Lephisto/src/player.c

1788 lines
50 KiB
C

#include <malloc.h>
#include "lephisto.h"
#include "pilot.h"
#include "log.h"
#include "opengl.h"
#include "font.h"
#include "pack.h"
#include "xml.h"
#include "space.h"
#include "rng.h"
#include "land.h"
#include "sound.h"
#include "economy.h"
#include "pause.h"
#include "menu.h"
#include "toolkit.h"
#include "mission.h"
#include "misn_lua.h"
#include "ltime.h"
#include "hook.h"
#include "map.h"
#include "lfile.h"
#include "spfx.h"
#include "player.h"
#define XML_GUI_ID "GUIs" /* XML section identifier. */
#define XML_GUI_TAG "gui"
#define XML_START_ID "Start"
#define GUI_DATA "../dat/gui.xml"
#define GUI_GFX "../gfx/gui/"
#define START_DATA "../dat/start.xml"
/* Player stuff. */
Pilot* player = NULL; /* extern in pilot.h */
static Ship* player_ship = NULL; /* Temp ship to hold when naming it. */
static alVoice* player_voice = NULL; /* Player's voice. */
static double player_px, player_py, player_vx, player_vy, player_dir;
static int player_credits = 0; /* Temp hack. */
/* Player pilot stack - Ships she owns. */
static Pilot** player_stack = NULL;
static char** player_lstack = NULL; /* Names of the planet the ships are at. */
static int player_nstack = 0;
/* Player global properties. */
char* player_name = NULL; /* Player name. */
int player_crating = 0; /* Ze rating. */
unsigned int player_flags = 0; /* Player flags. */
/* Input.c */
double player_turn = 0.; /* Turn velocity from input. */
static double player_acc = 0.; /* Accel velocity from input. */
unsigned int player_target = PLAYER_ID; /* Targetted pilot. */
/* Internal */
int planet_target = -1; /* Targetted planet. */
int hyperspace_target = -1; /* Target hyperspace route. */
/* For death etc. */
static unsigned int player_timer = 0;
static Vec2 player_cam;
static int* missions_done = NULL; /* Saves position. */
static int missions_mdone = 0;
static int missions_ndone = 0;
/* Pilot stuff for GUI. */
extern Pilot** pilot_stack;
extern int pilots;
/* Space stuff for GUI. */
extern StarSystem* systems_stack;
/* GUI crap. */
typedef struct Radar_ {
double x,y; /* Position. */
double w,h; /* Dimensions. */
RadarShape shape;
double res; /* Resolution. */
} Radar;
/* Radar res. */
#define RADAR_RES_MAX 100.
#define RADAR_RES_MIN 10.
#define RADAR_RES_INTERVAL 10.
#define RADAR_RES_DEFAULT 40.
typedef struct Rect_ {
double x,y;
double w,h;
} Rect;
typedef struct GUI_ {
/* Graphics. */
glTexture* gfx_frame;
glTexture* gfx_targetPilot, *gfx_targetPlanet;
Radar radar;
Rect nav;
Rect shield, armour, energy;
Rect weapon;
Rect target_health, target_name, target_faction;
Rect misc;
Rect msg;
/* Positions. */
Vec2 frame;
Vec2 target;
} GUI;
GUI gui = {
.gfx_frame = NULL,
.gfx_targetPilot = NULL,
.gfx_targetPlanet = NULL
};
double gui_xoff = 0.;
double gui_yoff = 0.;
/* Messages. */
#define MSG_SIZE_MAX 80
int msg_timeout = 5000;
int msg_max = 5; /* Max messages on screen. */
typedef struct Msg_ {
char str[MSG_SIZE_MAX];
unsigned int t;
} Msg;
static Msg* msg_stack;
/* External. */
extern void pilot_render(const Pilot* pilot); /* Extern is in Pilot.* */
extern void weapon_minimap(const double res,
const double w, const double h, const RadarShape shape); /* weapon.c */
extern void planets_minimap(const double res,
const double w, const double h, const RadarShape shape); /* space.c */
/* Internal. */
/* Creation. */
static void player_newMake(void);
static void player_newShipMake(char* name);
/* Sound. */
static void player_initSound(void);
static void player_playSound(ALuint sound, int once);
static void player_stopSound(void);
/* Gui. */
static void rect_parse(const xmlNodePtr parent,
double* x, double* y, double* w, double* h);
static int gui_parse(const xmlNodePtr parent, const char* name);
static void gui_renderPilot(const Pilot* p);
static void gui_renderBar(const glColour* c, const Rect* r, const double w);
/* Save/Load. */
static int player_saveShip(xmlTextWriterPtr writer, Pilot* ship, char* loc);
static int player_parse(xmlNodePtr parent);
static int player_parseDone(xmlNodePtr parent);
static int player_parseShip(xmlNodePtr parent, int is_player);
/* Externed. */
void player_dead(void);
void player_destroyed(void);
int player_save(xmlTextWriterPtr writer);
int player_load(xmlNodePtr parent);
void player_think(Pilot* player);
void player_brokeHyperspace(void);
double player_faceHyperspace(void);
/* Prompt player name. */
void player_new(void) {
int r;
/* Let's not seg fault due to a lack of environment. */
player_flags = 0;
player_setFlag(PLAYER_CREATING);
vectnull(&player_cam);
gl_bindCamera(&player_cam);
/* Setup sound. */
player_initSound();
/* Cleanup player stuff if we'll be re-creating. */
player_cleanup();
var_cleanup();
missions_cleanup();
space_clearKnown();
player_name = dialogue_input("Player Name", 3, 20,
"Please tell me your name:");
if(lfile_fileExists("saves/%s.ls", player_name)) {
r = dialogue_YesNo("Overwrite",
"You already have a pilot named %s. Overwrite?", player_name);
if(r == 0) {
/* Nupe. */
player_new();
return;
}
}
player_newMake();
}
/* Create a new player. */
static void player_newMake(void) {
Ship* ship;
char system[20];
uint32_t bufsize;
char* buf = pack_readfile(DATA, START_DATA, &bufsize);
int l, h, tl, th;
double x, y;
xmlNodePtr node, cur, tmp;
xmlDocPtr doc = xmlParseMemory(buf, bufsize);
node = doc->xmlChildrenNode;
if(!xml_isNode(node, XML_START_ID)) {
ERR("Malformed '"START_DATA"' file: missing root element '"XML_START_ID"'");
return;
}
node = node->xmlChildrenNode; /* First system node. */
if(node == NULL) {
ERR("Malformed '"START_DATA"' file: does not contain elements");
return;
}
do {
/* We are interested in the player. */
if(xml_isNode(node, "player")) {
cur = node->children;
do {
if(xml_isNode(cur, "ship")) ship = ship_get(xml_get(cur));
else if(xml_isNode(cur, "credits")) {
/* MONIEZZ!!!! -- We call these SCred AKA SaraCred. Lame right? */
tmp = cur->children;
do {
xmlr_int(tmp, "low", l);
xmlr_int(tmp, "high", h);
} while(xml_nextNode(tmp));
}
else if(xml_isNode(cur, "system")) {
tmp = cur->children;
do {
/* System name. TODO: Chance based on percentage. */
if(xml_isNode(tmp, "name")) snprintf(system, 20, xml_get(tmp));
/* Position. */
xmlr_float(tmp, "x", x);
xmlr_float(tmp, "y", y);
} while(xml_nextNode(tmp));
}
xmlr_int(cur, "player_crating", player_crating);
if(xml_isNode(cur, "date")) {
tmp = cur->children;
do {
xmlr_int(tmp, "low", tl);
xmlr_int(tmp, "high", th);
} while(xml_nextNode(tmp));
}
} while((cur = cur->next));
}
}while((node = node->next));
xmlFreeDoc(doc);
free(buf);
xmlCleanupParser();
/* Money. */
player_credits = RNG(l, h);
/* Time. */
ltime_set(RNG(tl*1000*LTIME_UNIT_LENGTH, th*1000*LTIME_UNIT_LENGTH));
/* Welcome message. */
player_message("Welcome to "APPNAME"!");
player_message("v%d.%d.%d", VMAJOR, VMINOR, VREV);
/* Create the player and start the game. */
player_newShip(ship, x, y, 0., 0., RNG(0, 359)/180.*M_PI);
space_init(system);
/* Clear the map. */
map_clear();
}
/* Create a dialogue to name the new ship. */
void player_newShip(Ship* ship, double px, double py,
double vx, double vy, double dir) {
char* ship_name;
/* Temp values while player doesn't exist. */
player_ship = ship;
player_px = px;
player_py = py;
player_vx = vx;
player_vy = vy;
player_dir = dir;
ship_name = dialogue_input("Player Name", 3, 20,
"Please name your shiny new %s", ship->name);
player_newShipMake(ship_name);
free(ship_name);
}
/* Change the players ship. */
static void player_newShipMake(char* name) {
Vec2 vp, vv;
/* Store the current ship if it exists. */
if(player) {
player_stack = realloc(player_stack, sizeof(Pilot*)*(player_nstack+1));
player_stack[player_nstack] = pilot_copy(player);
player_lstack = realloc(player_lstack, sizeof(char*)*(player_nstack+1));
player_lstack[player_nstack] = strdup(land_planet->name);
player_nstack++;
if(!player_credits) player_credits = player->credits;
pilot_destroy(player);
}
/* In case we're respawning. */
player_rmFlag(PLAYER_CREATING);
/* Hackish position setting. */
vect_cset(&vp, player_px, player_py);
vect_cset(&vv, player_vx, player_vy);
/* Create the player. */
pilot_create(player_ship, name, faction_get("Player"), NULL,
player_dir, &vp, &vv, PILOT_PLAYER);
gl_bindCamera(&player->solid->pos); /* Set opengl camera. */
/* Moniez!! */
player->credits = player_credits;
player_credits = 0;
}
/* Swaps the current ship with shipname. */
void player_swapShip(char* shipname) {
int i, j;
Pilot* ship;
for(i = 0; i < player_nstack; i++) {
if(strcmp(shipname, player_stack[i]->name)==0) {
/* Swap player and ship. */
ship = player_stack[i];
/* Move credits over. */
ship->credits = player->credits;
/* Move cargo over. */
for(j = 0; j < player->ncommodities; j++) {
pilot_addCargo(ship, player->commodities[j].commodity,
player->commodities[j].quantity);
pilot_rmCargo(player, player->commodities[j].commodity,
player->commodities[j].quantity);
}
/* Extra pass to calculate stats. */
pilot_calcStats(ship);
pilot_calcStats(player);
/* Now swap the players. */
player_stack[i] = player;
pilot_stack[0] = player = ship;
gl_bindCamera(&player->solid->pos); /* Let's not forget the camera. */
return;
}
}
WARN("Unable to swap player with ship '%s': Ship does not exist!", shipname);
}
/* Clean up player stuff like player_stack. */
void player_cleanup(void) {
int i;
player_clear();
/* Clean up name. */
if(player_name != NULL) free(player_name);
/* Clean up messages. */
for(i = 0; i < msg_max; i++)
memset(msg_stack[i].str, '\0', MSG_SIZE_MAX);
/* Clean up the stack. */
if(player_stack != NULL) {
for(i = 0; i < player_nstack; i++) {
pilot_free(player_stack[i]);
free(player_lstack[i]);
}
free(player_stack);
player_stack = NULL;
free(player_lstack);
player_lstack = NULL;
/* Nothing left. */
player_nstack = 0;
}
/* Clean up missions. */
if(missions_done != NULL) {
free(missions_done);
missions_done = NULL;
missions_ndone = 0;
missions_mdone = 0;
}
pilots_cleanAll();
if(player != NULL) {
pilot_free(player);
player = NULL;
}
}
/* Initializes the player sound. */
static void player_initSound(void) {
if(player_voice == NULL) {
player_voice = sound_addVoice(0, /* Max priority. */
0., 0., 0., 0., 0., /* No properties. */
VOICE_LOOPING | VOICE_STATIC);
}
}
/* Play a sound. */
static void player_playSound(ALuint sound, int once) {
unsigned int flags = VOICE_STATIC;
if(once == 0) flags |= VOICE_LOOPING;
voice_buffer(player_voice, sound, flags);
}
static void player_stopSound(void) {
voice_stop(player_voice);
}
void player_message(const char* fmt, ...) {
va_list ap;
int i;
if(fmt == NULL) return; /* Message not valid. */
/* Copy old messages back. */
for(i = 1; i < msg_max; i++) {
if(msg_stack[msg_max-i-1].str[0] != '\0') {
strcpy(msg_stack[msg_max-i].str, msg_stack[msg_max-i-1].str);
msg_stack[msg_max-i].t = msg_stack[msg_max-i-1].t;
}
}
/* Add the new one. */
va_start(ap, fmt);
vsprintf(msg_stack[0].str, fmt, ap);
va_end(ap);
msg_stack[0].t = SDL_GetTicks() + msg_timeout;
}
void player_warp(const double x, const double y) {
vect_cset(&player->solid->pos, x, y);
}
/* Clear the targets. */
void player_clear(void) {
player_target = PLAYER_ID;
planet_target = -1;
hyperspace_target = -1;
}
static char* player_ratings[] = {
"None",
"Smallfry",
"Minor",
"Average",
"Major",
"Fearsome",
"Godlike"
};
const char* player_rating(void) {
if(player_crating == 0) return player_ratings[0];
else if(player_crating < 50) return player_ratings[1];
else if(player_crating < 200) return player_ratings[2];
else if(player_crating < 500) return player_ratings[3];
else if(player_crating < 1000) return player_ratings[4];
else if(player_crating < 2500) return player_ratings[5];
else if(player_crating < 10000) return player_ratings[6];
else return player_ratings[7];
}
/* Return amount of outfits the player owns. */
int player_outfitOwned(const char* outfitname) {
int i;
for(i = 0; i < player->noutfits; i++)
if(strcmp(outfitname, player->outfits[i].outfit->name)==0)
return player->outfits[i].quantity;
return 0;
}
/* Return how many of the commodity the player has. */
int player_cargoOwned(const char* commodityname) {
int i;
for(i = 0; i < player->ncommodities; i++)
if(!player->commodities[i].id &&
strcmp(commodityname, player->commodities[i].commodity->name)==0)
return player->commodities[i].quantity;
return 0;
}
void player_rmMissionCargo(unsigned int cargo_id) {
int i;
if(!pilot_rmMissionCargo(player, cargo_id)) return; /* Already done. */
for(i = 0; i < player_nstack; i++)
if(!pilot_rmMissionCargo(player_stack[i], cargo_id))
return; /* Success. */
}
/* Render the background player stuff, namely planet target */
void player_renderBG(void) {
double x, y;
glColour* c;
Planet* planet;
if(player_isFlag(PLAYER_DESTROYED) || player_isFlag(PLAYER_CREATING) ||
pilot_isFlag(player, PLAYER_DESTROYED)) return;
if(planet_target >= 0) {
planet = &cur_system->planets[planet_target];
if(areEnemies(player->faction, planet->faction)) c = &cHostile;
else c = &cNeutral;
x = planet->pos.x - planet->gfx_space->sw/2.;
y = planet->pos.y + planet->gfx_space->sh/2.;
gl_blitSprite(gui.gfx_targetPlanet, x, y, 0, 0, c); /* Top left. */
x += planet->gfx_space->sw;
gl_blitSprite(gui.gfx_targetPlanet, x, y, 1, 0, c); /* Top right. */
y -= planet->gfx_space->sh;
gl_blitSprite(gui.gfx_targetPlanet, x, y, 1, 1, c); /* Bottom right. */
x -= planet->gfx_space->sw;
gl_blitSprite(gui.gfx_targetPlanet, x, y, 0, 1, c); /* Bottom left. */
}
}
/* Render the player. */
void player_render(void) {
int i, j;
double x, y;
char str[10];
Pilot* p;
glColour* c;
glFont* f;
StarSystem* sys;
/* Pilot is dead or being created, just render her and stop. */
if(player_isFlag(PLAYER_DESTROYED) || player_isFlag(PLAYER_CREATING) ||
pilot_isFlag(player, PILOT_DEAD)) {
if(player_isFlag(PLAYER_DESTROYED)) {
if(!toolkit && !player_isFlag(PLAYER_CREATING) &&
(SDL_GetTicks() > player_timer)) {
menu_death();
}
}
else if(!player_isFlag(PLAYER_CREATING))
pilot_render(player);
/* Fancy cinematic scene borders. */
spfx_cinematic();
return;
}
if(player == NULL) return;
/* Render the player target graphics. */
if(player_target != PLAYER_ID) p = pilot_get(player_target);
else p = NULL;
if((p == NULL) || pilot_isFlag(p, PILOT_DEAD))
player_target = PLAYER_ID; /* No more pilot target. */
else {
/* There is still a pilot target. */
if(pilot_isDisabled(p)) c = &cInert;
else if(pilot_isFlag(p, PILOT_HOSTILE)) c = &cHostile;
else c = &cNeutral;
x = p->solid->pos.x - p->ship->gfx_space->sw * PILOT_SIZE_APROX/2.;
y = p->solid->pos.y + p->ship->gfx_space->sh * PILOT_SIZE_APROX/2.;
gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 0, c); /* Top left. */
x += p->ship->gfx_space->sw * PILOT_SIZE_APROX;
gl_blitSprite(gui.gfx_targetPilot, x, y, 1, 0, c); /* Top right. */
y -= p->ship->gfx_space->sh * PILOT_SIZE_APROX;
gl_blitSprite(gui.gfx_targetPilot, x, y, 1, 1, c); /* Bottom right. */
x -= p->ship->gfx_space->sw * PILOT_SIZE_APROX;
gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 1, c); /* Bottom left. */
}
/* Render the player. */
pilot_render(player);
/* GUI! */
/* -- Frame. */
gl_blitStatic(gui.gfx_frame, gui.frame.x, gui.frame.y, NULL);
/* -- Radar. */
glMatrixMode(GL_PROJECTION);
glPushMatrix();
if(gui.radar.shape == RADAR_RECT)
glTranslated(gui.radar.x - SCREEN_W/2. + gui.radar.w/2.,
gui.radar.y - SCREEN_H/2. - gui.radar.h/2., 0.);
else if(gui.radar.shape == RADAR_CIRCLE)
glTranslated(gui.radar.x - SCREEN_W/2.,
gui.radar.y - SCREEN_H/2., 0.);
/* Planets. */
planets_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape);
/* Weapons. */
glBegin(GL_POINTS);
COLOUR(cRadar_weap);
weapon_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape);
glEnd();
/* Render the pilots. */
for(j = 0, i = 1; i < pilots; i++) {
/* Skip the player. */
if(pilot_stack[i]->id == player_target) j = i;
else gui_renderPilot(pilot_stack[i]);
}
/* Render the targetted pilot. */
if(j != 0) gui_renderPilot(pilot_stack[j]);
/* Player. */
glBegin(GL_LINES);
/* Player. -- Drawn last. */
COLOUR(cRadar_player);
glVertex2d( 0., -3.);
glVertex2d( 0., 3.);
glVertex2d(-3., 0.);
glVertex2d( 3., 0.);
glEnd();
glPopMatrix(); /* GL_PROJECTION. */
/* Nav. */
if(planet_target >= 0) {
/* Planet landing target. */
gl_printMid(NULL, (int)gui.nav.w,
gui.nav.x, gui.nav.y - 5, &cConsole, "Land");
gl_printMid(&gl_smallFont, (int)gui.nav.w, gui.nav.x,
gui.nav.y - 10 - gl_smallFont.h, NULL, "%s",
cur_system->planets[planet_target].name);
}
else if(hyperspace_target >= 0) {
/* Hyperspace target. */
sys = &systems_stack[cur_system->jumps[hyperspace_target]];
c = space_canHyperspace(player) ? &cConsole : NULL;
gl_printMid(NULL, (int)gui.nav.w, gui.nav.x, gui.nav.y - 5,
c, "Hyperspace");
gl_printMid(&gl_smallFont, (int)gui.nav.w, gui.nav.x,
gui.nav.y - 10 - gl_smallFont.h,
NULL, "%d - %s", pilot_getJumps(player),
(sys->known == 0) ? "Unknown" : sys->name);
}
else {
/* No NAV target. */
gl_printMid(NULL, (int)gui.nav.w, gui.nav.x,
gui.nav.y - 5, &cConsole, "Navigation");
gl_printMid(&gl_smallFont, (int)gui.nav.w, gui.nav.x,
gui.nav.y - 10 - gl_smallFont.h, &cGrey, "Off");
}
/* Health */
gui_renderBar(&cShield, &gui.shield, player->shield / player->shield_max);
gui_renderBar(&cArmour, &gui.armour, player->armour / player->armour_max);
gui_renderBar(&cEnergy, &gui.energy, player->energy / player->energy_max);
/* Weapon. */
if(player->secondary == NULL) {
gl_printMid(NULL, (int)gui.weapon.w, gui.weapon.x,
gui.weapon.y - 5, &cConsole, "Secondary");
gl_printMid(&gl_smallFont, (int)gui.weapon.w, gui.weapon.x,
gui.weapon.y - 10 - gl_defFont.h, &cGrey, "None");
} else {
f = &gl_defFont;
if(outfit_isLauncher(player->secondary->outfit)) {
/* Use the ammunitions name. */
i = gl_printWidth(f, "%s", player->secondary->outfit->u.lau.ammo);
if(i > gui.weapon.w)
/* Font is too big. */
f = &gl_smallFont;
gl_printMid(f, (int)gui.weapon.w, gui.weapon.x,
gui.weapon.y - 5,
&cConsole, "%s", player->secondary->outfit->u.lau.ammo);
/* Print ammo underneath to the left. */
gl_printMid(&gl_smallFont, (int)gui.weapon.w, gui.weapon.x,
gui.weapon.y - 10 - gl_defFont.h,
NULL, "%d", (player->ammo) ? player->ammo->quantity : 0);
} else {
/* Just print the item name. */
i = gl_printWidth(f, "%s", player->secondary->outfit->name);
if(i > (int)gui.weapon.w)
/* Font is too big. */
f = &gl_smallFont;
gl_printMid(f, (int)gui.weapon.w,
gui.weapon.x, gui.weapon.y - (gui.weapon.h - f->h)/2.,
&cConsole, "%s", player->secondary->outfit->name);
}
}
/* Target. */
if(player_target != PLAYER_ID) {
p = pilot_get(player_target);
gl_blitStatic(p->ship->gfx_target, gui.target.x, gui.target.y, NULL);
/* Target name. */
gl_print(NULL, gui.target_name.x, gui.target_name.y,
NULL, "%s", p->name);
gl_print(&gl_smallFont, gui.target_faction.x, gui.target_faction.y,
NULL, "%s", faction_name(p->faction));
/* Target status. */
if(pilot_isDisabled(p))
/* Disable the pilot. */
gl_print(&gl_smallFont, gui.target_health.x, gui.target_health.y,
NULL, "Disabled");
else if(p->shield > p->shield_max / 100.)
/* On shields. */
gl_print(&gl_smallFont, gui.target_health.x, gui.target_health.y,
NULL, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.);
else
/* On armour. */
gl_print(&gl_smallFont, gui.target_health.x, gui.target_health.y,
NULL, "%s: %.0f%%", "Armor", p->armour/p->armour_max*100.);
} else {
/* No target. */
gl_printMid(NULL, SHIP_TARGET_W, gui.target.x,
gui.target.y + (SHIP_TARGET_H - gl_defFont.h)/2.,
&cGrey80, "No Target");
}
/* Misc. */
j = gui.misc.y - 8 - gl_smallFont.h;
gl_print(NULL, gui.misc.x + 8, j,
&cConsole, "SCreds:");
credits2str(str, player->credits, 2);
i = gl_printWidth(&gl_smallFont, str);
gl_print(&gl_smallFont, gui.misc.x + gui.misc.w - 8 - i, j,
NULL, str);
/* Cargo and co. */
if(player->ncommodities > 0) {
j -= gl_smallFont.h + 5;
gl_print(&gl_smallFont,
gui.misc.x + 8, j, &cConsole, "Cargo");
for(i = 0; i < MIN(player->ncommodities,3); i++) {
j -= gl_smallFont.h + 3;
if(player->commodities[i].quantity) /* Quantity is over. */
gl_printMax(&gl_smallFont, gui.misc.w - 15,
gui.misc.x + 13, j,
NULL, "%d %s%s", player->commodities[i].quantity,
player->commodities[i].commodity->name,
(player->commodities[i].id) ? "*" : "");
else /* Basically for weightless mission stuff. */
gl_printMax(&gl_smallFont, gui.misc.w - 15,
gui.misc.x + 13, j,
NULL, "%s%s", player->commodities[i].commodity->name,
(player->commodities[i].id) ? "*" : "");
}
}
j -= gl_smallFont.h + 5;
gl_print(&gl_smallFont,
gui.misc.x + 8, j, &cConsole, "Free:");
i = gl_printWidth(&gl_smallFont, "%d", player->ship->cap_cargo);
gl_print(&gl_smallFont,
gui.misc.x + gui.misc.w - 8 - i, j,
NULL, "%d", pilot_cargoFree(player));
/* Messages. */
x = gui.msg.x;
y = gui.msg.y + (double)(gl_defFont.h * msg_max)*1.2;
for(i = 0; i < msg_max; i++) {
y -= (double)gl_defFont.h*1.2;
if(msg_stack[msg_max-i-1].str[0] != '\0') {
if(msg_stack[msg_max-i-1].t < SDL_GetTicks())
msg_stack[msg_max-i-1].str[0] = '\0';
else gl_print(NULL, x, y, NULL, "%s", msg_stack[msg_max-i-1].str);
}
}
/* Hyperspace FLASH BANG!!! */
if(pilot_isFlag(player, PILOT_HYPERSPACE) && !paused) {
i = (int)player->ptimer - HYPERSPACE_FADEOUT;
j = (int)SDL_GetTicks();
if(i < j) {
x = (double)(j-i) / HYPERSPACE_FADEOUT;
glColor4d(1.,1.,1., x); /* We'll | I'll, make this more effiecent later. */
glBegin(GL_QUADS);
glVertex2d(-SCREEN_W/2., -SCREEN_H/2.);
glVertex2d(-SCREEN_W/2., SCREEN_H/2.);
glVertex2d( SCREEN_W/2., SCREEN_H/2.);
glVertex2d( SCREEN_W/2., -SCREEN_H/2.);
glEnd();
}
}
}
/* Renders a pilot. */
static void gui_renderPilot(const Pilot* p) {
int x, y, sx, sy;
double w, h;
x = (p->solid->pos.x - player->solid->pos.x) / gui.radar.res;
y = (p->solid->pos.y - player->solid->pos.y) / gui.radar.res;
sx = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sw / gui.radar.res;
sy = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sh / gui.radar.res;
if(sx < 1.) sx = 1.;
if(sy < 1.) sy = 1.;
if(((gui.radar.shape == RADAR_RECT) && ((ABS(x) > gui.radar.w/2.+sx)
|| (ABS(y) > gui.radar.h/2.+sy))) || ((gui.radar.shape == RADAR_CIRCLE) &&
((x*x + y*y) > (int)(gui.radar.w*gui.radar.w))))
return; /* Pilot isn't in range. */
if(gui.radar.shape == RADAR_RECT) {
w = gui.radar.w/2.;
h = gui.radar.h/2.;
}
else if(gui.radar.shape == RADAR_CIRCLE) {
w = gui.radar.w;
h = gui.radar.w;
}
glBegin(GL_QUADS);
/* Colours. */
if(p->id == player_target) COLOUR(cRadar_targ);
else if(pilot_isDisabled(p)) COLOUR(cInert);
else if(pilot_isFlag(p, PILOT_HOSTILE)) COLOUR(cHostile);
else COLOUR(cNeutral);
/* Image. */
glVertex2d(MAX(x-sx, -w), MIN(y+sy, h)); /* Top left. */
glVertex2d(MIN(x+sx, w), MIN(y+sy, h)); /* Top right. */
glVertex2d(MIN(x+sx, w), MAX(y-sy, -h)); /* Bottom right. */
glVertex2d(MAX(x-sx, -w), MAX(y-sy, -h)); /* Bottom left. */
glEnd();
}
/* Render a bar. */
static void gui_renderBar(const glColour* c, const Rect* r, const double w) {
int x, y, sx, sy;
glBegin(GL_QUADS);
COLOUR(*c);
x = r->x - SCREEN_W/2.;
y = r->y - SCREEN_H/2.;
sx = w * r->w;
sy = r->h;
glVertex2d(x, y);
glVertex2d(x+sx, y);
glVertex2d(x+sx, y-sy);
glVertex2d(x, y-sy);
glEnd();
}
/* Init GUI. */
int gui_init(void) {
/* Set graphics to NULL. */
gui.gfx_frame = NULL;
gui.gfx_targetPilot = NULL;
gui.gfx_targetPlanet = NULL;
/* -- Radar. */
gui.radar.res = RADAR_RES_DEFAULT;
/* -- messages. */
gui.msg.x = 20;
gui.msg.y = 30;
msg_stack = calloc(msg_max, sizeof(Msg));
return 0;
}
/* Attempts to load the actual gui. */
int gui_load(const char* name) {
uint32_t bufsize;
char* buf = pack_readfile(DATA, GUI_DATA, &bufsize);
char* tmp;
int found = 0;
xmlNodePtr node;
xmlDocPtr doc = xmlParseMemory(buf, bufsize);
node = doc->xmlChildrenNode;
if(!xml_isNode(node, XML_GUI_ID)) {
ERR("Malformed '"GUI_DATA"' file: missing root element '"XML_GUI_ID"'");
return -1;
}
node = node->xmlChildrenNode; /* First system node. */
if(node == NULL) {
ERR("Malformed '"GUI_DATA"' file: does not contain elements");
return -1;
}
do {
if(xml_isNode(node, XML_GUI_TAG)) {
tmp = xml_nodeProp(node, "name"); /* Mallocs. */
/* Is this the gui we are looking for? */
if(strcmp(tmp, name)==0) {
found = 1;
/* Parse the xml node. */
if(gui_parse(node, name)) WARN("Trouble loading GUI '%s'", name);
free(tmp);
break;
}
free(tmp);
}
} while((node = node->next));
xmlFreeDoc(doc);
free(buf);
xmlCleanupParser();
if(!found) {
WARN("GUI '%s' not found in '"GUI_DATA"'",name);
return -1;
}
return 0;
}
static void rect_parse(const xmlNodePtr parent, double* x, double* y,
double* w, double* h) {
xmlNodePtr cur;
int param;
param = 0;
cur = parent->children;
do {
if(xml_isNode(cur, "x")) {
if(x != NULL) {
*x = xml_getFloat(cur);
param |= (1<<0);
} else
WARN("Extra parameter 'x' found for GUI node '%s'", parent->name);
}
else if(xml_isNode(cur, "y")) {
if(y != NULL) {
*y = xml_getFloat(cur);
param |= (1<<1);
} else
WARN("Extra parameter 'y' found for GUI node '%s'", parent->name);
}
else if(xml_isNode(cur, "w")) {
if(w != NULL) {
*w = xml_getFloat(cur);
param |= (1<<2);
} else
WARN("Extra parameter 'w' found for GUI node '%s'", parent->name);
}
else if(xml_isNode(cur, "h")) {
if(h != NULL) {
*h = xml_getFloat(cur);
param |= (1<<3);
} else
WARN("Extra parameter 'h' found for GUI node '%s'", parent->name);
}
} while((cur = cur->next));
/* Check to see if we got everything we asked for. */
if(x && !(param & (1<<0)))
WARN("Missing parameter 'x' for GUI node '%s'", parent->name);
else if(y && !(param & (1<<1)))
WARN("Missing parameter 'y' for GUI node '%s'", parent->name);
else if(w && !(param & (1<<2)))
WARN("Missing parameter 'w' for GUI node '%s'", parent->name);
else if(h && !(param & (1<<3)))
WARN("Missing parameter 'h' for GUI node '%s'", parent->name);
}
/* Parse a gui node. */
#define RELATIVIZE(a) \
{ (a).x += VX(gui.frame); (a).y = VY(gui.frame) + gui.gfx_frame->h-(a).y; }
static int gui_parse(const xmlNodePtr parent, const char* name) {
xmlNodePtr cur, node;
char* tmp, *tmp2;
/* Gfx. */
/* Set a property and not a node because it must be loaded first. */
tmp2 = xml_nodeProp(parent, "gfx");
if(tmp2 == NULL) {
ERR("GUI '%s' has no gfx property", name);
return -1;
}
/* Load gfx. */
tmp = malloc((strlen(tmp2)+strlen(GUI_GFX)+12) * sizeof(char));
/* Frame. */
snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+5, GUI_GFX"%s.png", tmp2);
if(gui.gfx_frame) gl_freeTexture(gui.gfx_frame); /* Free if needed. */
gui.gfx_frame = gl_newImage(tmp);
/* Pilot. */
snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+11, GUI_GFX"%s_pilot.png", tmp2);
if(gui.gfx_targetPilot) gl_freeTexture(gui.gfx_targetPilot); /* Free if needed. */
gui.gfx_targetPilot = gl_newSprite(tmp, 2, 2);
/* Planet. */
snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+12, GUI_GFX"%s_planet.png", tmp2);
if(gui.gfx_targetPlanet) gl_freeTexture(gui.gfx_targetPlanet); /* Free if needed. */
gui.gfx_targetPlanet = gl_newSprite(tmp, 2, 2);
free(tmp);
free(tmp2);
/* Frame (based on gfx). */
vect_csetmin(&gui.frame,
SCREEN_W - gui.gfx_frame->w, /* x. */
SCREEN_H - gui.gfx_frame->h); /* h. */
/* Let's parse the data now. */
node = parent->children;
do {
/* Offset. */
if(xml_isNode(node, "offset"))
rect_parse(node, &gui_xoff, &gui_yoff, NULL, NULL);
/* Radar. */
else if(xml_isNode(node, "radar")) {
tmp = xml_nodeProp(node,"type");
/* Make sure type is valid. */
if(strcmp(tmp, "rectangle")==0) gui.radar.shape = RADAR_RECT;
else if(strcmp(tmp, "circle")==0) gui.radar.shape = RADAR_CIRCLE;
else {
WARN("Radar for GUI '%s' is missing 'type' tag or has invalid 'type' tag", name);
gui.radar.shape = RADAR_RECT;
}
free(tmp);
/* Load the appropriate measurements. */
if(gui.radar.shape == RADAR_RECT)
rect_parse(node, &gui.radar.x, &gui.radar.y, &gui.radar.w, &gui.radar.h);
else if(gui.radar.shape == RADAR_CIRCLE)
rect_parse(node, &gui.radar.x, &gui.radar.y, &gui.radar.w, NULL);
RELATIVIZE(gui.radar);
}
/* Nav computer. */
else if(xml_isNode(node, "nav")) {
rect_parse(node, &gui.nav.x, &gui.nav.y, &gui.nav.w, &gui.nav.h);
RELATIVIZE(gui.nav);
gui.nav.y -= gl_defFont.h;
}
/* Health bars. */
else if(xml_isNode(node, "health")) {
cur = node->children;
do {
if(xml_isNode(cur, "shield")) {
rect_parse(cur, &gui.shield.x, &gui.shield.y,
&gui.shield.w, &gui.shield.h);
RELATIVIZE(gui.shield);
}
if(xml_isNode(cur, "armour")) {
rect_parse(cur, &gui.armour.x, &gui.armour.y,
&gui.armour.w, &gui.armour.h);
RELATIVIZE(gui.armour);
}
if(xml_isNode(cur, "energy")) {
rect_parse(cur, &gui.energy.x, &gui.energy.y,
&gui.energy.w, &gui.energy.h);
RELATIVIZE(gui.energy);
}
} while((cur = cur->next));
}
/* Secondary weapon. */
else if(xml_isNode(node, "weapon")) {
rect_parse(node, &gui.weapon.x, &gui.weapon.y,
&gui.weapon.w, &gui.weapon.h);
RELATIVIZE(gui.weapon);
gui.weapon.y -= gl_defFont.h;
}
/* Target. */
else if(xml_isNode(node, "target")) {
cur = node->children;
do {
if(xml_isNode(cur, "gfx")) {
rect_parse(cur, &gui.target.x, &gui.target.y, NULL, NULL);
RELATIVIZE(gui.target);
gui.target.y -= SHIP_TARGET_H;
}
if(xml_isNode(cur, "name")) {
rect_parse(cur, &gui.target_name.x, &gui.target_name.y, NULL, NULL);
RELATIVIZE(gui.target_name);
gui.target_name.y -= gl_defFont.h;
}
if(xml_isNode(cur, "faction")) {
rect_parse(cur, &gui.target_faction.x, &gui.target_faction.y,
NULL, NULL);
RELATIVIZE(gui.target_faction);
gui.target_faction.y -= gl_smallFont.h;
}
if(xml_isNode(cur, "health")) {
rect_parse(cur, &gui.target_health.x, &gui.target_health.y,
NULL, NULL);
RELATIVIZE(gui.target_health);
gui.target_health.y -= gl_smallFont.h;
}
} while((cur = cur->next));
} else if(xml_isNode(node, "misc")) {
rect_parse(node, &gui.misc.x, &gui.misc.y, &gui.misc.w, &gui.misc.h);
RELATIVIZE(gui.misc);
}
} while((node = node->next));
return 0;
}
#undef RELATIVIZE
/* Free the GUI. */
void gui_free(void) {
if(gui.gfx_frame) gl_freeTexture(gui.gfx_frame);
if(gui.gfx_targetPilot) gl_freeTexture(gui.gfx_targetPilot);
if(gui.gfx_targetPlanet) gl_freeTexture(gui.gfx_targetPlanet);
free(msg_stack);
}
/* Used in pilot.c */
/* Basically uses keyboard input instead of AI input. */
void player_think(Pilot* player) {
/* Last I checked, the dead didn't think.. */
if(pilot_isFlag(player, PILOT_DEAD)) {
/* No point in accelerating or turning. */
player->solid->dir_vel = 0.;
vect_pset(&player->solid->force, 0., 0.);
return;
}
/* PLAYER_FACE will take over navigation. */
if(player_isFlag(PLAYER_FACE)) {
if(player_target != PLAYER_ID)
pilot_face(player,
vect_angle(&player->solid->pos,
&pilot_get(player_target)->solid->pos));
else if(planet_target != -1)
pilot_face(player,
vect_angle(&player->solid->pos,
&cur_system->planets[planet_target].pos));
}
/* PLAYER_REVERSE will take over navigation. */
else if(player_isFlag(PLAYER_REVERSE) && (VMOD(player->solid->vel) > 0.))
pilot_face(player, VANGLE(player->solid->vel) + M_PI);
/* Normal navigation sheme. */
else {
player->solid->dir_vel = 0.;
if(player_turn)
player->solid->dir_vel -= player->turn * player_turn;
}
if(player_isFlag(PLAYER_PRIMARY)) pilot_shoot(player, player_target, 0);
if(player_isFlag(PLAYER_SECONDARY)) /* Needs a target. */
pilot_shoot(player, player_target, 1);
if(player_isFlag(PLAYER_AFTERBURNER))
vect_pset(&player->solid->force,
player->thrust * player->afterburner->outfit->u.afb.thrust_perc +
player->afterburner->outfit->u.afb.thrust_abs, player->solid->dir);
else
vect_pset(&player->solid->force, player->thrust * player_acc,
player->solid->dir);
/* Set the listener stuff. */
sound_listener(player->solid->dir,
player->solid->pos.x, player->solid->pos.y,
player->solid->vel.x, player->solid->vel.y);
}
/* Modify the radar resolution. */
void player_setRadarRel(int mod) {
gui.radar.res += mod * RADAR_RES_INTERVAL;
if(gui.radar.res > RADAR_RES_MAX) gui.radar.res = RADAR_RES_MAX;
else if(gui.radar.res < RADAR_RES_MIN) gui.radar.res = RADAR_RES_MIN;
player_message("Radar set to %dx", (int)gui.radar.res);
}
/* Get the next secondary weapon. */
void player_secondaryNext(void) {
int i = 0;
/* Get the current secondary weapon pos. */
if(player->secondary != NULL)
for(i = 0; i < player->noutfits; i++)
if(&player->outfits[i] == player->secondary) {
i++;
break;
}
/* Get the next secondary weapon. */
for(; i < player->noutfits; i++)
if(outfit_isProp(player->outfits[i].outfit, OUTFIT_PROP_WEAP_SECONDARY)) {
player->secondary = player->outfits + i;
break;
}
/* We didn't find an outfit. */
if(i >= player->noutfits)
player->secondary = NULL;
/* Set ammo. */
pilot_setAmmo(player);
}
/* Cycle through planet targets. */
void player_targetPlanet(void) {
hyperspace_target = -1;
player_rmFlag(PLAYER_LANDACK);
if((planet_target == -1) && (cur_system->nplanets > 0)) {
/* No target. */
planet_target = 0;
return;
}
planet_target++;
if(planet_target >= cur_system->nplanets)
/* Last system. */
planet_target = -1;
}
/* Attempt to land or target closest planet if no land target. */
void player_land(void) {
int i;
int tp;
double td, d;
if(landed) {
/* Player is already landed. */
takeoff();
return;
}
Planet* planet = &cur_system->planets[planet_target];
if(planet_target >= 0) {
if(!planet_hasService(planet, PLANET_SERVICE_LAND)) {
player_message("You can't land here.");
return;
}
else if(!player_isFlag(PLAYER_LANDACK)) {
/* No landing authorization. */
if(!areEnemies(player->faction, planet->faction)) {
player_message("%s> Permission to land granted.", planet->name);
player_setFlag(PLAYER_LANDACK);
} else {
player_message("%s> Land request denied.", planet->name);
}
return;
}
else if(vect_dist(&player->solid->pos, &planet->pos) > planet->gfx_space->sw) {
player_message("You are too far away to land on %s", planet->name);
return;
}
else if((pow2(VX(player->solid->vel)) + pow2(VY(player->solid->vel))) >
(double)pow2(MAX_HYPERSPACE_VEL)) {
player_message("You are going too fast to land on %s", planet->name);
return;
}
land(planet); /* Land the player. */
} else {
/* Get nearest planet target. */
if(cur_system->nplanets == 0) {
player_message("There are no planets to land on.");
return;
}
td = -1; /* Temp distance. */
tp = -1; /* Temp planet. */
for(i = 0; i < cur_system->nplanets; i++) {
d = vect_dist(&player->solid->pos, &cur_system->planets[i].pos);
if(planet_hasService(&cur_system->planets[i], PLANET_SERVICE_LAND) &&
((tp == -1) || ((td == -1) || (td > d)))) {
tp = i;
td = d;
}
}
planet_target = tp;
player_rmFlag(PLAYER_LANDACK);
/* No landable planet. */
if(planet_target < 0) return;
player_land(); /* Re-run land protocol. */
}
}
void player_targetHyperspace(void) {
planet_target = -1; /* Remove planet target. */
player_rmFlag(PLAYER_LANDACK); /* Get rid of landing permission. */
hyperspace_target++;
if(hyperspace_target >= cur_system->njumps)
hyperspace_target = -1;
}
/* Actually attempt to jump into hyperspace. */
void player_jump(void) {
if((hyperspace_target == -1) ||
pilot_isFlag(player, PILOT_HYP_PREP) ||
pilot_isFlag(player, PILOT_HYP_BEGIN) ||
pilot_isFlag(player, PILOT_HYPERSPACE))
return;
int i = space_hyperspace(player);
if(i == -1)
player_message("You are too close to gravity centers to initiate hyperspace.");
else if(i == -2)
player_message("You are moving too fast to enter hyperspace.");
else if(i == -3)
player_message("You do not have enough fuel to hyperspace jump.");
else
player_message("Preparing for hyperspace");
}
/* Player actually broke hyperspace (Let's enter a new system). */
void player_brokeHyperspace(void) {
unsigned int tl, th;
/* Calculate the time it takes, call before space_init. */
tl = (unsigned int) floor(sqrt((double)player->solid->mass)/5.);
th = (unsigned int) ceil(sqrt((double)player->solid->mass)/5.);
tl *= LTIME_UNIT_LENGTH;
th *= LTIME_UNIT_LENGTH;
ltime_inc(RNG(tl, th));
/* Enter the new system. */
space_init(systems_stack[cur_system->jumps[hyperspace_target]].name);
/* Set position, pilot_update will handle the lowering of velocity. */
player_warp(-cos(player->solid->dir) * MIN_HYPERSPACE_DIST * 2.5,
-sin(player->solid->dir) * MIN_HYPERSPACE_DIST * 2.5);
/* Reduce fuel. */
player->fuel -= HYPERSPACE_FUEL;
/* Stop hyperspace. */
pilot_rmFlag(player, PILOT_HYPERSPACE | PILOT_HYP_BEGIN | PILOT_HYP_PREP);
/* Update the map. */
map_jump();
/* Run the jump hooks. */
hooks_run("jump");
hooks_run("enter");
player_message("BANG!");
}
/* Make the player face her hyperspace target. */
double player_faceHyperspace(void) {
double a;
a = ANGLE(systems_stack[cur_system->jumps[hyperspace_target]].pos.x -
cur_system->pos.x,
systems_stack[cur_system->jumps[hyperspace_target]].pos.y -
cur_system->pos.y);
return pilot_face(player, a);
}
/* Activate afterburner. */
void player_afterburn(void) {
/* TODO: Fancy effects. */
if((player != NULL) && (player->afterburner != NULL)) {
player_setFlag(PLAYER_AFTERBURNER);
pilot_setFlag(player, PILOT_AFTERBURNER);
spfx_shake(player->afterburner->outfit->u.afb.rumble * SHAKE_MAX);
player_playSound(player->afterburner->outfit->u.afb.sound, 0);
}
}
void player_afterburnOver(void) {
if((player != NULL) && (player->afterburner != NULL)) {
player_rmFlag(PLAYER_AFTERBURNER);
pilot_rmFlag(player, PILOT_AFTERBURNER);
player_stopSound();
}
}
/* Start accelerating. */
void player_accel(double acc) {
if(player != NULL) {
player_acc = acc;
player_playSound(player->ship->sound, 0);
}
}
void player_accelOver(void) {
player_acc = 0;
player_stopSound();
}
/* Take a screenshot. */
static int screenshot_cur = 0;
void player_screenshot(void) {
FILE* fp;
int done;
char filename[PATH_MAX];
if(lfile_dirMakeExist("screenshots")) {
WARN("Aborting screenshots");
return;
}
done = 0;
do {
if(screenshot_cur >= 999) {
/* Just incase I fucked up. :) */
WARN("You have reached the maximum amount of screenshots [999]");
return;
}
snprintf(filename, PATH_MAX, "%sscreenshots/screenshot%03d.png",
lfile_basePath(), screenshot_cur);
fp = fopen(filename, "r"); /* Myeah, I know it's a horrible way to check. */
if(fp == NULL) done = 1;
else {
/* Next. */
screenshot_cur++;
fclose(fp);
}
fp = NULL;
} while(!done);
/* Now gief me that screenshot. */
DEBUG("Taking screenshot [%03d]..", screenshot_cur);
gl_screenshot(filename);
}
/* Player go pwned. */
void player_dead(void) {
gui_xoff = 0.;
gui_yoff = 0.;
}
/* Player blew up in a nice fireball. */
void player_destroyed(void) {
if(player_isFlag(PLAYER_DESTROYED)) return;
vectcpy(&player_cam, &player->solid->pos);
gl_bindCamera(&player_cam);
player_setFlag(PLAYER_DESTROYED);
player_timer = SDL_GetTicks() + 5000;
}
/* Return a buffer with all the ships names, or none if there */
/* aren't any. */
char** player_ships(int* nships) {
int i;
char** shipnames;
if(player_nstack==0) {
(*nships) = 1;
shipnames = malloc(sizeof(char*));
shipnames[0] = strdup("None");
} else {
(*nships) = player_nstack;
shipnames = malloc(sizeof(char*) * player_nstack);
for(i = 0; i < player_nstack; i++)
shipnames[i] = strdup(player_stack[i]->name);
}
return shipnames;
}
/* Return the amount of ships player has in storage. */
int player_nships(void) {
return player_nstack;
}
/* Return a specific ship. */
Pilot* player_getShip(char* shipname) {
int i;
for(i = 0; i < player_nstack; i++)
if(strcmp(player_stack[i]->name, shipname)==0)
return player_stack[i];
WARN("Player ship '%s' not found in stack", shipname);
return NULL;
}
/* Return location of a specific ship. */
char* player_getLoc(char* shipname) {
int i;
for(i = 0; i < player_nstack; i++)
if(strcmp(player_stack[i]->name, shipname)==0)
return player_lstack[i];
WARN("Player ship '%s' not found in stack", shipname);
return NULL;
}
void player_setLoc(char* shipname, char* loc) {
int i;
for(i = 0; i < player_nstack; i++) {
if(strcmp(player_stack[i]->name, shipname)==0) {
free(player_lstack[i]);
player_lstack[i] = strdup(loc);
return;
}
}
WARN("Player ship '%s' not found in stack", shipname);
}
/* Marks a mission as completed. */
void player_missionFinished(int id) {
missions_ndone++;
if(missions_ndone > missions_mdone) {
/* Need to grow. */
missions_mdone += 25;
missions_done = realloc(missions_done, sizeof(int) * missions_mdone);
}
missions_done[missions_ndone-1] = id;
}
/* has player already completed a mission? */
int player_missionAlreadyDone(int id) {
int i;
for(i = 0; i < missions_ndone; i++)
if(missions_done[i] == id)
return 1;
return 0;
}
/* Save the player in a freaking xmlfile. */
int player_save(xmlTextWriterPtr writer) {
int i;
xmlw_startElem(writer, "player");
xmlw_attr(writer, "name", player_name);
xmlw_elem(writer, "rating", "%d", player_crating);
xmlw_elem(writer, "scred", "%d", player->credits);
xmlw_elem(writer, "time", "%d", ltime_get());
xmlw_elem(writer, "location", land_planet->name);
player_saveShip(writer, player, NULL); /* Current ship. */
xmlw_startElem(writer, "ships");
for(i = 0; i < player_nstack; i++)
player_saveShip(writer, player_stack[i], player_lstack[i]);
xmlw_endElem(writer); /* Player. */
xmlw_startElem(writer, "missions_done");
for(i = 0; i < missions_ndone; i++)
xmlw_elem(writer, "done", mission_get(missions_done[i])->name);
xmlw_endElem(writer); /* missions_done. */
return 0;
}
static int player_saveShip(xmlTextWriterPtr writer, Pilot* ship, char* loc) {
int i;
xmlw_startElem(writer, "ship");
xmlw_attr(writer, "name", ship->name);
xmlw_attr(writer, "model", ship->ship->name);
if(loc != NULL) xmlw_elem(writer, "location", loc);
/* Save the outfits. */
xmlw_startElem(writer, "outfits");
for(i = 0; i < ship->noutfits; i++) {
xmlw_startElem(writer, "outfit");
xmlw_attr(writer, "quantity", "%d", ship->outfits[i].quantity);
xmlw_str(writer, ship->outfits[i].outfit->name);
xmlw_endElem(writer); /* Outfit. */
}
xmlw_endElem(writer); /* Outfits. */
/* Save the commodities. */
xmlw_startElem(writer, "commodities");
for(i = 0; i < ship->ncommodities; i++) {
xmlw_startElem(writer, "commodity");
xmlw_attr(writer, "quantity", "%d", ship->commodities[i].quantity);
if(ship->commodities[i].id > 0)
xmlw_attr(writer, "id", "%d", ship->commodities[i].id);
xmlw_str(writer, ship->commodities[i].commodity->name);
xmlw_endElem(writer); /* Commodity. */
}
xmlw_endElem(writer); /* Commodities. */
xmlw_endElem(writer); /* Ship. */
return 0;
}
int player_load(xmlNodePtr parent) {
xmlNodePtr node;
/* Some cleanup. */
player_flags = 0;
player_cleanup();
var_cleanup();
missions_cleanup();
node = parent->xmlChildrenNode;
do {
if(xml_isNode(node, "player"))
player_parse(node);
else if(xml_isNode(node, "missions_done"))
player_parseDone(node);
} while(xml_nextNode(node));
return 0;
}
static int player_parse(xmlNodePtr parent) {
unsigned int player_time;
char* planet;
Planet* pnt;
int sw, sh;
xmlNodePtr node, cur;
node = parent->xmlChildrenNode;
xmlr_attr(parent, "name", player_name);
do {
/* Global stuff. */
xmlr_int(node, "rating", player_crating);
xmlr_int(node, "credits", player_credits);
xmlr_long(node, "time", player_time);
xmlr_str(node, "location", planet);
if(xml_isNode(node, "ship"))
player_parseShip(node, 1);
if(xml_isNode(node, "ships")) {
cur = node->xmlChildrenNode;
do {
if(xml_isNode(cur, "ship"))
player_parseShip(cur, 0);
} while(xml_nextNode(cur));
}
if(xml_isNode(node, "missions_done"))
player_parseDone(node);
} while(xml_nextNode(node));
/* Set global thingies. */
player->credits = player_credits;
ltime_set(player_time);
/* Set player in system. */
pnt = planet_get(planet);
sw = pnt->gfx_space->sw;
sh = pnt->gfx_space->sh;
player_warp(pnt->pos.x + RNG(-sw/2, sw/2),
pnt->pos.y + RNG(-sh/2, sh/2));
player->solid->dir = RNG(0, 359) * M_PI/180.;
gl_bindCamera(&player->solid->pos);
/* Initialize the system. */
space_init(planet_getSystem(planet));
map_clear(); /* Sets the map up. */
/* Initialize the sound. */
player_initSound();
return 0;
}
static int player_parseDone(xmlNodePtr parent) {
xmlNodePtr node;
node = parent->xmlChildrenNode;
do {
if(xml_isNode(node, "done"))
player_missionFinished(mission_getID(xml_get(node)));
} while(xml_nextNode(node));
return 0;
}
static int player_parseShip(xmlNodePtr parent, int is_player) {
char* name, *model, *loc, *q, *id;
int i, n;
Pilot* ship;
xmlNodePtr node, cur;
xmlr_attr(parent, "name", name);
xmlr_attr(parent, "model", model);
/* Player is currently on this ship. */
if(is_player != 0) {
pilot_create(ship_get(model), name, faction_get("Player"), NULL, 0., NULL,
NULL, PILOT_PLAYER | PILOT_NO_OUTFITS);
ship = player;
} else
ship = pilot_createEmpty(ship_get(model), name, faction_get("Player"), NULL,
PILOT_PLAYER | PILOT_NO_OUTFITS);
free(name);
free(model);
node = parent->xmlChildrenNode;
do {
if(!is_player == 0) xmlr_str(node, "location", loc);
if(xml_isNode(node, "outfits")) {
cur = node->xmlChildrenNode;
do {
/* Load each outfit. */
if(xml_isNode(cur, "outfits")) {
xmlr_attr(cur, "quantity", q);
n = atoi(q);
free(q);
/* Add the outfit. */
pilot_addOutfit(ship, outfit_get(xml_get(cur)), n);
}
} while(xml_nextNode(cur));
}
if(xml_isNode(node, "commodities")) {
cur = node->xmlChildrenNode;
do {
if(xml_isNode(cur, "commodity")) {
xmlr_attr(cur, "quantity", q);
xmlr_attr(cur, "id", id);
n = atoi(q);
if(id == NULL) i = 0;
else i = atoi(id);
free(q);
if(id != NULL) free(id);
/* Actually add the cargo with id hack. */
pilot_addCargo(ship, commodity_get(xml_get(cur)), n);
if(i != 0) ship->commodities[ship->ncommodities-1].id = i;
}
} while(xml_nextNode(node));
}
} while(xml_nextNode(node));
/* Add it to the stack if it's not what the player is in. */
if(is_player == 0) {
player_stack = realloc(player_stack, sizeof(Pilot*)*(player_nstack+1));
player_stack[player_nstack] = ship;
player_lstack = realloc(player_lstack, sizeof(char*)*(player_nstack+1));
player_lstack[player_nstack] = strdup(loc);
player_nstack++;
}
return 0;
}