Пример #1
0
/*
 * 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;
    }
}
Пример #2
0
/* Put things back to normal */
void game_close(void)
{

    if( client.connected )
	cl_network_disconnect();
    particle_clear();
    if( map )
	map_close(&map);

}
Пример #3
0
int map_free(jk_map_t **m)
{
    int rc = JK_FALSE;

    if(m && *m) {
        map_close(*m);  
        free(*m);
        *m = NULL;
    }
    
    return rc;
}
Пример #4
0
int
map_write(FSInfo *fs, char *path)
{
	FileHandle *root;
	FileHandle *bad;

	if (!map_open_write(path))
		return 0;
	if ((root = file_open_root(fs)) == 0)
		return 0;
	walk_dir(root);
	file_close(root);
	map_close();
	return 1;
}
Пример #5
0
/* 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);
}
Пример #6
0
Файл: map.c Проект: isfos/naev
/**
 * @brief Cleans up the map stuff.
 */
void map_cleanup (void)
{
    map_close();
    map_clear();
}
Пример #7
0
/* 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);
}
Пример #8
0
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));
}
Пример #9
0
MAP *map_new(unsigned int width, unsigned int height, unsigned int terrain_layers, DARNIT_TILESHEET *ts) {
	int i, j;
	int tile_w, tile_h;
	int fail=0;
	DARNIT_MAP *d_map=NULL;
	DARNIT_MAP_LAYER *layer=NULL;
	MAP *map;
	DARNIT_FILE *f_ts;
	if(!(map=malloc(sizeof(MAP))))
		return NULL;
	
	if(!(ts&&terrain_layers&&(d_map=malloc(sizeof(DARNIT_MAP)))&&(layer=malloc((terrain_layers+2)*sizeof(DARNIT_MAP_LAYER))))) {
		free(d_map);
		free(layer);
		return NULL;
	}
	
	d_map->layer=layer;
	*((unsigned int *) &d_map->layers)=terrain_layers+2;
	d_map->object=NULL;
	*((unsigned int *) &d_map->objects)=0;
	d_map->prop=NULL;
	d_map->stringdata=NULL;
	d_map->stringrefs=NULL;
	
	d_render_tilesheet_geometrics(ts, NULL, NULL, &tile_w, &tile_h);
	for(i=0; i<terrain_layers+2; i++) {
		/*This is needed to at least null all tilemaps so we can free them i one fails*/
		if(!(fail|=!(layer[i].tilemap=d_tilemap_new(0xFFF, ts, 0xFFF, width, height)))) {
			for(j=0; j<width*height; j++)
				layer[i].tilemap->data[j]=i==terrain_layers+1?1:144*(!i);
			d_tilemap_recalc(layer[i].tilemap);
		}
		layer[i].ts=ts;
		layer[i].offset_x=0;
		layer[i].offset_y=0;
		layer[i].tile_w=tile_w;
		layer[i].tile_h=tile_h;
	}
	if(fail) {
		for(i=0; i<terrain_layers+2; i++)
			d_tilemap_free(layer[i].tilemap);
		free(d_map);
		free(layer);
		return NULL;
	}
	
	d_map_camera_move(d_map, 0, 0);
	
	map->map=d_map;
	map->stringtable=malloc(sizeof(MAP_PROPERTY));
	map->stringtable->key="tileset";
	map->stringtable->value="mapdata/default.png";
	map->stringtable->next=NULL;
	
	map->w=width*tile_w;
	map->h=height*tile_h;
	sprintf(map->sizestring, "%ix%i", width, height);
	map_prop_set_or_add(map, "size", map->sizestring);
	
	if(!(f_ts=d_file_open("res/default.png", "rb"))) {
		map->tilesheet=NULL;
		map_close(map);
		return NULL;
	}
	d_file_seek(f_ts, 0, SEEK_END);
	map->tilesheet_size=d_file_tell(f_ts);
	map->tilesheet=malloc(map->tilesheet_size);
	d_file_seek(f_ts, 0, SEEK_SET);
	d_file_read(map->tilesheet, map->tilesheet_size, f_ts);
	d_file_close(f_ts);
	
	return map;
}