 'H': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_CHARITY; CitySiteList[L_CHARITY-CITYSITEBASE][0] = TRUE; CitySiteList[L_CHARITY-CITYSITEBASE][1] = i; CitySiteList[L_CHARITY-CITYSITEBASE][2] = j; break; case 'h': Level->site[i][j].locchar = FLOOR; if (populate) make_horse(i,j); /* from village.c */ break; case 'j': Level->site[i][j].locchar = FLOOR; if (populate) make_justiciar(i,j); break; case 'J': Level->site[i][j].locchar = CLOSED_DOOR; Level->site[i][j].p_locf = L_JAIL; break; case 'A': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_ARENA; CitySiteList[L_ARENA-CITYSITEBASE][0] = TRUE; CitySiteList[L_ARENA-CITYSITEBASE][1] = i; CitySiteList[L_ARENA-CITYSITEBASE][2] = j; break; case 'B': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_BANK; CitySiteList[L_BANK-CITYSITEBASE][0] = TRUE; CitySiteList[L_BANK-CITYSITEBASE][1] = i; CitySiteList[L_BANK-CITYSITEBASE][2] = j; lset(i,j,STOPS); lset(i,j+1,STOPS); lset(i+1,j,STOPS); lset(i-1,j,STOPS); lset(i,j-1,STOPS); break; case 'i': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].p_locf = L_TOURIST; CitySiteList[L_TOURIST-CITYSITEBASE][1] = i; CitySiteList[L_TOURIST-CITYSITEBASE][2] = j; lset(i,j,STOPS); lset(i,j+1,STOPS); lset(i+1,j,STOPS); lset(i-1,j,STOPS); lset(i,j-1,STOPS); break; case 'X': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_COUNTRYSIDE; CitySiteList[L_COUNTRYSIDE-CITYSITEBASE][0] = TRUE; CitySiteList[L_COUNTRYSIDE-CITYSITEBASE][1] = i; CitySiteList[L_COUNTRYSIDE-CITYSITEBASE][2] = j; break; case 'v': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_VAULT; Level->site[i][j].aux = NOCITYMOVE; lset(i,j,SECRET); break; case 'S': Level->site[i][j].locchar = FLOOR; Level->site[i][j].aux = NOCITYMOVE; lset(i,j,SECRET); break; case 'G': Level->site[i][j].locchar = FLOOR; if (populate) { make_site_monster(i,j,GUARD); Level->site[i][j].creature->aux1 = i; Level->site[i][j].creature->aux2 = j; } break; case 'u': Level->site[i][j].locchar = FLOOR; if (populate) make_minor_undead(i,j); break; case 'U': Level->site[i][j].locchar = FLOOR; if (populate) make_major_undead(i,j); break; case 'V': Level->site[i][j].showchar = WALL; Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_VAULT; if (populate) make_site_treasure(i,j,5); Level->site[i][j].aux = NOCITYMOVE; lset(i,j,SECRET); break; case '%': Level->site[i][j].showchar = WALL; Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_TRAP_SIREN; if (populate) make_site_treasure(i,j,5); Level->site[i][j].aux = NOCITYMOVE; lset(i,j,SECRET); break; case '$': Level->site[i][j].locchar = FLOOR; if (populate) make_site_treasure(i,j,5); break; case '2': Level->site[i][j].locchar = ALTAR; Level->site[i][j].p_locf = L_ALTAR; Level->site[i][j].aux = ODIN; break; case '3': Level->site[i][j].locchar = ALTAR; Level->site[i][j].p_locf = L_ALTAR; Level->site[i][j].aux = SET; break; case '4': Level->site[i][j].locchar = ALTAR; Level->site[i][j].p_locf = L_ALTAR; Level->site[i][j].aux = ATHENA; break; case '5': Level->site[i][j].locchar = ALTAR; Level->site[i][j].p_locf = L_ALTAR; Level->site[i][j].aux = HECATE; break; case '6': Level->site[i][j].locchar = ALTAR; Level->site[i][j].p_locf = L_ALTAR; Level->site[i][j].aux = DESTINY; break; case '^': Level->site[i][j].showchar = WALL; Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = TRAP_BASE+random_range(NUMTRAPS); lset(i,j,SECRET); break; case '"': Level->site[i][j].locchar = HEDGE; break; case '~': Level->site[i][j].locchar = WATER; Level->site[i][j].p_locf = L_WATER; break; case '=': Level->site[i][j].locchar = WATER; Level->site[i][j].p_locf = L_MAGIC_POOL; break; case '*': Level->site[i][j].locchar = WALL; Level->site[i][j].aux = 10; break; case '#': Level->site[i][j].locchar = WALL; Level->site[i][j].aux = 500; break; case 'T':/* currently meaningless in large city map. */ case '>': /* currently meaningless outside of maze.*/ case '.': Level->site[i][j].locchar = FLOOR; break; case ',': Level->site[i][j].showchar = WALL; Level->site[i][j].locchar = FLOOR; Level->site[i][j].aux = NOCITYMOVE; lset(i,j,SECRET); break; case '-': case 'D': /* WDT: should all Ds be changed to -, or should D be given * special treatment? */ Level->site[i][j].locchar = CLOSED_DOOR; break; case '1': Level->site[i][j].locchar = STATUE; break; default: printf("\nOops... missed a case [%d,%d]: '%c' (%d)\n", i,j,site,site); morewait(); } if (loc_statusp(i,j,SEEN)) { if (loc_statusp(i,j,SECRET)) Level->site[i][j].showchar = WALL; else Level->site[i][j].showchar = Level->site[i][j].locchar; } } } map_close(maze); map_close(city); City = Level; /* make all city monsters asleep, and shorten their wakeup range to 2 */ /* to prevent players from being molested by vicious monsters on */ /* the streets */ for(ml=Level->mlist; ml!=NULL; ml=ml->next) { m_status_reset(ml->m,AWAKE); ml->m->wakeup = 2; } initrand(E_RESTORE, 0); }
int map_write (char *mailbox, int md, int id, long last, off_t start, off_t stop, long pos, int size, int noisy) { register int i; int clear, fd, td; char *file; register struct drop *dp; struct drop d1, d2, *rp; register FILE *fp; struct stat st; if ((fd = map_open (file = map_name (mailbox), md)) == NOTOK) return NOTOK; if ((fstat (fd, &st) == OK) && (st.st_size > 0)) clear = 0; else clear = 1; if (!clear && map_chk (file, fd, &d1, pos, noisy)) { (void) m_unlink (file); mbx_close (file, fd); if ((fd = map_open (file, md)) == NOTOK) return NOTOK; clear++; } if (clear) { if ((td = dup (md)) == NOTOK || (fp = fdopen (td, "r")) == NULL) { if (noisy) admonish (file, "unable to %s", td != NOTOK ? "fdopen" : "dup"); if (td != NOTOK) close (td); mbx_close (file, fd); return NOTOK; } switch (i = mbx_read (fp, 0, &rp, noisy)) { case NOTOK: fclose (fp); mbx_close (file, fd); return NOTOK; case OK: fclose (fp); break; default: d1.d_id = 0; for (dp = rp; i-- >0; dp++) { if (dp->d_start == start) dp->d_id = id; lseek (fd, (off_t) (++d1.d_id * sizeof(*dp)), SEEK_SET); if (write (fd, (char *) dp, sizeof(*dp)) != sizeof(*dp)) { if (noisy) admonish (file, "write error"); mbx_close (file, fd); fclose (fp); return NOTOK; } } free ((char *) rp); fclose (fp); break; } } else { if (last == 0) last = d1.d_start; dp = &d2; dp->d_id = id; dp->d_size = (long) (size ? size : mbx_size (fd, start, stop)); dp->d_start = start; dp->d_stop = stop; lseek (fd, (off_t) (++d1.d_id * sizeof(*dp)), SEEK_SET); if (write (fd, (char *) dp, sizeof(*dp)) != sizeof(*dp)) { if (noisy) admonish (file, "write error"); mbx_close (file, fd); return NOTOK; } } dp = &d1; dp->d_size = DRVRSN; dp->d_start = (long) last; dp->d_stop = lseek (md, (off_t) 0, SEEK_CUR); lseek (fd, (off_t) 0, SEEK_SET); if (write (fd, (char *) dp, sizeof(*dp)) != sizeof(*dp)) { if (noisy) admonish (file, "write error"); mbx_close (file, fd); return NOTOK; } mbx_close (file, fd); return OK; }
/* loads the house level into Level*/ void load_house(int kind, int populate) { map *home; int i,j; char site; int stops; TempLevel = Level; initrand(Current_Environment, Player.x + Player.y + hour()*10); if (ok_to_free(TempLevel)) { #ifndef SAVE_LEVELS free_level(TempLevel); #endif TempLevel = NULL; } #ifndef SAVE_LEVELS Level = ((plv) checkmalloc(sizeof(levtype))); #else msdos_changelevel(TempLevel,0,-1); Level = &TheLevel; #endif clear_level(Level); switch(kind) { case E_HOUSE: home = map_open(MAP_house); break; case E_MANSION: home = map_open(MAP_mansion); break; default: case E_HOVEL: home = map_open(MAP_hovel); break; } Level->level_width=map_getWidth(home); Level->level_length=map_getLength(home); map_setLevel(home, 0); stops = 0; for(j=0;j<Level->level_length;j++) { for(i=0;i<Level->level_width;i++) { if (kind == E_HOVEL) Level->site[i][j].lstatus = SEEN; else Level->site[i][j].lstatus = 0; Level->site[i][j].roomnumber = RS_CORRIDOR; Level->site[i][j].p_locf = L_NO_OP; site = map_getSiteChar(home,i,j); switch(site) { case 'N': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_BEDROOM; if (random_range(2) && populate) make_house_npc(i,j); break; case 'H': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_BEDROOM; if (random_range(2) && populate) make_mansion_npc(i,j); break; case 'D': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_DININGROOM; break; case '.': Level->site[i][j].locchar = FLOOR; if (stops) { lset(i,j,STOPS); stops = 0; } break; case 'c': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_CLOSET; break; case 'G': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_BATHROOM; break; case 'B': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_BEDROOM; break; case 'K': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_KITCHEN; break; case 'S': Level->site[i][j].locchar = FLOOR; Level->site[i][j].showchar = WALL; lset(i,j,SECRET); Level->site[i][j].roomnumber = RS_SECRETPASSAGE; break; case '3': Level->site[i][j].locchar = SAFE; Level->site[i][j].showchar = WALL; lset(i,j,SECRET); Level->site[i][j].p_locf = L_SAFE; break; case '^': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = TRAP_BASE+random_range(NUMTRAPS); break; case 'P': Level->site[i][j].locchar = PORTCULLIS; Level->site[i][j].p_locf = L_PORTCULLIS; break; case 'R': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_RAISE_PORTCULLIS; break; case 'p': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_PORTCULLIS; break; case 'T': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_PORTCULLIS_TRAP; break; case 'X': Level->site[i][j].locchar = FLOOR; Level->site[i][j].p_locf = L_HOUSE_EXIT; stops = 1; break; case '#': Level->site[i][j].locchar = WALL; switch (kind) { case E_HOVEL: Level->site[i][j].aux = 10; break; case E_HOUSE: Level->site[i][j].aux = 50; break; case E_MANSION: Level->site[i][j].aux = 150; break; } break; case '|': Level->site[i][j].locchar = OPEN_DOOR; Level->site[i][j].roomnumber = RS_CORRIDOR; lset(i,j,STOPS); break; case '+': Level->site[i][j].locchar = CLOSED_DOOR; Level->site[i][j].roomnumber = RS_CORRIDOR; Level->site[i][j].aux = LOCKED; lset(i,j,STOPS); break; case 'd': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_CORRIDOR; if (populate) make_site_monster(i,j,DOBERMAN); break; case 'a': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_CORRIDOR; Level->site[i][j].p_locf = L_TRAP_SIREN; break; case 'A': Level->site[i][j].locchar = FLOOR; Level->site[i][j].roomnumber = RS_CORRIDOR; if (populate) make_site_monster(i,j,AUTO_MINOR); /* automaton */ break; } Level->site[i][j].showchar = ' '; } } map_close(home); initrand(E_RESTORE, 0); }
int main (int argc, char **argv) { // variables SDL_Surface *screen; // pantalla SDL_Event event; // para los eventos de SDL (teclado y/o mouse) Uint8 *keystates = SDL_GetKeyState(NULL); // para detectar teclas mantenidas presionadas Uint8 salir = 0; // para determinar cuando se cierra la ventana int mouse_x=0, mouse_y=0; // coordenadas del mouse char info1[100]; // texto para mostrar informacion variada linea 1 char info2[100]; // texto para mostrar informacion variada linea 2 short int time; // variable para la hora short int ticks; // variable para mover elementos independiente de los FPS // cargar configuracion struct conf *conf = conf_load(); if (!conf) return EXIT_FAILURE; // verificar a donde nos queremos conectar // se indicó el servidor como 1er parametro if(argc>=2) { free(conf->SERVER); conf->SERVER = malloc(strlen(argv[1])); strcpy(conf->SERVER, argv[1]); } // se indicó el puerto como 2do parametro if(argc>=3) { conf->PORT = atoi(argv[2]); } // conectar al servidor int connection = client_init(conf); if (!connection) return EXIT_FAILURE; // buffer para transferencia entre servidor y cliente char buffer[BUFFER_SIZE]; // obtener id del jugador int playerID = atoi(query("get;id", connection)); // recibir y actualizar configuraciones desde el servidor conf_update(conf, query("get;conf", connection)); // inicializar sistema sdl_init(&screen); // cargar fuente TTF_Font *fuente = ttf_load(FONT_NAME, FONT_SIZE, FONT_STYLE); // cargar todos los posibles objetos de un mapa MapObject *mapobjects = mapobjects_load(screen); if (!mapobjects) return EXIT_FAILURE; // cargar mapa char **map = map_open(conf->MAP); if (!map) return EXIT_FAILURE; // cargar armas Weapon *weapons = weapons_load(); if (!weapons) return EXIT_FAILURE; // crear personaje jugador Player *pj = player_create(playerID, conf->PLAYER_NAME, conf->PLAYER_CHARACTER, screen, weapons, conf); // asignar armas al personaje player_change_weapon(&pj, conf->WEAPON_PRIMARY, 1); player_change_weapon(&pj, conf->WEAPON_SECONDARY, 2); // ubicar personaje en el mapa player_set_position(&pj, map, -1, -1, mapobjects); // informar estado del usuario bzero(buffer, sizeof(buffer)); sprintf(buffer, "info;%s;%s", conf->PLAYER_CHARACTER, conf->PLAYER_NAME); write(connection, buffer, strlen(buffer)); // crear bots y ubicar en el mapa Player *bots = bots_create(screen, weapons, conf); int i; for(i=0; i<conf->BOTS; ++i) { Player *aux = &bots[i]; player_set_position(&aux, map, -1, -1, mapobjects); } // guardar ticks ticks = SDL_GetTicks(); // ciclo infinito para refrescar la imagen de la pantalla while (!salir) { // solicitar informacion de todos los jugadores (menos el mio) char *enemies = query("get;players", connection); // enviar posicion del jugador al servidor sprintf(buffer, "position;%d;%d", (int)(pj->y), (int)(pj->x)); write(connection, buffer, strlen(buffer)); // time time = SDL_GetTicks()/1000; // dibujar mapa map_draw(screen, map, mapobjects, conf->BACKGROUND); // revisar si existen eventos de SDL while (SDL_PollEvent(&event)) { // salir del programa if(event.type==SDL_QUIT) salir = 1; // si se presiona una tecla else if(event.type==SDL_KEYDOWN) { // cambiar a pantalla completa if(event.key.keysym.sym==SDLK_f) SDL_WM_ToggleFullScreen(screen); // salir del juego else if(event.key.keysym.sym==SDLK_ESCAPE) salir = 1; // cambiar arma primaria else if(event.key.keysym.sym>=48&&event.key.keysym.sym<=57) player_change_weapon(&pj, event.key.keysym.sym-48, 1); } // si se mueve el mouse else if(event.type==SDL_MOUSEMOTION) { // guardar coordenadas del mouse mouse_x = event.motion.x; mouse_y = event.motion.y; } // si se presiona el mouse else if(event.type == SDL_MOUSEBUTTONDOWN ) { // guardar coordenadas del mouse mouse_x = event.button.x; mouse_y = event.button.y; // resetear flag de armas disparadas pj->primary->fired = 0; pj->secondary->fired = 0; // si se presiono el boton izquierdo if(event.button.button==SDL_BUTTON_LEFT && pj->primary->ammo) { Mix_PlayChannel(-1, pj->primary->sound, 0); pj->primary->fired = pj->primary->ammo--; } // si se presiono el boton derecho else if(event.button.button==SDL_BUTTON_RIGHT && pj->secondary->ammo) { Mix_PlayChannel(-1, pj->secondary->sound, 0); pj->secondary->fired = pj->secondary->ammo--; } // si se mueve el scroll se cambia el arma principal else if (event.button.button==SDL_BUTTON_WHEELUP) { player_change_weapon(&pj, WEAPON_PREV, 1); } else if (event.button.button==SDL_BUTTON_WHEELDOWN) { player_change_weapon(&pj, WEAPON_NEXT, 1); } // determinar si personaje fue herido if(mouse_x >= pj->x && mouse_x <= pj->x+SPRITE_SIZE && mouse_y >= pj->y && mouse_y <= pj->y+SPRITE_SIZE) { // hacer daño al personaje if(event.button.button==SDL_BUTTON_LEFT && pj->primary->fired) { pj->health -= pj->primary->damage; // reproducir sonido de dolor Mix_PlayChannel(-1, pj->sounds[PLAYER_SOUND_DAMAGED], 0); } else if(event.button.button==SDL_BUTTON_RIGHT && pj->secondary->fired) { pj->health -= pj->secondary->damage; // reproducir sonido de dolor Mix_PlayChannel(-1, pj->sounds[PLAYER_SOUND_DAMAGED], 0); } // si la salud quedo menor o igual a 0 el personaje muere if(pj->health<1) { // incrementar contador de muerte ++pj->dead; pj->health = conf->PLAYER_HEALTH; // descontar vida if(conf->PLAYER_LIFE!=0) { --pj->life; if(pj->life==0) { // GAME OVER } } // reposicionar personaje muerto player_set_position(&pj, map, -1, -1, mapobjects); } } } // si se suelta el mouse else if(event.type==SDL_MOUSEBUTTONUP) { // guardar coordenadas del mouse mouse_x = event.button.x; mouse_y = event.button.y; // si se solto el boton izquierdo if(event.button.button==SDL_BUTTON_LEFT) { } // si se solto el boton derecho else if(event.button.button==SDL_BUTTON_RIGHT) { } } } // mover jugador player_move(&pj, keystates, map, mapobjects, conf, SDL_GetTicks()-ticks); player_get_object(&pj, map, conf); // primera linea informacion sprintf(info1, "time: %02d:%02d, mouse: (%04d,%04d)", time/60, time%60, mouse_x, mouse_y); SDL_Surface *s_info1 = TTF_RenderText_Blended(fuente, info1, (SDL_Color) {255,255,255,255}); SDL_Rect rect = (SDL_Rect) { 10, 0, 100, 20 }; SDL_BlitSurface(s_info1, NULL, screen, &rect); SDL_FreeSurface(s_info1); // segunda linea informacion sprintf(info2, "[%s] +%03d, life: %02d, dead: %02d, weapon: [%d/%03d/%03d] [%d/%03d/%03d]", conf->PLAYER_NAME, pj->health, pj->life, pj->dead, pj->primary->id, pj->primary->damage, pj->primary->ammo, pj->secondary->id, pj->secondary->damage, pj->secondary->ammo); SDL_Surface *s_info2 = TTF_RenderText_Blended(fuente, info2, (SDL_Color) {255,255,255,255}); rect.y += 12; SDL_BlitSurface(s_info2, NULL, screen, &rect); SDL_FreeSurface(s_info2); // dibujar enemigos enemies_draw(screen, enemies); // dibujar bots /*for(i=0; i<conf->BOTS; ++i) { Player *aux = &bots[i]; SDL_BlitSurface(aux->images[PLAYER_IMAGE_SPRITE], &aux->src, screen, &aux->sprite); }*/ // dibujar jugador SDL_BlitSurface(pj->images[PLAYER_IMAGE_SPRITE], &pj->src, screen, &pj->sprite); // actualizar screen sdl SDL_Flip(screen); SDL_Delay(1000/FPS); // resetear ticks ticks = SDL_GetTicks(); } // cerrar conexion al servidor close(connection); // liberar jugador player_free(&pj); // liberar armas weapons_free(&weapons); // libear objetos del mapa mapobjects_free(&mapobjects); // cerrar fuentes TTF_CloseFont(fuente); TTF_Quit(); // cerrar SDL SDL_FreeSurface(screen); SDL_Quit(); // retorno del sistema return EXIT_SUCCESS; }
static void lka_imsg(struct imsgev *iev, struct imsg *imsg) { struct submit_status *ss; struct secret *secret; struct mapel *mapel; struct rule *rule; struct map *map; struct map *mp; void *tmp; if (imsg->hdr.type == IMSG_DNS_HOST || imsg->hdr.type == IMSG_DNS_MX || imsg->hdr.type == IMSG_DNS_PTR) { dns_async(iev, imsg->hdr.type, imsg->data); return; } if (iev->proc == PROC_MFA) { switch (imsg->hdr.type) { case IMSG_LKA_MAIL: ss = imsg->data; ss->code = 530; if (ss->u.maddr.user[0] == '\0' && ss->u.maddr.domain[0] == '\0') ss->code = 250; else if (lka_verify_mail(&ss->u.maddr)) ss->code = 250; imsg_compose_event(iev, IMSG_LKA_MAIL, 0, 0, -1, ss, sizeof *ss); return; case IMSG_LKA_RULEMATCH: ss = imsg->data; rule = ruleset_match(&ss->envelope); if (rule == NULL) ss->code = (errno == EAGAIN) ? 451 : 530; else ss->code = (rule->r_decision == R_ACCEPT) ? 250 : 530; imsg_compose_event(iev, IMSG_LKA_RULEMATCH, 0, 0, -1, ss, sizeof *ss); return; case IMSG_LKA_RCPT: lka_session(imsg->data); return; } } if (iev->proc == PROC_MTA) { switch (imsg->hdr.type) { case IMSG_LKA_SECRET: { struct map_credentials *map_credentials; secret = imsg->data; map = map_findbyname(secret->mapname); if (map == NULL) { log_warn("warn: lka: credentials map %s is missing", secret->mapname); imsg_compose_event(iev, IMSG_LKA_SECRET, 0, 0, -1, secret, sizeof *secret); return; } map_credentials = map_lookup(map->m_id, secret->host, K_CREDENTIALS); log_debug("debug: lka: %s credentials lookup (%d)", secret->host, map_credentials != NULL); secret->secret[0] = '\0'; if (map_credentials == NULL) log_warnx("warn: %s credentials not found", secret->host); else if (lka_encode_credentials(secret->secret, sizeof secret->secret, map_credentials) == 0) log_warnx("warn: %s credentials parse fail", secret->host); imsg_compose_event(iev, IMSG_LKA_SECRET, 0, 0, -1, secret, sizeof *secret); free(map_credentials); return; } } } if (iev->proc == PROC_PARENT) { switch (imsg->hdr.type) { case IMSG_CONF_START: env->sc_rules_reload = xcalloc(1, sizeof *env->sc_rules, "lka:sc_rules_reload"); env->sc_maps_reload = xcalloc(1, sizeof *env->sc_maps, "lka:sc_maps_reload"); TAILQ_INIT(env->sc_rules_reload); TAILQ_INIT(env->sc_maps_reload); return; case IMSG_CONF_RULE: rule = xmemdup(imsg->data, sizeof *rule, "lka:rule"); TAILQ_INSERT_TAIL(env->sc_rules_reload, rule, r_entry); return; case IMSG_CONF_MAP: map = xmemdup(imsg->data, sizeof *map, "lka:map"); TAILQ_INIT(&map->m_contents); TAILQ_INSERT_TAIL(env->sc_maps_reload, map, m_entry); tmp = env->sc_maps; env->sc_maps = env->sc_maps_reload; mp = map_open(map); if (mp == NULL) errx(1, "lka: could not open map \"%s\"", map->m_name); map_close(map, mp); env->sc_maps = tmp; return; case IMSG_CONF_RULE_SOURCE: rule = TAILQ_LAST(env->sc_rules_reload, rulelist); tmp = env->sc_maps; env->sc_maps = env->sc_maps_reload; rule->r_sources = map_findbyname(imsg->data); if (rule->r_sources == NULL) fatalx("lka: maps inconsistency"); env->sc_maps = tmp; return; case IMSG_CONF_MAP_CONTENT: map = TAILQ_LAST(env->sc_maps_reload, maplist); mapel = xmemdup(imsg->data, sizeof *mapel, "lka:mapel"); TAILQ_INSERT_TAIL(&map->m_contents, mapel, me_entry); return; case IMSG_CONF_END: if (env->sc_rules) purge_config(PURGE_RULES); if (env->sc_maps) purge_config(PURGE_MAPS); env->sc_rules = env->sc_rules_reload; env->sc_maps = env->sc_maps_reload; /* start fulfilling requests */ event_add(&env->sc_ievs[PROC_MTA]->ev, NULL); event_add(&env->sc_ievs[PROC_MFA]->ev, NULL); event_add(&env->sc_ievs[PROC_SMTP]->ev, NULL); return; case IMSG_CTL_VERBOSE: log_verbose(*(int *)imsg->data); return; case IMSG_PARENT_FORWARD_OPEN: lka_session_forward_reply(imsg->data, imsg->fd); return; } } if (iev->proc == PROC_CONTROL) { switch (imsg->hdr.type) { case IMSG_LKA_UPDATE_MAP: map = map_findbyname(imsg->data); if (map == NULL) { log_warnx("warn: lka: no such map \"%s\"", (char *)imsg->data); return; } map_update(map); return; } } errx(1, "lka_imsg: unexpected %s imsg", imsg_to_str(imsg->hdr.type)); }