[Add] Selling of outfits, also improved purchasing of outfits.
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36a8847248
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a33bb0624a
@ -102,7 +102,7 @@ static void board_stealCreds(char* str) {
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return;
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}
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credits += board_credits;
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player_credits += board_credits;
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board_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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@ -5,12 +5,14 @@
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// Convert credits to a usable string for displaying.
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// str must have 10 characters allocated.
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void credits2str(char* str, unsigned int credits, int decimals) {
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if(credits >= 1000000000)
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snprintf(str, 10, "%.*fB", decimals, (double)credits / 1000000000.);
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if(decimals < 0)
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snprintf(str, 32, "%d", credits);
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else if(credits >= 1000000000)
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snprintf(str, 16, "%.*fB", decimals, (double)credits / 1000000000.);
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else if(credits >= 1000000)
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snprintf(str, 10, "%*fM", decimals, (double)credits / 1000000.);
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snprintf(str, 16, "%*fM", decimals, (double)credits / 1000000.);
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else if(credits >= 1000)
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snprintf(str, 10, "%.*fK", decimals, (double)credits / 1000.);
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else snprintf(str, 10, "%d", credits);
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snprintf(str, 16, "%.*fK", decimals, (double)credits / 1000.);
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else snprintf(str, 16, "%d", credits);
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}
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44
src/land.c
44
src/land.c
@ -41,6 +41,9 @@ static int land_wid = 0; // Primary land window.
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static int secondary_wid = 0; // For the second opened land window (We can only have 2 max).
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static Planet* planet = NULL;
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// Extern.
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extern unsigned int player_credits;
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// Commodity excahnge.
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static void commodity_exchange(void);
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static void commodity_exchange_close(char* str);
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@ -49,6 +52,7 @@ static void outfits(void);
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static void outfits_close(char* str);
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static void outfits_update(char* str);
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static void outfits_buy(char* str);
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static void outfits_sell(char* str);
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// Shipyard.
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static void shipyard(void);
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static void shipyard_close(char* str);
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@ -104,15 +108,18 @@ static void outfits(void) {
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"Buy", outfits_buy);
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window_addButton(secondary_wid, -40-BUTTON_WIDTH, 40+BUTTON_HEIGHT,
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BUTTON_WIDTH, BUTTON_HEIGHT, "btnInfoOutfit",
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"Info", NULL);
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BUTTON_WIDTH, BUTTON_HEIGHT, "btnSellOutfit",
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"Sell", outfits_sell);
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window_addText(secondary_wid, 40+200+40, -80,
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80, 96, 0, "txtSDesc", &gl_smallFont, &cDConsole,
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"Name:\n"
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"Type:\n"
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"Owned:\n"
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"Space taken:\n"
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"\n"
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"Price:\n");
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"Price:\n"
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"Money:\n");
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window_addText(secondary_wid, 40+200+40+80, -80,
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250, 96, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL);
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@ -140,21 +147,31 @@ 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[32];
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char buf[80], buf2[32], buf3[32];
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outfitname = toolkit_getList(secondary_wid, "lstOutfits");
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outfit = outfit_get(outfitname);
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window_modifyText(secondary_wid, "txtDescription", outfit->description);
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credits2str(buf2, outfit->price, 0);
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credits2str(buf2, outfit->price, -1);
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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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"%d\n"
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"\n"
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"%d\n"
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"%d\n"
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"\n"
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"%s Scred\n"
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"%s SCred\n",
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outfit->name,
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outfit_getType(outfit),
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buf2);
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player_outfitOwned(outfitname),
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outfit->mass,
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player_freeSpace(),
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buf2,
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buf3);
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window_modifyText(secondary_wid, "txtDDesc", buf);
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}
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@ -171,6 +188,21 @@ static void outfits_buy(char* str) {
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q = 1; // Q should be dependant on MOD keys. TODO
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pilot_addOutfit(player, outfit, q);
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outfits_update(NULL);
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}
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static void outfits_sell(char* str) {
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(void)str;
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char* outfitname;
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Outfit* outfit;
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int q;
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outfitname = toolkit_getList(secondary_wid, "lstOutfits");
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outfit = outfit_get(outfitname);
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q = 1;
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pilot_rmOutfit(player, outfit, q);
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outfits_update(NULL);
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}
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static void shipyard(void) {
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55
src/pilot.c
55
src/pilot.c
@ -25,7 +25,7 @@ int pilots = 0;
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static int mpilots = 0;
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extern Pilot* player;
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extern unsigned int combat_rating;
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extern unsigned int combat_crating;
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// Stack of fleets.
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static Fleet* fleet_stack = NULL;
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@ -218,7 +218,7 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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if(!pilot_isFlag(p, PILOT_DEAD)) {
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pilot_dead(p);
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// Adjust the combat rating based on pilot mass.
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if(shooter == PLAYER_ID) combat_rating += MAX(1, p->ship->mass/50);
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if(shooter == PLAYER_ID) combat_crating += MAX(1, p->ship->mass/50);
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}
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}
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@ -237,6 +237,28 @@ void pilot_dead(Pilot* p) {
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pilot_setFlag(p, PILOT_DEAD);
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}
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void pilot_setSecondary(Pilot* p, const char* secondary) {
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int i;
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if(secondary == NULL) {
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p->secondary = NULL;
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p->ammo = NULL;
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return;
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}
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for(i = 0; i < p->noutfits; i++) {
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if(strcmp(secondary, p->outfits[i].outfit->name)==0) {
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p->secondary = &p->outfits[i];;
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pilot_setAmmo(p);
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return;
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}
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}
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WARN("Attempted to set pilot '%s' secondary weapon to non-existing '%s'",
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p->name, secondary);
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p->secondary = NULL;
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p->ammo = NULL;
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}
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// Set the pilot's ammo based on their secondary weapon.
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void pilot_setAmmo(Pilot* p) {
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int i;
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@ -402,13 +424,34 @@ void pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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pilot_setFlag(pilot, PILOT_HASTURRET);
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// Hack due to realloc possibility.
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if(s) {
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pilot_setSecondary(pilot, s);
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}
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// Remove an outfit from the pilot.
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void pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
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int i;
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char* s;
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for(i = 0; i < pilot->noutfits; i++)
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if(strcmp(s, pilot->outfits[i].outfit->name)==0) {
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pilot->secondary = &pilot->outfits[i];
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break;
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if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) {
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pilot->outfits[i].quantity -= quantity;
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if(pilot->outfits[i].quantity <= 0) {
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// Hack in case it reallocs - Can happen even when shrinking.
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s = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
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// Remove the outfit.
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memmove(pilot->outfits+i, pilot->outfits+i+1,
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sizeof(PilotOutfit)*(pilot->noutfits-i));
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pilot->noutfits--;
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pilot->outfits = realloc(pilot->outfits,
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sizeof(PilotOutfit)*(pilot->noutfits));
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pilot_setSecondary(pilot, s);
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}
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return;
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}
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WARN("Failure attempting to remove %d '%s' from pilot '%s'",
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quantity, outfit->name, pilot->name);
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}
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// ==Init pilot.===========================================
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@ -115,9 +115,11 @@ Fleet* fleet_get(const char* name);
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void pilot_shoot(Pilot* p, const unsigned int target, const int secondary);
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void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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const double damage_shield, const double damage_armour);
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void pilot_setSecondary(Pilot* p, const char* secondary);
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void pilot_setAmmo(Pilot* p);
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double pilot_face(Pilot* p, const float dir);
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void pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity);
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void pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity);
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// Creation.
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void pilot_init(Pilot* dest, Ship* ship, char* name, Faction* faction, AI_Profile* ai,
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46
src/player.c
46
src/player.c
@ -28,8 +28,8 @@
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Pilot* player = NULL; // extern in pilot.h
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// Player global properties.
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char* player_name = NULL; // Player name.
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unsigned int credits = 0; // Ze monies.
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unsigned int combat_rating = 0; // Ze rating.
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unsigned int player_credits = 0; // Ze monies.
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unsigned 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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double player_turn = 0.; // Turn velocity from input.
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@ -155,8 +155,8 @@ void player_new(void) {
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else if(xml_isNode(tmp, "y")) y = xml_getFloat(tmp);
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} while((tmp = tmp->next));
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}
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else if(xml_isNode(cur, "combat_rating"))
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combat_rating = xml_getInt(cur);
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else if(xml_isNode(cur, "combat_crating"))
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combat_crating = xml_getInt(cur);
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} while((cur = cur->next));
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}
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}while((node = node->next));
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@ -166,7 +166,7 @@ void player_new(void) {
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xmlCleanupParser();
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// Money.
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credits = RNG(l, h);
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player_credits = RNG(l, h);
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player_newShip(ship);
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space_init(system);
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@ -233,15 +233,35 @@ static char* player_ratings[] = {
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};
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const char* player_rating(void) {
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if(combat_rating == 0) return player_ratings[0];
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else if(combat_rating < 50) return player_ratings[1];
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else if(combat_rating < 200) return player_ratings[2];
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else if(combat_rating < 500) return player_ratings[3];
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else if(combat_rating < 1000) return player_ratings[4];
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else if(combat_rating < 2500) return player_ratings[5];
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else if(combat_rating < 10000) return player_ratings[6];
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if(combat_crating == 0) return player_ratings[0];
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else if(combat_crating < 50) return player_ratings[1];
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else if(combat_crating < 200) return player_ratings[2];
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else if(combat_crating < 500) return player_ratings[3];
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else if(combat_crating < 1000) return player_ratings[4];
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else if(combat_crating < 2500) return player_ratings[5];
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else if(combat_crating < 10000) return player_ratings[6];
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else return player_ratings[7];
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}
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// Return how much space the player has remaining.
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int player_freeSpace(void) {
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int i, s;
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s = player->ship->cap_weapon;
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for(i = 0; i < player->noutfits; i++)
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s -= player->outfits[i].quantity * player->outfits[i].outfit->mass;
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return s;
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}
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// Return amount of outfits the player owns.
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int player_outfitOwned(const char* outfitname) {
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int i;
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for(i = 0; i < player->noutfits; i++)
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if(strcmp(outfitname, player->outfits[i].outfit->name)==0)
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return player->outfits[i].quantity;
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return 0;
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}
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// Render the background player stuff, namely planet target
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@ -458,7 +478,7 @@ void player_render(void) {
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gl_print(NULL, gui.misc.x + 10, gui.misc.y - 10 - gl_defFont.h,
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&cConsole, "SCred:");
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credits2str(str, credits, 2);
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credits2str(str, player_credits, 2);
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i = gl_printWidth(&gl_smallFont, "%s", str);
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gl_print(&gl_smallFont, gui.misc.x + gui.misc.w - 10 - i,
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@ -18,8 +18,8 @@
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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 unsigned int credits;
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extern unsigned int combat_rating;
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extern unsigned int player_credits;
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extern unsigned int combat_crating;
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// Enums.
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typedef enum RadarShape_ { RADAR_RECT, RADAR_CIRCLE } RadarShape; // For render functions.
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@ -39,6 +39,8 @@ void player_message(const char* fmt, ...);
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void player_clear(void);
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void player_warp(const double x, const double y);
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const char* player_rating(void);
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int player_freeSpace(void);
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int player_outfitOwned(const char* outfitname);
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// Keybind actions.
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void player_setRadarRel(int mod);
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