Lephisto/src/space.c

786 lines
24 KiB
C

#include <malloc.h>
#include <math.h>
#include "log.h"
#include "physics.h"
#include "rng.h"
#include "pack.h"
#include "space.h"
#include "faction.h"
#include "xml.h"
#include "pause.h"
#include "weapon.h"
#include "toolkit.h"
#include "spfx.h"
#include "player.h"
#define XML_PLANET_ID "Planets"
#define XML_PLANET_TAG "planet"
#define XML_SYSTEM_ID "Systems"
#define XML_SYSTEM_TAG "ssys"
#define PLANET_DATA "../dat/planet.xml"
#define SYSTEM_DATA "../dat/ssys.xml"
#define PLANET_GFX_SPACE "../gfx/planet/space/"
#define PLANET_GFX_EXTERIOR "../gfx/planet/exterior/"
#define PLANET_GFX_EXTERIOR_W 400
#define PLANET_GFX_EXTERIOR_H 400
// Overcome warning due to zero value.
#define FLAG_XSET (1<<0)
#define FLAG_YSET (1<<1)
#define FLAG_ASTEROIDSSET (1<<2)
#define FLAG_INTEFERENCESET (1<<3)
#define FLAG_SERVICESET (1<<4)
#define FLAG_TECHSET (1<<5)
#define FLAG_FACTIONSET (1<<6)
// Star system stack and co.
StarSystem* systems_stack = NULL; // Star system stack.
int systems_nstack = 0; // Number of star systems.
static int nplanets = 0; // Total number of loaded planets - A little silly.
StarSystem* cur_system = NULL; // Current star system.
// Current stardate in nice format.
char* stardate = "Stardate";
unsigned int date = 0; // time since epoch.
// Fleet spawn rate.
unsigned int spawn_timer = 0; // Controls spawn rate.
// Star stack and co.
#define STAR_BUF 100 // Area to leave around screen, more = less repitition.
typedef struct Star_ {
double x, y; // Position. It is simpler ligher to use two doubles than the physics.
double brightness;
} Star;
static Star* stars = NULL; // Star array.
static int nstars = 0; // Total stars.
static int mstars = 0; // Memory stars are taking.
// Intern
static Planet* planet_get(const char* name);
static void space_addFleet(Fleet* fleet);
static StarSystem* system_parse(const xmlNodePtr parent);
static void system_parseJumps(const xmlNodePtr parent);
static PlanetClass planetclass_get(const char a);
// Extern.
extern void player_message(const char* fmt, ...);
// Draw the planet. Used in planet.c
// Matrix mode is already displaced to center of the minimap.
#define PIXEL(x,y) if((shape == RADAR_RECT && ABS(x)<w/2. && ABS(y)<h/2.) || \
(shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y)) < rc))) glVertex2i((x),(y))
void planets_minimap(const double res,
const double w, const double h, const RadarShape shape) {
int i;
int cx, cy, x, y, r, rc;
double p;
if(shape == RADAR_CIRCLE) rc = (int)(w*w);
glBegin(GL_POINTS);
for(i = 0; i < cur_system->nplanets; i++) {
if(areEnemies(player->faction, cur_system->planets[i].faction))
COLOUR(cHostile);
else if(areAllies(player->faction, cur_system->planets[i].faction))
COLOUR(cFriend);
else COLOUR(cNeutral);
r = (int)(cur_system->planets[i].gfx_space->sw / res);
cx = (int)((cur_system->planets[i].pos.x - player->solid->pos.x) / res);
cy = (int)((cur_system->planets[i].pos.y - player->solid->pos.y) / res);
x = 0;
y = r;
p = (5. - (double)(r*3)) / 4.;
PIXEL(cx, cy+y);
PIXEL(cx, cy-y);
PIXEL(cx+y, cy);
PIXEL(cx-y, cy);
while(x < y) {
x++;
if(p < 0) p += 2*(double)(x)+1;
else p += 2*(double)(x-(--y))+1;
if(x == 0) {
PIXEL(cx, cy+y);
PIXEL(cx, cy-y);
PIXEL(cx+y, cy);
PIXEL(cx-y, cy);
} else
if(x == y) {
PIXEL(cx+x, cy+y);
PIXEL(cx-x, cy+y);
PIXEL(cx+x, cy-y);
PIXEL(cx-x, cy-y);
} else
if(x < y) {
PIXEL(cx+x, cy+y);
PIXEL(cx-x, cy+y);
PIXEL(cx+x, cy-y);
PIXEL(cx-x, cy-y);
PIXEL(cx+y, cy+x);
PIXEL(cx-y, cy+x);
PIXEL(cx+y, cy-x);
PIXEL(cx-y, cy-x);
}
}
}
glEnd();
}
#undef PIXEL
static PlanetClass planetclass_get(const char a) {
switch(a) {
// Planets use letters.
case 'A': return PLANET_CLASS_A;
case 'B': return PLANET_CLASS_B;
case 'C': return PLANET_CLASS_C;
case 'D': return PLANET_CLASS_D;
case 'E': return PLANET_CLASS_E;
case 'F': return PLANET_CLASS_F;
case 'G': return PLANET_CLASS_G;
case 'H': return PLANET_CLASS_H;
case 'I': return PLANET_CLASS_I;
case 'J': return PLANET_CLASS_J;
case 'K': return PLANET_CLASS_K;
case 'L': return PLANET_CLASS_L;
case 'M': return PLANET_CLASS_M;
case 'N': return PLANET_CLASS_N;
case 'O': return PLANET_CLASS_O;
case 'P': return PLANET_CLASS_P;
case 'Q': return PLANET_CLASS_Q;
case 'R': return PLANET_CLASS_R;
case 'S': return PLANET_CLASS_S;
case 'T': return PLANET_CLASS_T;
case 'X': return PLANET_CLASS_X;
case 'Y': return PLANET_CLASS_Y;
case 'Z': return PLANET_CLASS_Z;
// Stations use numbers as there isn't as many.
case '0' : return STATION_CLASS_A;
default: return PLANET_CLASS_NULL;
};
}
// Check distance to ensure we can go into hyperspace.
int space_canHyperspace(Pilot* p) {
int i;
double d;
for(i = 0; i < cur_system->nplanets; i++) {
d = vect_dist(&p->solid->pos, &cur_system->planets[i].pos);
if(d < MIN_HYPERSPACE_DIST)
return 0;
}
return 1;
}
// Hyperspace, returns 0 if entering hyperspace, or the distance if not.
int space_hyperspace(Pilot* p) {
if(!space_canHyperspace(p)) return -1;
// Pilot is now going to get automatically ready for hyperspace.
pilot_setFlag(p, PILOT_HYP_PREP);
return 0;
}
// Return the name of all the planets that belong to factions.
char** space_getFactionPlanet(int* nplanets, int* factions, int nfactions) {
int i, j, k;
Planet* planet;
char** tmp;
int ntmp;
int mtmp;
ntmp = 0;
mtmp = 25;
tmp = malloc(sizeof(char*) * mtmp);
for(i = 0; i < systems_nstack; i++)
for(j = 0; j < systems_stack[i].nplanets; j++) {
planet = &systems_stack[i].planets[j];
for(k = 0; k < nfactions; k++)
if((faction_isFaction(factions[k]) &&
(planet->faction == factions[k])) ||
(faction_isAlliance(factions[k]) &&
faction_ofAlliance(planet->faction, factions[k]))) {
ntmp++;
if(ntmp > mtmp) {
mtmp += 25;
tmp = realloc(tmp, sizeof(char*) * mtmp);
}
tmp[ntmp-1] = planet->name;
}
}
(*nplanets) = ntmp;
return tmp;
}
// Basically used for spawning fleets.
void space_update(const double dt) {
unsigned int t;
int i, j, f;
(void)dt; // Don't need it right now.
t = SDL_GetTicks();
if(cur_system->nfleets == 0)
// Please stop checking that there are no fleets.
spawn_timer = t + 300000;
if(spawn_timer < t) {
// Time to possibly spawn.
// Spawn chance is based on overall percentage.
f = RNG(0, 100*cur_system->nfleets);
j = 0;
for(i = 0; i < cur_system->nfleets; i++) {
j += cur_system->fleets[i].chance;
if(f < j) {
// Add one fleet.
space_addFleet(cur_system->fleets[i].fleet);
break;
}
}
spawn_timer = t + 60000./(float)cur_system->nfleets;
}
}
// Crate a fleet.
static void space_addFleet(Fleet* fleet) {
int i;
double a;
Vec2 vv, vp, vn;
// Simulate them coming from hyperspace.
vect_pset(&vp, RNG(MIN_HYPERSPACE_DIST, MIN_HYPERSPACE_DIST*1.5),
RNG(0, 360)*M_PI/180.);
vectnull(&vn);
for(i = 0; i < fleet->npilots; i++)
if(RNG(0, 100) <= fleet->pilots[i].chance) {
vect_cadd(&vp, RNG(75, 150) * (RNG(0,1) ? 1 : -1),
RNG(75, 150) * (RNG(0,1) ? 1 : -1));
a = vect_angle(&vp, &vn);
vectnull(&vv);
pilot_create(fleet->pilots[i].ship,
fleet->pilots[i].name,
fleet->faction,
fleet->ai,
a,
&vp,
&vv,
0);
}
}
// Init the system.
void space_init(const char* sysname) {
int i;
// Cleanup some stuff.
player_clear(); // Clears targets.
pilots_clean(); // Destroy all the current pilots, exept player.
weapon_clear(); // Get rid of all the weapons.
spfx_clear(); // Remove of explosions.
if((sysname == NULL) && (cur_system == NULL))
ERR("Cannot reinit system if there is no system previously loaded");
else if(sysname != NULL) {
for(i = 0; i < systems_nstack; i++)
if(strcmp(sysname, systems_stack[i].name)==0)
break;
if(i == systems_nstack) ERR("System %s not found in stack", sysname);
cur_system = systems_stack+i;
player_message("Entering System %s on %s", sysname, stardate);
// Set up stars.
nstars = (cur_system->stars*gl_screen.w*gl_screen.h+STAR_BUF*STAR_BUF)/(800*640);
if(mstars < nstars)
stars = realloc(stars, sizeof(Star)*nstars); // should realloc not malloc.
for(i = 0; i < nstars; i++) {
stars[i].brightness = (double)RNG(50, 200)/256.;
stars[i].x = (double)RNG(-STAR_BUF, gl_screen.w + STAR_BUF);
stars[i].y = (double)RNG(-STAR_BUF, gl_screen.h + STAR_BUF);
}
}
// Set up fleets -> pilots.
for(i = 0; i < cur_system->nfleets; i++)
if(RNG(0,100) <= (cur_system->fleets[i].chance/2)) // Fleet check (50% chance).
space_addFleet(cur_system->fleets[i].fleet);
// Start the spawn timer.
spawn_timer = SDL_GetTicks() + 120000./(float)(cur_system->nfleets+1);
}
// Load the planets of name 'name'.
static Planet* planet_get(const char* name) {
int i;
Planet* tmp = NULL;
char str[PATH_MAX] = "\0";
char* tstr;
uint32_t flags = 0;
uint32_t bufsize;
char* buf = pack_readfile(DATA, PLANET_DATA, &bufsize);
xmlNodePtr node, cur, ccur;
xmlDocPtr doc = xmlParseMemory(buf, bufsize);
node = doc->xmlChildrenNode;
if(strcmp((char*)node->name, XML_PLANET_ID)) {
ERR("Malformed "PLANET_DATA" file: missing root element '"XML_PLANET_ID"'");
return NULL;
}
node = node->xmlChildrenNode; // First system node.
if(node == NULL) {
ERR("Malformed "PLANET_DATA" file: does not contain elements");
return NULL;
}
do {
if(xml_isNode(node, XML_PLANET_TAG)) {
tstr = xml_nodeProp(node, "name");
if(strcmp(tstr, name)==0) { // Found.
tmp = CALLOC_L(Planet);
tmp->name = tstr;
node = node->xmlChildrenNode;
do {
if(xml_isNode(node, "GFX")) {
cur = node->children;
do {
if(xml_isNode(cur, "space")) {
// Load space gfx.
snprintf(str, strlen(xml_get(cur))+sizeof(PLANET_GFX_SPACE),
PLANET_GFX_SPACE"%s", xml_get(cur));
tmp->gfx_space = gl_newImage(str);
}
else if(xml_isNode(cur, "exterior")) {
// Load land gfx.
snprintf(str, strlen(xml_get(cur))+sizeof(PLANET_GFX_EXTERIOR),
PLANET_GFX_EXTERIOR"%s", xml_get(cur));
tmp->gfx_exterior = gl_newImage(str);
}
} while((cur = cur->next));
}
else if(xml_isNode(node, "pos")) {
cur = node->children;
do {
if(xml_isNode(cur, "x")) {
flags |= FLAG_XSET;
tmp->pos.x = xml_getFloat(cur);
}
else if(xml_isNode(cur, "y")) {
flags |= FLAG_YSET;
tmp->pos.y = xml_getFloat(cur);
}
} while((cur = cur->next));
}
else if(xml_isNode(node, "general")) {
cur = node->children;
do {
if(xml_isNode(cur, "class"))
tmp->class = planetclass_get(cur->children->content[0]);
else if(xml_isNode(cur, "faction")) {
flags |= FLAG_FACTIONSET;
tmp->faction = faction_get(xml_get(cur));
}
else if(xml_isNode(cur, "description"))
tmp->description = strdup(xml_get(cur));
else if(xml_isNode(cur, "bar"))
tmp->bar_description = strdup(xml_get(cur));
else if(xml_isNode(cur, "services")) {
flags |= FLAG_SERVICESET;
tmp->services = xml_getInt(cur);
}
else if(xml_isNode(cur, "tech")) {
ccur = cur->children;
do {
if(xml_isNode(ccur, "main")) {
flags |= FLAG_TECHSET;
tmp->tech[0] = xml_getInt(ccur);
}
else if(xml_isNode(ccur, "special")) {
for(i = 1; i < PLANET_TECH_MAX; i++)
if(tmp->tech[i]==0) {
tmp->tech[i] = xml_getInt(ccur);
break;
}
if(i == PLANET_TECH_MAX) WARN("Planet '%s' has tooo many"
"'special tech' entries", tmp->name);
}
} while((ccur = ccur->next));
}
else if(xml_isNode(cur, "commodities")) {
ccur = cur->children;
do {
if(xml_isNode(ccur, "commodity")) {
tmp->commodities = realloc(tmp->commodities,
(tmp->ncommodities+1) * sizeof(Commodity*));
tmp->commodities[tmp->ncommodities] =
commodity_get(xml_get(ccur));
tmp->ncommodities++;
}
} while((ccur = ccur->next));
}
} while((cur = cur->next));
}
} while((node = node->next));
break;
} else
free(tstr); // xmlGetProp mallocs the string.
}
} while((node = node->next));
xmlFreeDoc(doc);
free(buf);
xmlCleanupParser();
// Check elements.
if(tmp) {
#define MELEMENT(o,s) if(o) WARN("Planet '%s' missing '"s"' element", tmp->name)
MELEMENT(tmp->gfx_space==NULL, "GFX_space");
MELEMENT(planet_hasService(tmp, PLANET_SERVICE_LAND) &&
tmp->gfx_exterior==NULL, "GFX exterior");
MELEMENT((flags&FLAG_XSET)==0, "x");
MELEMENT((flags&FLAG_YSET)==0, "y");
MELEMENT(tmp->class==PLANET_CLASS_NULL, "class");
MELEMENT(planet_hasService(tmp, PLANET_SERVICE_LAND) &&
tmp->description==NULL, "description");
MELEMENT(planet_hasService(tmp, PLANET_SERVICE_BASIC) &&
tmp->bar_description==NULL, "bar");
MELEMENT(planet_hasService(tmp, PLANET_SERVICE_BASIC) &&
(flags & FLAG_FACTIONSET)==0, "faction");
MELEMENT((flags&FLAG_SERVICESET)==0, "services");
MELEMENT((planet_hasService(tmp, PLANET_SERVICE_OUTFITS) ||
planet_hasService(tmp, PLANET_SERVICE_SHIPYARD)) &&
(flags&FLAG_TECHSET)==0, "tech");
MELEMENT(planet_hasService(tmp, PLANET_SERVICE_COMMODITY) &&
(tmp->ncommodities==0), "commodity");
#undef MELEMENT
} else
WARN("No planet found matching name '%s'", name);
return tmp;
}
// Parse node 'parent' which should be the node of a system.
// Return the StarSystem fully loaded.
static StarSystem* system_parse(const xmlNodePtr parent) {
Planet* planet = NULL;
SystemFleet* fleet = NULL;
StarSystem* tmp = CALLOC_L(StarSystem);
char* ptrc;
xmlNodePtr cur, node;
uint32_t flags;
tmp->name = xml_nodeProp(parent, "name"); // Already mallocs.
node = parent->xmlChildrenNode;
do {
// Load all the things!
if(xml_isNode(node, "pos")) {
cur = node->children;
do {
if(xml_isNode(cur, "x")) {
flags |= FLAG_XSET;
tmp->pos.x = xml_getFloat(cur);
}
if(xml_isNode(cur, "y")) {
flags |= FLAG_YSET;
tmp->pos.y = xml_getFloat(cur);
}
} while((cur = cur->next));
}
else if(xml_isNode(node, "general")) {
cur = node->children;
do {
if(xml_isNode(cur, "stars")) // Non-zero.
tmp->stars = xml_getInt(cur);
else if(xml_isNode(cur, "asteroids")) {
flags |= FLAG_ASTEROIDSSET;
tmp->asteroids = xml_getInt(cur);
}
else if(xml_isNode(cur, "interference")) {
flags |= FLAG_INTEFERENCESET;
tmp->interference = xml_getFloat(cur)/100;
}
}while((cur = cur->next));
}
// Load all the planets.
else if(xml_isNode(node, "planets")) {
cur = node->children;
do {
if(xml_isNode(cur, "planet")) {
nplanets++; // Increase planet counter.
planet = planet_get(xml_get(cur));
planet = planet_get((const char*)cur->children->content);
tmp->planets = realloc(tmp->planets, sizeof(Planet)*(++tmp->nplanets));
memcpy(tmp->planets+(tmp->nplanets-1), planet, sizeof(Planet));
free(planet);
}
} while((cur = cur->next));
}
// Load all the fleets.
else if(xml_isNode(node, "fleets")) {
cur = node->children;
do {
if(xml_isNode(cur, "fleet")) {
fleet = CALLOC_L(SystemFleet);
fleet->fleet = fleet_get(xml_get(cur));
if(fleet->fleet == NULL)
WARN("Fleet %s for Star System %s not found", xml_get(cur), tmp->name);
ptrc = xml_nodeProp(cur, "chance"); // Malloc ptrc.
fleet->chance = atoi(ptrc);
if(fleet->chance == 0)
WARN("Fleet %s for Star System %s has 0%% chance to appear",
fleet->fleet->name, tmp->name);
if(ptrc) free(ptrc); // Free the ptrc.
tmp->fleets = realloc(tmp->fleets, sizeof(SystemFleet)*(++tmp->nfleets));
memcpy(tmp->fleets+(tmp->nfleets-1), fleet, sizeof(SystemFleet));
free(fleet);
}
} while((cur = cur->next));
}
} while((node = node->next));
// Check elements.
#define MELEMENT(o,s) if((o) == 0) WARN("Star System '%s' missing '"s"' element", tmp->name)
MELEMENT(flags&FLAG_XSET, "x");
MELEMENT(flags&FLAG_YSET, "y");
MELEMENT(tmp->stars, "stars");
MELEMENT(flags&FLAG_ASTEROIDSSET, "asteroids"); // Can be 0.
MELEMENT(flags&FLAG_INTEFERENCESET, "inteference");
#undef MELEMENT
// Post processing.
if(tmp->nplanets > 0)
// TODO: Make dependant on overall planet faction.
tmp->faction = tmp->planets[0].faction;
return tmp;
}
// Load the jumps into a system.
static void system_parseJumps(const xmlNodePtr parent) {
int i;
StarSystem* system;
char* name;
xmlNodePtr cur, node;
name = xml_nodeProp(parent, "name"); // Already mallocs.
for(i = 0; i < systems_nstack; i++)
if(strcmp(systems_stack[i].name, name)==0) {
system = &systems_stack[i];
break;
}
if(i == systems_nstack)
WARN("System '%s' was not found in the stack for some reason", name);
free(name); // No need for it now.
node = parent->xmlChildrenNode;
do {
// Load the data.
if(xml_isNode(node, "jumps")) {
cur = node->children;
do {
if(xml_isNode(cur, "jump")) {
for(i = 0; i < systems_nstack; i++)
if(strcmp(systems_stack[i].name, xml_get(cur))==0) {
system->njumps++;
system->jumps = realloc(system->jumps, system->njumps*sizeof(int));
system->jumps[system->njumps-1] = i;
break;
}
if(i == systems_nstack)
WARN("System '%s' not found for jump linking", xml_get(cur));
}
} while((cur = cur->next));
}
} while((node = node->next));
}
// Load the ENTIRE universe into RAM. -- WOAH!
// -- Used a two system pass to first load the star systems_stack and then set jump routes.
int space_load(void) {
uint32_t bufsize;
char* buf = pack_readfile(DATA, SYSTEM_DATA, &bufsize);
StarSystem* tmp;
xmlNodePtr node;
xmlDocPtr doc = xmlParseMemory(buf, bufsize);
node = doc->xmlChildrenNode;
if(!xml_isNode(node, XML_SYSTEM_ID)) {
ERR("Malformed "SYSTEM_DATA" file: missing root element '"XML_SYSTEM_ID"'");
return -1;
}
node = node->xmlChildrenNode; // First system node.
if(node == NULL) {
ERR("Malformed "SYSTEM_DATA" file: does not contain elements");
return -1;
}
// Fist pass - Load all the star systems_stack.
do {
if(xml_isNode(node, XML_SYSTEM_TAG)) {
tmp = system_parse(node);
systems_stack = realloc(systems_stack, sizeof(StarSystem)*(++systems_nstack));
memcpy(systems_stack+systems_nstack-1, tmp, sizeof(StarSystem));
free(tmp);
}
} while((node = node->next));
// Second pass - Load all the jump routes.
node = doc->xmlChildrenNode->xmlChildrenNode;
do {
if(xml_isNode(node, XML_SYSTEM_TAG))
system_parseJumps(node); // Automatically load the jumps into the system.
} while((node = node->next));
// Cleanup.
xmlFreeDoc(doc);
free(buf);
xmlCleanupParser();
DEBUG("Loaded %d star system%s with %d planet%s",
systems_nstack, (systems_nstack==1) ? "" : "s",
nplanets, (nplanets==1) ? "" : "s");
return 0;
}
// Render the system. -- Just playing god now.
void space_render(double dt) {
int i;
unsigned int t, timer;
double x, y, m;
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); // Translation matrix.
glTranslated(-(double)gl_screen.w/2., -(double)gl_screen.h/2., 0);
t = SDL_GetTicks();
if(!player_isFlag(PLAYER_DESTROYED) &&
pilot_isFlag(player, PILOT_HYPERSPACE) && // Hyperspace fancy effect.
!paused && (player->ptimer-HYPERSPACE_STARS_BLUR < t)) {
timer = player->ptimer - HYPERSPACE_STARS_BLUR;
// Fancy hyperspace effects.
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
// Lines will be based on velocity.
m = HYPERSPACE_STARS_LENGTH * (double)(t-timer) / (HYPERSPACE_STARS_BLUR);
x = m*cos(VANGLE(player->solid->vel)+M_PI);
y = m*sin(VANGLE(player->solid->vel)+M_PI);
for(i = 0; i < nstars; i++) {
glColor4d(1., 1., 1., stars[i].brightness);
glVertex2d(stars[i].x, stars[i].y);
glColor4d(1., 1., 1., 0.);
glVertex2d(stars[i].x+x*stars[i].brightness,stars[i].y+y*stars[i].brightness);
}
glEnd();
glShadeModel(GL_FLAT);
} else {
glBegin(GL_POINTS);
for(i = 0; i < nstars; i++) {
if(!paused && !toolkit) {
// Update position.
if(!player_isFlag(PLAYER_DESTROYED)) {
stars[i].x -= VX(player->solid->vel)/(13.-10.*stars[i].brightness)*dt;
stars[i].y -= VY(player->solid->vel)/(13.-10.*stars[i].brightness)*dt;
}
// Scroll those stars bitch!
if(stars[i].x > gl_screen.w + STAR_BUF) stars[i].x = -STAR_BUF;
else if(stars[i].x < -STAR_BUF) stars[i].x = gl_screen.w + STAR_BUF;
if(stars[i].y > gl_screen.h + STAR_BUF) stars[i].y = -STAR_BUF;
else if(stars[i].y < -STAR_BUF) stars[i].y = gl_screen.h + STAR_BUF;
}
// Render.
glColor4d(1., 1., 1., stars[i].brightness);
glVertex2d(stars[i].x, stars[i].y);
}
glEnd();
}
glPopMatrix(); // Translation matrix.
}
// Render the planets.
void planets_render(void) {
if(cur_system == NULL) return;
int i;
for(i = 0; i < cur_system->nplanets; i++)
gl_blitSprite(cur_system->planets[i].gfx_space,
cur_system->planets[i].pos.x, cur_system->planets[i].pos.y, 0, 0, NULL);
}
// Clean up the system.
void space_exit(void) {
int i,j;
for(i = 0; i < systems_nstack; i++) {
free(systems_stack[i].name);
if(systems_stack[i].fleets)
free(systems_stack[i].fleets);
if(systems_stack[i].jumps)
free(systems_stack[i].jumps);
for(j = 0; j < systems_stack[i].nplanets; j++) {
free(systems_stack[i].planets[j].name);
if(systems_stack[i].planets[j].description)
free(systems_stack[i].planets[j].description);
if(systems_stack[i].planets[j].bar_description)
free(systems_stack[i].planets[j].bar_description);
// Graphics.
if(systems_stack[i].planets[j].gfx_space)
gl_freeTexture(systems_stack[i].planets[j].gfx_space);
if(systems_stack[i].planets[j].gfx_exterior)
gl_freeTexture(systems_stack[i].planets[j].gfx_exterior);
// Commodities.
free(systems_stack[i].planets[j].commodities);
}
free(systems_stack[i].planets);
}
free(systems_stack);
systems_stack = NULL;
systems_nstack = 0;
if(stars) free(stars);
stars = NULL;
nstars = 0;
}