[Add] Initial Mission work.
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8808864e56
commit
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17
dat/missions/.yaml
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17
dat/missions/.yaml
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@ -0,0 +1,17 @@
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- Name : Welcome
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Lua : welcome
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Avail :
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Location : None
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- Name : Cargo Freight
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Lua : cargo
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Avail :
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Location : Computer
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Alliance : Neutral
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Alliance : Empire United
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- Name : Empire Recruitment
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Lua : empire
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Avail :
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Location : Bar
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Faction : Empire
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17
dat/missions/cargo.lua
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17
dat/missions/cargo.lua
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function create()
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-- Target destination.
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planet = space.getPlanet(misn.factions())
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-- Missions generic.
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misn_type = "Rush"
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misn_setTitle("Rush Delivery to " .. planet)
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-- More mission specifics.
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carg_mass = rnd.int(10, 30)
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carg.type = rnd.setDesc(string.format(
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"%s needs a rush delivery of %d tons of %s by %s.",
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planet, carg_mass, carg_type, "SOMEDAY"))
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misn_setReward(string.format("%d Scred",
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carg_mass * 1000 + rnd.int(0, 5000)))
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end
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@ -135,8 +135,8 @@ static void map_render(double bx, double by, double w, double h) {
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glColour* col;
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r = 5.;
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x = (bx - map_xpos + w/2) * 1.; // Map zoom.
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y = (by - map_ypos + h/2) * 1.; // Map zoom.
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x = (bx - map_xpos + w/2) * 1.;
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y = (by - map_ypos + h/2) * 1.;
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// Background
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COLOUR(cBlack);
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glBegin(GL_QUADS);
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133
src/misn_lua.c
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133
src/misn_lua.c
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#include "lua.h"
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#include "lauxlib.h"
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#include "mission.h"
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#include "log.h"
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#include "lephisto.h"
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#include "rng.h"
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#include "space.h"
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#include "misn_lua.h"
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// FUCK LUA!!!
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#define luaL_register(L,n,l) (luaL_openlib(L, (n),(l), 0))
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#define MIN_ARGS(n) if(lua_gettop(L) < n) return 0
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static Mission* cur_mission = NULL;
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// -- Libraries. --
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// Mission.
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static int misn_setTitle(lua_State* L);
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static int misn_setDesc(lua_State* L);
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static int misn_setReward(lua_State* L);
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static const luaL_Reg misn_methods[] = {
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{ "setTitle", misn_setTitle },
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{ "setDesc", misn_setDesc },
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{ "setReward", misn_setReward },
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{ 0, 0 }
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};
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// Space.
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static int space_getPlanet(lua_State* L);
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static const luaL_Reg space_methods[] = {
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{ "getPlanet", space_getPlanet },
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{ 0, 0 }
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};
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// RNG.
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static int rnd_int(lua_State*L);
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static const luaL_Reg rnd_methods[] = {
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{ "int", rnd_int },
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{ 0, 0 }
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};
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// Register all the libaries.
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int misn_loadLibs(lua_State* L) {
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luaL_register(L, "misn", misn_methods);
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luaL_register(L, "space", space_methods);
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luaL_register(L, "rnd", rnd_methods);
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return 0;
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}
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// Run a mission function.
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int misn_run(Mission* misn, char* func) {
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int ret;
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cur_mission = misn;
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lua_getglobal(misn->L, func);
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if((ret = lua_pcall(misn->L, 0, 0, 0)))
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// Did an oops.
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WARN("Mission '%s' -> '%s' : %s",
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cur_mission->data->name, func, lua_tostring(misn->L, -1));
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cur_mission = NULL;
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return ret;
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}
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// -- Mission. --
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static int misn_setTitle(lua_State* L) {
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MIN_ARGS(1);
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if(lua_isstring(L, -1)) {
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if(cur_mission->title)
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// Cleanup the old title.
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free(cur_mission->title);
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cur_mission->title = strdup(lua_tostring(L, -1));
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}
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return 0;
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}
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static int misn_setDesc(lua_State* L) {
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MIN_ARGS(1);
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if(lua_isstring(L, -1)) {
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if(cur_mission->title)
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// Cleanup the old description.
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free(cur_mission->desc);
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cur_mission->desc = strdup(lua_tostring(L, -1));
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}
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return 0;
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}
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static int misn_setReward(lua_State* L) {
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MIN_ARGS(1);
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if(lua_isstring(L, -1)) {
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if(cur_mission->reward)
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// Cleanup the old reward.
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free(cur_mission->reward);
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cur_mission->reward = strdup(lua_tostring(L, -1));
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}
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return 0;
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}
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static int space_getPlanet(lua_State* L) {
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(void)L;
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return 0;
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}
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static rnd_int(lua_State* L) {
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int o;
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o = lua_gettop(L);
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if(o == 0) lua_pushnumber(L, RNGF()); // Random double o <= x <= 1.
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else if(o == 1) {
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// Random int 0 <= x <= param.
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if(lua_isnumber(L, -1))
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lua_pushnumber(L, RNG(0, (int)lua_tonumber(L, -1)));
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else return 0;
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}
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else if(o >= 2) {
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// Random int param 1 <= x <= param 2.
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if(lua_isnumber(L, -1) && lua_isnumber(L, -2))
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lua_pushnumber(L, RNG((int)lua_tonumber(L, -2), (int)lua_tonumber(L,-1)));
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else return 0;
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}
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else return 0;
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// Unless it's returned 0 already it'll always return param.
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return 1;
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}
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7
src/misn_lua.h
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7
src/misn_lua.h
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#pragma once
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#include "lua.h"
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// Load the libraries for a lua state.
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int misn_loadLibs(lua_State* L);
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68
src/mission.c
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68
src/mission.c
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#include <string.h>
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#include <malloc.h>
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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#include "lephisto.h"
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#include "log.h"
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#include "mission.h"
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// Current player missions.
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Mission player_missions[MISSION_MAX];
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// Mission stack.
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//static Mission* mission_stack = NULL; // Unmuteable after creation.
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//static int mission_nstack = 0;
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extern int misn_run(Mission* misn, char* func);
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// Create a mission.
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int mission_create(MissionData* misn) {
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int i;
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// Find last mission.
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for(i = 0; i < MISSION_MAX; i++)
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if(player_missions[i].data == NULL) break;
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// No missions left.
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if(i >= MISSION_MAX) return -1;
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player_missions[i].data = misn;
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// Init lua.
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player_missions[i].L = luaL_newstate();
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luaopen_string(player_missions[i].L); // String.format can be useful..
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misn_loadLibs(player_missions[i].L); // Load our custom libraries.
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return 0;
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}
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// Load/Free.
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int missions_load(void) {
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#if 0
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yaml_parser_t parser;
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yaml_event_t input_event;
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memset(&parser, 0, sizeof(parser));
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memset(&input_event, 0, sizeof(input_event));
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// Set up parser.
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if(!yaml_parser_initialize(&parser)) {
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ERR("Could not initialize the parser object");
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return -1;
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}
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// Cleanup parser.
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yaml_event_delete(&input_event);
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yaml_parser_delete(&parser);
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#endif
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return 0;
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}
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void missions_free(void) {
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}
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51
src/mission.h
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51
src/mission.h
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#pragma once
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#include "faction.h"
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#include "misn_lua.h"
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#define MIS_AVAIL_COMPUTER 1
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#define MIS_AVAIL_BAR 2
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#define MIS_AVAIL_OUTFIT 3
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#define MIS_AVAIL_SHIPYARD 4
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#define MIS_AVAIL_LAND 5
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// Flags.
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#define mis_isFlag(m,f) ((m)->flags & (f))
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#define mis_setFlag(m,f) ((m)->flags |= (f))
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#define mis_rmFlag(m,f) ((m)->flags ^= (f))
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typedef struct MissionData_ {
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char* name; // the name of the mission.
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// Availability.
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struct {
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int loc; // Location.
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double chance; // Chance of it appearing.
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// For specific cases.
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char* planet;
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char* system;
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// For generic cases.
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Faction* factions;
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int nfactions;
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} avail;
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} MissionData;
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// Active mission.
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typedef struct Mission_ {
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MissionData* data;
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char* title; // Not to be confused with name..
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char* desc; // Description of the mission.
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char* reward; // Rewards - in text.
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lua_State* L;
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} Mission;
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#define MISSION_MAX 6 // No sense in the player having unlimited missions..
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extern Mission player_mission[MISSION_MAX];
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// Load/Quit.
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int missions_load(void);
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void missions_free(void);
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