Lephisto/src/space.c
2014-03-17 00:22:46 +00:00

1402 lines
40 KiB
C

#include <malloc.h>
#include <math.h>
#include "xml.h"
#include "lephisto.h"
#include "opengl.h"
#include "log.h"
#include "physics.h"
#include "rng.h"
#include "pack.h"
#include "player.h"
#include "pause.h"
#include "weapon.h"
#include "toolkit.h"
#include "spfx.h"
#include "ltime.h"
#include "nebulae.h"
#include "space.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
#define CHUNK_SIZE 32 /**< Size to allocate by. */
#define CHUNK_SIZE_SMALL 8 /**< Smaller size to allocate chunks by. */
/* 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)
/* Planet <-> system name stack. */
static char** planetname_stack = NULL;
static char** systemname_stack = NULL;
static int spacename_nstack = 0;
static int spacename_mstack = 0; /**< Size of memory in planet <->system stack. */
/* Star system stack. */
StarSystem* systems_stack = NULL; /* Star system stack. */
int systems_nstack = 0; /* Number of star systems. */
static int systems_mstack = 0; /**< Number of memory allocated for star system stack. */
/* Planet Stack. */
static Planet* planet_stack = NULL; /**< Planet stack. */
static int planet_nstack = 0; /**< Planet stack size. */
static int planet_mstack = 0; /**< Memory size of planet stack. */
/* Misc. */
StarSystem* cur_system = NULL; /* Current star system. */
/* Fleet spawn rate. */
int space_spawn = 1; /**< Spawn enabled by default. */
static double spawn_timer = 0; /**< Timer that 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. */
extern int planet_target; /* player.c */
/* Intern. */
/* Planet load. */
static int planet_parse(Planet* planet, const xmlNodePtr parent);
/* System load. */
static int systems_load(void);
static StarSystem* system_parse(StarSystem* system, const xmlNodePtr parent);
static void system_parseJumps(const xmlNodePtr parent);
/* Misc. */
static void system_setFaction(StarSystem* sys);
static void space_renderStars(const double dt);
static void space_addFleet(Fleet* fleet, int init);
static PlanetClass planetclass_get(const char a);
/* Extern. */
extern void player_message(const char* fmt, ...);
void planets_minimap(const double res, const double w,
const double h, const RadarShape shape);
int space_sysSave(xmlTextWriterPtr writer);
int space_sysLoad(xmlNodePtr parent);
/* 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;
double a, tx, ty;
Planet* planet;
glColour* col;
if(shape == RADAR_CIRCLE) rc = (int)(w*w);
for(i = 0; i < cur_system->nplanets; i++) {
planet = cur_system->planets[i];
/* Get the colour. */
col = faction_getColour(planet->faction);
if(i == planet_target)
col = &cRadar_tPlanet;
else if((col != &cHostile) && !planet_hasService(planet, PLANET_SERVICE_BASIC))
col = &cInert; /* Override non-hostile planets without services. */
COLOUR(*col);
/* Some parameters. */
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);
/* Check if in range. */
if(shape == RADAR_RECT) {
/* Out of range. */
if((ABS(cx) - r> 2/2.) || (ABS(cy) - r > h/2.))
continue;
}
else if(shape == RADAR_CIRCLE) {
x = cx-r;
y = cy-r;
/* Out of range. */
if(x*x + y*y > rc) {
if(planet_target == i) {
/* Draw a line like the one for pilots. */
a = ANGLE(cx, cy);
tx = w*cos(a);
ty = w*sin(a);
COLOUR(cRadar_tPlanet);
glBegin(GL_LINES);
glVertex2d( tx, ty );
glVertex2d( 0.85*tx, 0.85*ty);
glEnd();
}
continue;
}
}
x = 0;
y = r;
p = (5. - (double)(r*3)) / 4.;
glBegin(GL_POINTS);
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
/* Basically return a PlanetClass integer from a char. */
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;
case '1' : return STATION_CLASS_B;
case '2' : return STATION_CLASS_C;
case '3' : return STATION_CLASS_D;
default:
WARN("Invalid planet class.");
return PLANET_CLASS_NULL;
};
}
char planet_getClass(Planet* p) {
switch(p->class) {
case PLANET_CLASS_A: return 'A';
case PLANET_CLASS_B: return 'B';
case PLANET_CLASS_C: return 'C';
case PLANET_CLASS_D: return 'D';
case PLANET_CLASS_E: return 'E';
case PLANET_CLASS_F: return 'F';
case PLANET_CLASS_G: return 'G';
case PLANET_CLASS_H: return 'H';
case PLANET_CLASS_I: return 'I';
case PLANET_CLASS_J: return 'J';
case PLANET_CLASS_K: return 'K';
case PLANET_CLASS_L: return 'L';
case PLANET_CLASS_M: return 'M';
case PLANET_CLASS_N: return 'N';
case PLANET_CLASS_O: return 'O';
case PLANET_CLASS_P: return 'P';
case PLANET_CLASS_Q: return 'Q';
case PLANET_CLASS_R: return 'R';
case PLANET_CLASS_S: return 'S';
case PLANET_CLASS_T: return 'T';
case PLANET_CLASS_X: return 'X';
case PLANET_CLASS_Y: return 'Y';
case PLANET_CLASS_Z: return 'Z';
/* Stations. */
case STATION_CLASS_A: return '0';
case STATION_CLASS_B: return '1';
case STATION_CLASS_C: return '2';
case STATION_CLASS_D: return '3';
default:
WARN("Invalid planet class.");
return 0;
};
}
/* Check distance to ensure we can go into hyperspace. */
int space_canHyperspace(Pilot* p) {
int i;
double d;
if(p->fuel < HYPERSPACE_FUEL) return 0;
for(i = 0; i < cur_system->nplanets; i++) {
d = vect_dist(&p->solid->pos, &cur_system->planets[i]->pos);
if(d < HYPERSPACE_EXIT_MIN)
return 0;
}
return 1;
}
/* Hyperspace, returns 0 if entering hyperspace, or the distance if not. */
int space_hyperspace(Pilot* p) {
if(p->fuel < HYPERSPACE_FUEL) return -3;
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(planet->faction == factions[k]) {
ntmp++;
if(ntmp > mtmp) {
mtmp += 25;
tmp = realloc(tmp, sizeof(char*) * mtmp);
}
tmp[ntmp-1] = planet->name;
break; /* No need to check all factions. */
}
}
(*nplanets) = ntmp;
return tmp;
}
/* Return the name of a random planet. */
char* space_getRndPlanet(void) {
int i, j;
char** tmp;
int ntmp;
int mtmp;
char* res;
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++) {
ntmp++;
if(ntmp > mtmp) {
mtmp += 25;
tmp = realloc(tmp, sizeof(char*) * mtmp);
}
tmp[ntmp-1] = systems_stack[i].planets[j]->name;
}
res = tmp[RNG(0, ntmp-1)];
free(tmp);
return res;
}
/* Return 1 if player can reach the system. */
int space_sysReachable(StarSystem* sys) {
int i;
if(sys_isKnown(sys)) return 1; /* It is known. */
/* Check to see if it is adjacent to known. */
for(i = 0; i < sys->njumps; i++)
if(sys_isKnown(&systems_stack[sys->jumps[i]]))
return 1;
return 0;
}
/* Get the system from it's name. */
StarSystem* system_get(const char* sysname) {
int i;
for(i = 0; i < systems_nstack; i++)
if(strcmp(sysname, systems_stack[i].name)==0)
return &systems_stack[i];
DEBUG("System '%s' not found in stack", sysname);
return NULL;
}
/* Get the name of a system from a planetname. */
char* planet_getSystem(char* planetname) {
int i;
for(i = 0; i < spacename_nstack; i++)
if(strcmp(planetname_stack[i], planetname)==0)
return systemname_stack[i];
DEBUG("Planet '%s' not found in planetname stack", planetname);
return NULL;
}
/* Get a planet based on it's name. */
Planet* planet_get(char* planetname) {
int i;
for(i = 0; i < planet_nstack; i++)
if(strcmp(planet_stack[i].name, planetname)==0)
return &planet_stack[i];
DEBUG("Planet '%s' not found in the universe", planetname);
return NULL;
}
/* Basically used for spawning fleets. */
void space_update(const double dt) {
int i, j, f;
if(cur_system == NULL) return; /* Can't update a null system. */
if(space_spawn) {
spawn_timer -= dt;
if(cur_system->nfleets == 0) /* Stop checking if there are no fleets. */
spawn_timer = 300.;
if(spawn_timer < 0.) { /* time to possibly spawn. */
/* Spawn chance is based on overall %. */
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, 0);
break;
}
}
spawn_timer = 60./(float)cur_system->nfleets;
}
}
/* Volatile system. */
if(cur_system->nebu_volatility > 0.) {
/* Player takes damage. */
if(player)
pilot_hit(player, NULL, 0, DAMAGE_TYPE_RADIATION,
pow2(cur_system->nebu_volatility) / 500. * dt);
}
}
/**
* @fn static void space_addFleet(Fleet* fleet)
*
* @brief Create a fleet.
* @param fleet Fleet to add to the system.
* @param init Is being run during the space initialization.
*/
static void space_addFleet(Fleet* fleet, int init) {
FleetPilot* plt;
Planet* planet;
int i, c;
double a, d;
Vec2 vv, vp, vn;
/* Needed to determine angle. */
vectnull(&vn);
/* c will determine how to create the fleet, only non-zero if it's run in init. */
if(init == 1) {
if(RNGF() < 0.5) /* 50% chance of starting out en route. */
c = 2;
else if(RNGF() < 0.5) /* 25% chance of starting out landed. */
c = 1;
else /* 25% chance starting out entering hyperspace. */
c = 0;
}
else c = 0;
/* Simulate they came from hyperspace. */
if(c == 0) {
d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
vect_pset(&vp, d, RNG(0,360)*M_PI/180.);
}
/* Starting out landed or heading towards landing. */
else if((c == 1) || (c == 2)) {
/* Get friendly planet to land on. */
planet = NULL;
for(i = 0; i < cur_system->nplanets; i++)
if(planet_hasService(cur_system->planets[i], PLANET_SERVICE_BASIC) &&
!areEnemies(fleet->faction, cur_system->planets[i]->faction)) {
planet = cur_system->planets[i];
break;
}
/* No suitable planet found. */
if(planet == NULL) {
d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
vect_pset(&vp, d, RNG(0,360)*M_PI/180.);
c = 0;
} else {
/* Start out landed. */
if(c == 1)
vectcpy(&vp, &planet->pos);
/* Start out near landed. */
else if(c == 2) {
d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
vect_pset(&vp, d, RNG(0,360)*M_PI/180.);
}
}
}
for(i = 0; i < fleet->npilots; i++)
plt = &fleet->pilots[i];
if(RNG(0, 100) <= plt->chance) {
/* Other ships in the fleet should start split up. */
vect_cadd(&vp, RNG(75, 150) * (RNG(0,1) ? 1 : -1),
RNG(75, 150) * (RNG(0,1) ? 1 : -1));
a = vect_angle(&vp, &vn);
/* Entering via hyperspace. */
if(c == 0)
vect_pset(&vv, HYPERSPACE_VEL, a);
/* Starting out landed. */
else if(c == 1)
vectnull(&vv);
/* Starting out almost landed. */
else if(c == 2)
/* Put speed at half in case they start very near. */
vect_pset(&vv, plt->ship->speed * 0.5, a);
pilot_create(plt->ship,
plt->name,
fleet->faction,
(plt->ai != NULL) ? plt->ai : fleet->ai, /* Pilot AI override. */
a,
&vp,
&vv,
0);
}
}
/* Init the system. */
void space_init(const char* sysname) {
char* lt;
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. */
space_spawn = 1; /* Spawn is enabled by default. */
/* Clear player escorts since they don't automatically follow. */
if(player) {
player->escorts = 0;
if(player->escorts) {
free(player->escorts);
player->escorts = NULL;
}
}
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;
lt = ltime_pretty(0);
player_message("Entering System %s on %s.", sysname, lt);
free(lt);
/* Handle background. */
if(cur_system->nebu_density > 0.) {
/* Background is nebulae. */
nebu_prep(cur_system->nebu_density, cur_system->nebu_volatility);
} else {
/* Background is stary. */
nstars = (cur_system->stars*SCREEN_W*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, SCREEN_W + STAR_BUF);
stars[i].y = (double)RNG(-STAR_BUF, 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, 1);
/* Start the spawn timer. */
spawn_timer = 120./(float)(cur_system->nfleets+1);
/* We now know this system. */
sys_setFlag(cur_system, SYSTEM_KNOWN);
}
/**
* @fn static int planets_load(void)
*
* @brief Load all the planets in the game.
* @return 0 on success.
*/
static int planets_load(void) {
uint32_t bufsize;
char* buf;
xmlNodePtr node;
xmlDocPtr doc;
buf = pack_readfile(DATA, PLANET_DATA, &bufsize);
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 -1;
}
node = node->xmlChildrenNode; /* First system node. */
if(node == NULL) {
ERR("Malformed "PLANET_DATA" file: does not contain elements");
return -1;
}
/* Initialize stack if needed. */
if(planet_stack == NULL) {
planet_mstack = CHUNK_SIZE;
planet_stack = malloc(sizeof(Planet) * planet_mstack);
planet_nstack = 0;
}
do {
if(xml_isNode(node, XML_PLANET_TAG)) {
/* See if stack must grow. */
planet_nstack++;
if(planet_nstack > planet_mstack) {
planet_mstack += CHUNK_SIZE;
planet_stack = realloc(planet_stack, sizeof(Planet) * planet_mstack);
}
planet_parse(&planet_stack[planet_nstack-1], node);
}
} while(xml_nextNode(node));
xmlFreeDoc(doc);
free(buf);
return 0;
}
/**
* @fn static int planet_parse(Planet* planet, const xmlNodePtr parent)
*
* @brief Parses a planet from an xml node.
* @param planet Planet to fill up.
* @param parent Node that contains planet data.
* @return 0 on success.
*/
static int planet_parse(Planet* planet, const xmlNodePtr parent) {
int i;
char str[PATH_MAX];
xmlNodePtr node, cur, ccur;
int len;
unsigned int flags;
/* Clear up memory for sane defaults. */
memset(planet, 0, sizeof(Planet));
planet->faction = -1;
str[0] = '\0';
flags = 0;
/* Get the name. */
xmlr_attr(parent, "name", planet->name);
node = parent->xmlChildrenNode;
do {
if(xml_isNode(node, "GFX")) {
cur = node->children;
do {
if(xml_isNode(cur, "space")) { /* Load space gfx. */
snprintf(str, PATH_MAX, PLANET_GFX_SPACE"%s", xml_get(cur));
planet->gfx_space = gl_newImage(str);
}
else if(xml_isNode(cur, "exterior")) { /* Load land gfx. */
len = strlen(xml_get(cur)) + sizeof(PLANET_GFX_EXTERIOR);
planet->gfx_exterior = malloc(len);
snprintf(planet->gfx_exterior, len, PLANET_GFX_EXTERIOR"%s", xml_get(cur));
}
} while(xml_nextNode(cur));
}
else if(xml_isNode(node, "pos")) {
cur = node->children;
do {
if(xml_isNode(cur, "x")) {
flags |= FLAG_XSET;
planet->pos.x = xml_getFloat(cur);
}
else if(xml_isNode(cur, "y")) {
flags |= FLAG_YSET;
planet->pos.y = xml_getFloat(cur);
}
} while(xml_nextNode(cur));
}
else if(xml_isNode(node, "general")) {
cur = node->children;
do {
if(xml_isNode(cur, "class"))
planet->class = planetclass_get(cur->children->content[0]);
else if(xml_isNode(cur, "faction")) {
flags |= FLAG_FACTIONSET;
planet->faction = faction_get(xml_get(cur));
}
else if(xml_isNode(cur, "description"))
planet->description = strdup(xml_get(cur));
else if(xml_isNode(cur, "bar"))
planet->bar_description = strdup(xml_get(cur));
else if(xml_isNode(cur, "services")) {
flags |= FLAG_SERVICESET;
planet->services = xml_getInt(cur); /* Flags gotten by data. */
}
else if(xml_isNode(cur, "tech")) {
ccur = cur->children;
do {
if(xml_isNode(ccur, "main")) {
flags |= FLAG_TECHSET;
planet->tech[0] = xml_getInt(ccur);
}
else if(xml_isNode(ccur, "special")) {
for(i = 1; i < PLANET_TECH_MAX; i++)
if(planet->tech[i] == 0) {
planet->tech[i] = xml_getInt(ccur);
break;
}
if(i == PLANET_TECH_MAX) WARN("Planet '%s' has too many"
"'special tech' entries", planet->name);
}
} while(xml_nextNode(ccur));
}
else if(xml_isNode(cur, "commodities")) {
ccur = cur->children;
do {
if(xml_isNode(ccur, "commodity")) {
planet->commodities = realloc(planet->commodities,
(planet->ncommodities+1) * sizeof(Commodity*));
planet->commodities[planet->ncommodities] =
commodity_get(xml_get(ccur));
planet->ncommodities++;
}
} while(xml_nextNode(ccur));
}
} while(xml_nextNode(cur));
}
} while(xml_nextNode(node));
/* Verification. */
#define MELEMENT(o,s) if(o) WARN("Planet '%s' missing '"s"' element", planet->name)
MELEMENT(planet->gfx_space==NULL, "GFX space");
MELEMENT(planet_hasService(planet, PLANET_SERVICE_LAND) &&
planet->gfx_exterior==NULL, "GFX exterior");
MELEMENT((flags&FLAG_XSET)==0, "x");
MELEMENT((flags&FLAG_YSET)==0, "y");
MELEMENT(planet->class==PLANET_CLASS_NULL, "class");
MELEMENT(planet_hasService(planet, PLANET_SERVICE_LAND) &&
planet->description==NULL, "description");
MELEMENT(planet_hasService(planet, PLANET_SERVICE_BASIC) &&
planet->bar_description==NULL, "bar");
MELEMENT(planet_hasService(planet, PLANET_SERVICE_BASIC) &&
(flags&FLAG_FACTIONSET)==0, "faction");
MELEMENT((flags&FLAG_SERVICESET)==0, "services");
MELEMENT((planet_hasService(planet, PLANET_SERVICE_OUTFITS) ||
planet_hasService(planet, PLANET_SERVICE_SHIPYARD)) &&
(flags&FLAG_TECHSET)==0, "tech");
MELEMENT(planet_hasService(planet, PLANET_SERVICE_COMMODITY) &&
(planet->ncommodities==0), "commodity");
#undef MELEMENT
return 0;
}
/**
* @fn int system_addPlanet(StarSystem* sys, char* planetname)
*
* @brief Add a planet to a star system.
* @param sys Star System to add planet to.
* @param planetname Name of the planet to add.
* @return 0 on success.
*/
int system_addPlanet(StarSystem* sys, char* planetname) {
Planet* planet;
if(sys == NULL)
return -1;
/* Check if need to grow the star system planet stack. */
sys->nplanets++;
if(sys->planets == NULL) {
sys->planets = malloc(sizeof(Planet*) * CHUNK_SIZE_SMALL);
}
else if(sys->nplanets > CHUNK_SIZE_SMALL) {
sys->planets = realloc(sys->planets, sizeof(Planet*) * sys->nplanets);
}
planet = planet_get(planetname);
sys->planets[sys->nplanets-1] = planet;
/* Add planet <-> star system to name stack. */
spacename_nstack++;
if(spacename_nstack > spacename_mstack) {
spacename_mstack += CHUNK_SIZE;
planetname_stack = realloc(planetname_stack,
sizeof(char*) * spacename_mstack);
systemname_stack = realloc(systemname_stack,
sizeof(char*) * spacename_mstack);
}
planetname_stack[spacename_nstack-1] = planet->name;
systemname_stack[spacename_nstack-1] = sys->name;
system_setFaction(sys);
return 0;
}
/**
* @fn int system_rmPlanet(StarSystem* sys, char* planetname)
*
* @brief Remove a planet from a star system.
* @param sys Star System to remove planet from.
* @param planetname Name of the planet to remove.
* @return 0 on success.
*/
int system_rmPlanet(StarSystem* sys, char* planetname) {
int i, found;
Planet* planet;
if(sys == NULL) {
WARN("Unable to remove planet '%s' from NULL system.", planetname);
return -1;
}
/* Try to find planet. */
planet = planet_get(planetname);
for(i = 0; i < sys->nplanets; i++)
if(sys->planets[i] == planet)
break;
/* Planet not found. */
if(i >= sys->nplanets) {
WARN("Planet '%s' not found in system '%s' for removal.", planetname, sys->name);
return -1;
}
/* Remove planet from system. */
sys->nplanets--;
memmove(&sys->planets[i], &sys->planets[i+1], sizeof(Planet*) * (sys->nplanets-i));
/* Remove from the name stack thingy. */
found = 0;
for(i = 0; i < spacename_nstack; i++)
if(strcmp(planetname, planetname_stack[i])==0) {
spacename_nstack--;
memmove(&planetname_stack[i], &planetname_stack[i+1],
sizeof(char*) * (spacename_nstack-i));
memmove(&systemname_stack[i], &systemname_stack[i+1],
sizeof(char*) * (spacename_nstack-i));
found = 1;
break;
}
if(found == 0)
WARN("Unable to find planet '%s' and system '%s' in planet<->system stack.",
planetname, sys->name);
system_setFaction(sys);
return 0;
}
/**
* @fn int system_addFleet(StarSystem* sys, SystemFleet* fleet)
*
* @brief Add a fleet to a star system.
* @param sys Star system to add fleet to.
* @param fleet Fleet to add.
* @return 0 on success.
*/
int system_addFleet(StarSystem* sys, SystemFleet* fleet) {
if(sys == NULL)
return -1;
sys->fleets = realloc(sys->fleets, sizeof(SystemFleet) * (++sys->nfleets));
memcpy(sys->fleets+(sys->nfleets-1), fleet, sizeof(SystemFleet));
return 0;
}
/**
* @fn int system_rmFleet(StarSystem* sys, SystemFleet* fleet)
*
* @brief Remove a fleet from a star system.
* @param sys Star System to remove fleet from.
* @param fleet Fleet to remove.
* @return 0 on success.
*/
int system_rmFleet(StarSystem* sys, SystemFleet* fleet) {
int i;
/* Find a matching fleet (will grab first since can be duplicates). */
for(i = 0; i < sys->nfleets; i++)
if((fleet->fleet == sys->fleets[i].fleet) &&
(fleet->chance == sys->fleets[i].chance))
break;
/* Not found. */
if(i >= sys->nfleets)
return -1;
sys->nfleets--;
memmove(&sys->fleets[i], &sys->fleets[i+1], sizeof(SystemFleet) * (sys->nfleets - i));
sys->fleets = realloc(sys->fleets, sizeof(SystemFleet) * sys->nfleets);
return 0;
}
/* Parse node 'parent' which should be the node of a system. */
/* Return the StarSystem fully loaded. */
static StarSystem* system_parse(StarSystem* sys, const xmlNodePtr parent) {
Planet* planet;
SystemFleet fleet;
char* ptrc;
xmlNodePtr cur, node;
uint32_t flags;
int size;
/* Clear memory for sane defaults. */
memset(sys, 0, sizeof(StarSystem));
sys->faction = -1;
planet = NULL;
size = 0;
sys->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;
sys->pos.x = xml_getFloat(cur);
}
else if(xml_isNode(cur, "y")) {
flags |= FLAG_YSET;
sys->pos.y = xml_getFloat(cur);
}
} while(xml_nextNode(cur));
}
else if(xml_isNode(node, "general")) {
cur = node->children;
do {
if(xml_isNode(cur, "stars")) /* Non-zero. */
sys->stars = xml_getInt(cur);
else if(xml_isNode(cur, "asteroids")) {
flags |= FLAG_ASTEROIDSSET;
sys->asteroids = xml_getInt(cur);
}
else if(xml_isNode(cur, "interference")) {
flags |= FLAG_INTEFERENCESET;
sys->interference = xml_getFloat(cur)/100;
}
else if(xml_isNode(cur, "nebulae")) {
ptrc = xml_nodeProp(cur, "volatility");
if(ptrc != NULL) { /* Has volatility. */
sys->nebu_volatility = atof(ptrc);
free(ptrc);
}
sys->nebu_density = xml_getFloat(cur);
}
}while(xml_nextNode(cur));
}
/* Load all the planets. */
else if(xml_isNode(node, "planets")) {
cur = node->children;
do {
if(xml_isNode(cur, "planet"))
system_addPlanet(sys, xml_get(cur));
} while(xml_nextNode(cur));
}
/* Load all the fleets. */
else if(xml_isNode(node, "fleets")) {
cur = node->children;
do {
if(xml_isNode(cur, "fleet")) {
memset(&fleet, 0, sizeof(SystemFleet));
fleet.fleet = fleet_get(xml_get(cur));
if(fleet.fleet == NULL)
WARN("Fleet %s for Star System %s not found", xml_get(cur), sys->name);
xmlr_attr(cur, "chance", ptrc); /* mallocs ptrc. */
if(ptrc == NULL) fleet.chance = 0; /* Gives warning. */
else fleet.chance = atoi(ptrc);
if(fleet.chance == 0)
WARN("Fleet %s for Star System %s has 0%% chance to appear",
fleet.fleet->name, sys->name);
if(ptrc) free(ptrc); /* Free the ptrc. */
system_addFleet(sys, &fleet);
}
} while(xml_nextNode(cur));
}
} while(xml_nextNode(node));
/* Check elements. */
#define MELEMENT(o,s) if((o) == 0) WARN("Star System '%s' missing '"s"' element", sys->name)
if(sys->name == NULL) WARN("Star System '%s' missing 'name' tag", sys->name);
MELEMENT(flags&FLAG_XSET, "x");
MELEMENT(flags&FLAG_YSET, "y");
MELEMENT(sys->stars, "stars");
MELEMENT(flags&FLAG_ASTEROIDSSET, "asteroids"); /* Can be 0. */
MELEMENT(flags&FLAG_INTEFERENCESET, "inteference");
#undef MELEMENT
/* Post processing. */
system_setFaction(sys);
return 0;
}
/**
* @fn static void system_setFaction(StarSystem* sys)
*
* @brief Set the system faction based on the planet it has.
* @param sys System to set the faction of.
*/
static void system_setFaction(StarSystem* sys) {
int i;
sys->faction = -1;
for(i = 0; i < sys->nplanets; i++) /** @todo Handle multiple different factions. */
if(sys->planets[i]->faction > 0) {
sys->faction = sys->planets[i]->faction;
break;
}
}
/* Load the jumps into a system. */
static void system_parseJumps(const xmlNodePtr parent) {
int i;
StarSystem* sys;
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) {
sys = &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) {
sys->njumps++;
sys->jumps = realloc(sys->jumps, sys->njumps*sizeof(int));
sys->jumps[sys->njumps-1] = i;
break;
}
if(i == systems_nstack)
WARN("System '%s' not found for jump linking", xml_get(cur));
}
} while(xml_nextNode(cur));
}
} while(xml_nextNode(node));
}
/**
* @fn int space_load(void)
*
* @brief Load the ENTIRE universe into RAM. -- WOAH!
* @return 0 on success.
*/
int space_load(void) {
int ret;
ret = planets_load();
if(ret < 0)
return ret;
ret = systems_load();
if(ret < 0)
return ret;
return 0;
}
/**
* @fn int systems_load(void)
*
* @brief Load the entire systems, needs to be called after planets_load.
*
* Uses a two system pass to first load the star systems_stack and then set
* jump routes.
* @return 0 on success.
*/
static int systems_load(void) {
uint32_t bufsize;
char* buf = pack_readfile(DATA, SYSTEM_DATA, &bufsize);
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;
}
/* Allocate if needed. */
if(systems_stack == NULL) {
systems_mstack = CHUNK_SIZE;
systems_stack = malloc(sizeof(StarSystem) * systems_mstack);
systems_nstack = 0;
}
/* First pass - Load all the star systems_stack. */
do {
if(xml_isNode(node, XML_SYSTEM_TAG)) {
/* Check if memory needs to grow. */
systems_nstack++;
if(systems_nstack > systems_mstack) {
systems_mstack += CHUNK_SIZE;
systems_stack = realloc(systems_stack, sizeof(StarSystem) * systems_mstack);
}
system_parse(&systems_stack[systems_nstack-1], node);
}
} while(xml_nextNode(node));
/* 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(xml_nextNode(node));
/* Cleanup. */
xmlFreeDoc(doc);
free(buf);
DEBUG("Loaded %d star system%s with %d planet%s",
systems_nstack, (systems_nstack==1) ? "" : "s",
planet_nstack, (planet_nstack==1) ? "" : "s");
return 0;
}
/* Render the system. -- Just playing god now. */
void space_render(const double dt) {
if(cur_system == NULL) return;
if(cur_system->nebu_density > 0.)
nebu_render(dt);
else
space_renderStars(dt);
}
/* Render the overlay. */
void space_renderOverlay(const double dt) {
if(cur_system == NULL) return;
if(cur_system->nebu_density > 0.)
nebu_renderOverlay(dt);
}
/* Render stars. */
static void space_renderStars(const double dt) {
int i;
unsigned int t, timer;
double x, y, m, b;
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); /* Translation matrix. */
glTranslated(-(double)SCREEN_W/2., -(double)SCREEN_H/2., 0);
t = SDL_GetTicks();
if(!player_isFlag(PLAYER_DESTROYED) && !player_isFlag(PLAYER_CREATING) &&
pilot_isFlag(player, PILOT_HYPERSPACE) && /* Hyperspace fancy effect. */
((!paused && (player->ptimer - HYPERSPACE_STARS_BLUR < t)) ||
(paused && (player->ptimer < HYPERSPACE_STARS_BLUR)))) {
timer = player->ptimer - HYPERSPACE_STARS_BLUR;
if(paused) timer += t;
/* Fancy hyperspace effects. */
glShadeModel(GL_SMOOTH);
/* Enable AA if possible. */
if(gl_has(OPENGL_AA_LINE))
glEnable(GL_LINE_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();
if(gl_has(OPENGL_AA_LINE))
glDisable(GL_LINE_SMOOTH);
glShadeModel(GL_FLAT);
} else {
glBegin(GL_POINTS); /* Normal rendering. */
if(!paused && !player_isFlag(PLAYER_DESTROYED) &&
!player_isFlag(PLAYER_CREATING)) { /* Update position. */
for(i = 0; i < nstars; i++) {
b = 13.-10.*stars[i].brightness;
stars[i].x -= player->solid->vel.x/b*dt;
stars[i].y -= player->solid->vel.y/b*dt;
/* Check for boundaries. */
if(stars[i].x > SCREEN_W + STAR_BUF) stars[i].x = -STAR_BUF;
else if(stars[i].x < -STAR_BUF) stars[i].x = SCREEN_W + STAR_BUF;
if(stars[i].y > SCREEN_H + STAR_BUF) stars[i].y = -STAR_BUF;
else if(stars[i].y < -STAR_BUF) stars[i].y = SCREEN_H + STAR_BUF;
/* Render. */
if((stars[i].x < SCREEN_W) && (stars[i].x > 0) &&
(stars[i].y < SCREEN_H) && (stars[i].y > 0)) {
glColor4d(1., 1., 1., stars[i].brightness);
glVertex2d(stars[i].x, stars[i].y);
}
}
} else { /* Just render. */
for(i = 0; i < nstars; i++) {
if((stars[i].x < SCREEN_W) && (stars[i].x > 0) &&
(stars[i].y < SCREEN_H) && (stars[i].y > 0)) {
glColor4d(1., 1., 1., stars[i].brightness);
glVertex2d(stars[i].x, stars[i].y);
}
}
}
glEnd(); /* GL_POINTS */
}
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;
/* Free the names. */
if(planetname_stack) free(planetname_stack);
if(systemname_stack) free(systemname_stack);
spacename_nstack = 0;
/* Free the planets. */
for(i = 0; i < planet_nstack; i++) {
free(planet_stack[i].name);
if(planet_stack[i].description)
free(planet_stack[i].description);
if(planet_stack[i].bar_description)
free(planet_stack[i].bar_description);
/* Graphics. */
if(planet_stack[i].gfx_space)
gl_freeTexture(planet_stack[i].gfx_space);
if(planet_stack[i].gfx_exterior)
free(planet_stack[i].gfx_exterior);
/* Commodities. */
free(planet_stack[i].commodities);
}
free(planet_stack);
planet_stack = NULL;
planet_nstack = 0;
planet_mstack = 0;
/* Free the systems. */
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);
free(systems_stack[i].planets);
}
free(systems_stack);
systems_stack = NULL;
systems_nstack = 0;
systems_mstack = 0;
/* Stars must be free too. */
if(stars) free(stars);
stars = NULL;
nstars = 0;
mstars = 0;
}
/* Clear all system knowledge. */
void space_clearKnown(void) {
int i;
for(i = 0; i < systems_nstack; i++)
sys_rmFlag(&systems_stack[i], SYSTEM_KNOWN);
}
/* Clear all system markers. */
void space_clearMarkers(void) {
int i;
for( i = 0; i < systems_nstack; i++)
sys_rmFlag(&systems_stack[i], SYSTEM_MARKED);
}
/**
* @brief Clear all the system computer markers.
*/
void space_clearComputerMarkers(void) {
int i;
for(i = 0; i < systems_nstack; i++)
sys_rmFlag(&systems_stack[i], SYSTEM_CMARKED);
}
/* Save what is needed to be saved for space. */
int space_sysSave(xmlTextWriterPtr writer) {
int i;
xmlw_startElem(writer, "space");
for(i = 0; i < systems_nstack; i++) {
if(!sys_isKnown(&systems_stack[i])) continue; /* Not known. */
xmlw_elem(writer, "known", "%s", systems_stack[i].name);
}
xmlw_endElem(writer); /* Space. */
return 0;
}
/* Load space. */
int space_sysLoad(xmlNodePtr parent) {
xmlNodePtr node, cur;
StarSystem* sys;
space_clearKnown();
node = parent->xmlChildrenNode;
do {
if(xml_isNode(node, "space")) {
cur = node->xmlChildrenNode;
do {
if(xml_isNode(cur, "known")) {
sys = system_get(xml_get(cur));
if(sys != NULL) /* Must exist. */
sys_setFlag(sys, SYSTEM_KNOWN);
}
} while(xml_nextNode(cur));
}
} while(xml_nextNode(node));
return 0;
}