[Change] Use player->credits as apposed to player_credits
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99857ba716
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@ -98,7 +98,7 @@ static void board_stealCreds(char* str) {
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if(board_fail()) return;
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player_credits += p->credits;
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player->credits += p->credits;
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p->credits = 0;
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board_update(); // Update the lack of credits.
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player_message("You manage to steal the ship's Scred.");
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37
src/land.c
37
src/land.c
@ -70,7 +70,7 @@ static void shipyard_yoursClose(char* str);
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static void shipyard_yoursUpdate(char* str);
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static void shipyard_yoursChange(char* str);
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static void shipyard_yoursTransport(char* str);
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static char shipyard_yoursTransportPrice(char* shipname);
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static int shipyard_yoursTransportPrice(char* shipname);
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// Spaceport bar.
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static void spaceport_bar(void);
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static void spaceport_bar_close(char* str);
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@ -160,7 +160,7 @@ static void commodity_buy(char* str) {
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comname = toolkit_getList(secondary_wid, "lstGoods");
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com = commodity_get(comname);
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if(player_credits <= q * com->medium) {
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if(player->credits <= q * com->medium) {
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toolkit_alert("Not enough Scred!");
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return;
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}
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@ -170,7 +170,7 @@ static void commodity_buy(char* str) {
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}
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q = pilot_addCargo(player, com, q);
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player_credits -= q * com->medium;
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player->credits -= q * com->medium;
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commodity_update(NULL);
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}
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@ -185,7 +185,7 @@ static void commodity_sell(char* str) {
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com = commodity_get(comname);
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q = pilot_rmCargo(player, com, q);
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player_credits += q * com->medium;
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player->credits += q * com->medium;
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commodity_update(NULL);
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}
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@ -260,7 +260,7 @@ static void outfits_update(char* str) {
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(void)str;
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char* outfitname;
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Outfit* outfit;
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char buf[80], buf2[16], buf3[16];
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char buf[128], buf2[16], buf3[16];
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outfitname = toolkit_getList(secondary_wid, "lstOutfits");
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outfit = outfit_get(outfitname);
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@ -269,8 +269,8 @@ static void outfits_update(char* str) {
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window_modifyText(secondary_wid, "txtDescription", outfit->description);
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credits2str(buf2, outfit->price, 2);
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credits2str(buf3, player_credits, 2);
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snprintf(buf, 80,
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credits2str(buf3, player->credits, 2);
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snprintf(buf, 128,
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"%s\n"
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"%s\n"
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"%d\n"
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@ -319,13 +319,13 @@ static void outfits_buy(char* str) {
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return;
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}
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// Not enough $$.
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else if(q*(int)outfit->price >= player_credits) {
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credits2str(buf, q*outfit->price - player_credits, 2);
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else if(q*(int)outfit->price >= player->credits) {
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credits2str(buf, q*outfit->price - player->credits, 2);
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toolkit_alert("You need %s more SCred.", buf);
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return;
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}
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player_credits -= outfit->price * pilot_addOutfit(player, outfit,
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player->credits -= outfit->price * pilot_addOutfit(player, outfit,
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MIN(q, outfit->max));
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outfits_update(NULL);
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}
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@ -347,7 +347,7 @@ static void outfits_sell(char* str) {
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return;
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}
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player_credits += outfit->price * pilot_rmOutfit(player, outfit, q);
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player->credits += outfit->price * pilot_rmOutfit(player, outfit, q);
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outfits_update(NULL);
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}
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@ -455,7 +455,7 @@ static void shipyard_update(char* str) {
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window_modifyText(secondary_wid, "txtDescription", ship->description);
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credits2str(buf2, ship->price, 2);
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credits2str(buf3, player_credits, 2);
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credits2str(buf3, player->credits, 2);
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snprintf(buf, 80,
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"%s\n"
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"%s\n"
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@ -571,11 +571,10 @@ static void shipyard_yoursUpdate(char* str) {
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// Update the image.
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window_modifyImage(terciary_wid, "imgTarget", ship->ship->gfx_target);
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credits2str(buf2, (strcmp(loc, land_planet->name)==0) ? 0 :
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shipyard_yoursTransportPrice(shipname), 2); // Transport.
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credits2str(buf2, shipyard_yoursTransportPrice(shipname), 2); // Transport.
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credits2str(buf3, 0, 2); // Sell price.
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snprintf(buf, 80,
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snprintf(buf, 256,
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"%s\n"
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"%s\n"
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"%s\n"
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@ -653,11 +652,15 @@ static void shipyard_yoursTransport(char* str) {
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return;
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}
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// Success.
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player->credits -= price;
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player_setLoc(shipname, land_planet->name);
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// Update the window to reflect the change.
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shipyard_yoursUpdate(NULL);
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}
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static char shipyard_yoursTransportPrice(char* shipname) {
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static int shipyard_yoursTransportPrice(char* shipname) {
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char* loc;
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Pilot* ship;
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@ -666,7 +669,7 @@ static char shipyard_yoursTransportPrice(char* shipname) {
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if(strcmp(loc, land_planet->name)==0) // Already here.
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return 0;
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return ship->solid->mass*500;
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return (int)ship->solid->mass*500;
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}
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// Spaceport bar.
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@ -32,13 +32,13 @@ Pilot* player = NULL; // extern in pilot.h
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static Ship* player_ship = NULL; // Temp ship to hold when naming it.
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// More hacks.
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static double player_px, player_py, player_vx, player_vy, player_dir;
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static int player_credits = 0; // Temp hack.
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// Player pilot stack - Ships she owns.
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static Pilot** player_stack = NULL;
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static char** player_lstack = NULL; // Names of the planet the ships are at.
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static int player_nstack = 0;
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// Player global properties.
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char* player_name = NULL; // Player name.
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int player_credits = 0; // Ze monies.
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int combat_crating = 0; // Ze rating.
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unsigned int player_flags = 0; // Player flags.
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// Input.c
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@ -314,6 +314,7 @@ static void player_newShipMake(char* name) {
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player_lstack = realloc(player_lstack, sizeof(char*)*(player_nstack+1));
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player_lstack[player_nstack] = strdup(land_planet->name);
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player_nstack++;
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if(!player_credits) player_credits = player->credits;
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pilot_destroy(player);
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}
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@ -327,6 +328,10 @@ static void player_newShipMake(char* name) {
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player_dir, &vp, &vv, PILOT_PLAYER);
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gl_bindCamera(&player->solid->pos); // Set opengl camera.
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// Moniez!!
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player->credits = player_credits;
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player_credits = 0;
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}
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// Swaps the current ship with shipname.
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@ -692,7 +697,7 @@ void player_render(void) {
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gl_print(NULL, gui.misc.x + 8, j,
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&cConsole, "SCreds:");
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credits2str(str, player_credits, 2);
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credits2str(str, player->credits, 2);
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i = gl_printWidth(&gl_smallFont, str);
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gl_print(&gl_smallFont, gui.misc.x + gui.misc.w - 8 - i, j,
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@ -21,7 +21,6 @@
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extern Pilot* pilot;
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extern char* player_name;
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extern unsigned int player_flags;
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extern int player_credits;
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extern int combat_crating;
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// Enums.
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