1309 lines
38 KiB
C
1309 lines
38 KiB
C
#include <malloc.h>
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#include "lephisto.h"
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#include "pilot.h"
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#include "log.h"
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#include "opengl.h"
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#include "font.h"
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#include "pack.h"
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#include "xml.h"
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#include "space.h"
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#include "rng.h"
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#include "land.h"
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#include "sound.h"
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#include "economy.h"
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#include "pause.h"
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#include "menu.h"
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#include "toolkit.h"
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#include "player.h"
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#define XML_GUI_ID "GUIs" // XML section identifier.
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#define XML_GUI_TAG "gui"
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#define XML_START_ID "Start"
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#define GUI_DATA "../dat/gui.xml"
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#define GUI_GFX "../gfx/gui/"
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#define START_DATA "../dat/start.xml"
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// Player stuff.
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Pilot* player = NULL; // extern in pilot.h
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static Ship* player_ship = NULL; // Temp ship to hold when naming it.
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// More hacks.
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static double player_px, player_py, player_vx, player_vy, player_dir;
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// Player pilot stack - Ships she owns.
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static Pilot** player_stack = NULL;
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static char** player_lstack = NULL; // Names of the planet the ships are at.
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static int player_nstack = 0;
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// Player global properties.
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char* player_name = NULL; // Player name.
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int player_credits = 0; // Ze monies.
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int combat_crating = 0; // Ze rating.
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unsigned int player_flags = 0; // Player flags.
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// Input.c
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double player_turn = 0.; // Turn velocity from input.
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double player_acc = 0.; // Accel velocity from input.
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unsigned int player_target = PLAYER_ID; // Targetted pilot.
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// Internal
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int planet_target = -1; // Targetted planet.
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int hyperspace_target = -1; // Target hyperspace route.
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// For death etc.
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static unsigned int player_timer = 0;
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static Vec2 player_cam;
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// Pilot stuff for GUI.
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extern Pilot** pilot_stack;
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extern int pilots;
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// Space stuff for GUI.
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extern StarSystem* systems_stack;
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// Land stuff for the player_stack.
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extern Planet* land_planet;
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// GUI crap.
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typedef struct Radar_ {
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double x,y; // Position.
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double w,h; // Dimensions.
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RadarShape shape;
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double res; // Resolution.
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} Radar;
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// Radar res.
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#define RADAR_RES_MAX 100.
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#define RADAR_RES_MIN 10.
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#define RADAR_RES_INTERVAL 10.
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#define RADAR_RES_DEFAULT 40.
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typedef struct Rect_ {
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double x,y;
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double w,h;
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} Rect;
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typedef struct GUI_ {
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// Graphics.
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glTexture* gfx_frame;
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glTexture* gfx_targetPilot, *gfx_targetPlanet;
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Radar radar;
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Rect nav;
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Rect shield, armour, energy;
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Rect weapon;
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Rect target_health, target_name, target_faction;
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Rect misc;
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Rect msg;
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// Positions.
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Vec2 frame;
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Vec2 target;
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} GUI;
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GUI gui = {
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.gfx_frame = NULL,
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.gfx_targetPilot = NULL,
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.gfx_targetPlanet = NULL
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};
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double gui_xoff = 0.;
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double gui_yoff = 0.;
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// Messages.
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#define MSG_SIZE_MAX 80
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int msg_timeout = 5000;
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int msg_max = 5; // Max messages on screen.
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typedef struct Msg_ {
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char str[MSG_SIZE_MAX];
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unsigned int t;
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} Msg;
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static Msg* msg_stack;
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// External.
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extern void pilot_render(const Pilot* pilot); // Extern is in Pilot.*
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extern void weapon_minimap(const double res,
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const double w, const double h, const RadarShape shape); // weapon.c
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extern void planets_minimap(const double res,
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const double w, const double h, const RadarShape shape); // space.c
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// Internal.
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static void player_nameClose(char* str);
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static void player_newMake(void);
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static void player_nameShipClose(char* str);
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static void player_newShipMake(char* name);
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static void rect_parse(const xmlNodePtr parent,
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double* x, double* y, double* w, double* h);
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static int gui_parse(const xmlNodePtr parent, const char* name);
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static void gui_renderPilot(const Pilot* p);
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static void gui_renderBar(const glColour* c, const Rect* r, const double w);
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// Externed.
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void player_dead(void);
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void player_destroyed(void);
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// Prompt player name.
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void player_new(void) {
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unsigned int wid;
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// Let's not seg fault due to a lack of environment.
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player_setFlag(PLAYER_DESTROYED);
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vectnull(&player_cam);
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gl_bindCamera(&player_cam);
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// Cleanup player stuff if we'll be re-creating.
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player_cleanup();
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wid = window_create("Player Name", -1, -1, 240, 140);
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window_addText(wid, 30, -30, 180, 20, 0, "txtInfo",
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&gl_smallFont, &cDConsole, "Please tell me your name:");
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window_addInput(wid, 20, -50, 200, 20, "inpName", 20, 1);
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window_addButton(wid, -20, 20, 80, 30, "btnClose", "Done", player_nameClose);
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}
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static void player_nameClose(char* str) {
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(void)str;
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unsigned int wid;
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wid = window_get("Player Name");
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player_name = strdup(window_getInput(wid, "inpName"));
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window_destroy(wid);
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player_newMake();
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}
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// Create a new player.
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static void player_newMake(void) {
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Ship* ship;
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char system[20];
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uint32_t bufsize;
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char* buf = pack_readfile(DATA, START_DATA, &bufsize);
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int l, h;
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double x, y;
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xmlNodePtr node, cur, tmp;
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xmlDocPtr doc = xmlParseMemory(buf, bufsize);
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node = doc->xmlChildrenNode;
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if(!xml_isNode(node, XML_START_ID)) {
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ERR("Malformed '"START_DATA"' file: missing root element '"XML_START_ID"'");
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return;
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}
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node = node->xmlChildrenNode; // First system node.
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if(node == NULL) {
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ERR("Malformed '"START_DATA"' file: does not contain elements");
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return;
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}
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do {
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// We are interested in the player.
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if(xml_isNode(node, "player")) {
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cur = node->children;
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do {
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if(xml_isNode(cur, "ship")) ship = ship_get(xml_get(cur));
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else if(xml_isNode(cur, "credits")) {
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// MONIEZZ!!!! -- We call these SCred AKA SaraCred. Lame right?
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tmp = cur->children;
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do {
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if(xml_isNode(tmp, "low")) l = xml_getInt(tmp);
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else if(xml_isNode(tmp, "high")) h = xml_getInt(tmp);
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} while((tmp = tmp->next));
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}
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else if(xml_isNode(cur, "system")) {
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tmp = cur->children;
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do {
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// System name. TODO: Chance based on percentage.
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if(xml_isNode(tmp, "name")) snprintf(system, 20, xml_get(tmp));
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// Position.
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else if(xml_isNode(tmp, "x")) x = xml_getFloat(tmp);
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else if(xml_isNode(tmp, "y")) y = xml_getFloat(tmp);
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} while((tmp = tmp->next));
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}
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else if(xml_isNode(cur, "combat_crating"))
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combat_crating = xml_getInt(cur);
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} while((cur = cur->next));
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}
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}while((node = node->next));
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xmlFreeDoc(doc);
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free(buf);
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xmlCleanupParser();
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// Money.
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player_credits = RNG(l, h);
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// Welcome message.
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player_message("Welcome to "APPNAME"!");
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player_message("v%d.%d.%d", VMAJOR, VMINOR, VREV);
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// Create the player and start the game.
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player_newShip(ship, x, y, 0., 0., RNG(0, 359)/180.*M_PI);
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space_init(system);
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}
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// Create a dialogue to name the new ship.
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void player_newShip(Ship* ship, double px, double py,
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double vx, double vy, double dir) {
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unsigned int wid;
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// Temp values while player doesn't exist.
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player_ship = ship;
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player_px = px;
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player_py = py;
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player_vx = vx;
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player_vy = vy;
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player_dir = dir;
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wid = window_create("Ship Name", -1, 1, 240, 140);
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window_addText(wid, 30, -30, 180, 20, 0, "txtInfo",
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&gl_smallFont, &cDConsole, "Name your ship:");
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window_addInput(wid, 20, -50, 200, 20, "inpName", 20, 1);
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window_addButton(wid, -20, 20, 80, 30, "btnClose", "Done",
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player_nameShipClose);
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}
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static void player_nameShipClose(char* str) {
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(void)str;
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char* ship_name;
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unsigned int wid;
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wid = window_get("Ship Name");
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ship_name = window_getInput(wid, "inpName");
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player_newShipMake(ship_name);
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window_destroy(wid);
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}
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// Change the players ship.
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static void player_newShipMake(char* name) {
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Vec2 vp, vv;
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if(player) {
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player_stack = realloc(player_stack, sizeof(Pilot*)*(player_nstack+1));
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player_stack[player_nstack] = pilot_copy(player);
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player_lstack = realloc(player_lstack, sizeof(char*)*(player_nstack+1));
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player_lstack[player_nstack] = strdup(land_planet->name);
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player_nstack++;
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pilot_destroy(player);
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}
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// In case we're respawning.
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player_rmFlag(PLAYER_DESTROYED);
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vect_cset(&vp, player_px, player_py);
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vect_cset(&vv, player_vx, player_vy);
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pilot_create(player_ship, name, faction_get("Player"), NULL,
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player_dir, &vp, &vv, PILOT_PLAYER);
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gl_bindCamera(&player->solid->pos); // Set opengl camera.
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}
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// Clean up player stuff like player_stack.
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void player_cleanup(void) {
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int i;
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// Cleanup name.
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if(player_name) free(player_name);
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// Clean up the stack.
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if(player_stack) {
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for(i = 0; i < player_nstack; i++) {
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pilot_free(player_stack[i]);
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free(player_lstack[i]);
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}
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free(player_stack);
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player_stack = NULL;
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free(player_lstack);
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player_lstack = NULL;
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// Nothing left.
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player_nstack = 0;
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}
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}
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void player_message(const char* fmt, ...) {
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va_list ap;
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int i;
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if(fmt == NULL) return; // Message not valid.
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// Copy old messages back.
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for(i = 1; i < msg_max; i++)
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if(msg_stack[msg_max-i-1].str[0] != '\0') {
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strcpy(msg_stack[msg_max-i].str, msg_stack[msg_max-i-1].str);
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msg_stack[msg_max-i].t = msg_stack[msg_max-i-1].t;
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}
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// Add the new one.
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va_start(ap, fmt);
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vsprintf(msg_stack[0].str, fmt, ap);
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va_end(ap);
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msg_stack[0].t = SDL_GetTicks() + msg_timeout;
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}
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void player_warp(const double x, const double y) {
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vect_cset(&player->solid->pos, x, y);
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}
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// Clear the targets.
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void player_clear(void) {
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player_target = PLAYER_ID;
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planet_target = -1;
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hyperspace_target = -1;
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}
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static char* player_ratings[] = {
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"None",
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"Smallfry",
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"Minor",
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"Average",
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"Major",
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"Fearsome",
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"Godlike"
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};
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const char* player_rating(void) {
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if(combat_crating == 0) return player_ratings[0];
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else if(combat_crating < 50) return player_ratings[1];
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else if(combat_crating < 200) return player_ratings[2];
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else if(combat_crating < 500) return player_ratings[3];
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else if(combat_crating < 1000) return player_ratings[4];
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else if(combat_crating < 2500) return player_ratings[5];
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else if(combat_crating < 10000) return player_ratings[6];
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else return player_ratings[7];
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}
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// Return how much weapon. space the player has remaining.
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int player_freeSpace(void) {
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int i, s;
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s = player->ship->cap_weapon;
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for(i = 0; i < player->noutfits; i++)
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s -= player->outfits[i].quantity * player->outfits[i].outfit->mass;
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return s;
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}
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// Return amount of outfits the player owns.
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int player_outfitOwned(const char* outfitname) {
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int i;
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for(i = 0; i < player->noutfits; i++)
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if(strcmp(outfitname, player->outfits[i].outfit->name)==0)
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return player->outfits[i].quantity;
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return 0;
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}
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// Return how many of the commodity the player has.
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int player_cargoOwned(const char* commodityname) {
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int i;
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for(i = 0; i < player->ncommodities; i++)
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if(strcmp(commodityname, player->commodities[i].commodity->name)==0)
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return player->commodities[i].quantity;
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return 0;
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}
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// Render the background player stuff, namely planet target
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void player_renderBG(void) {
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double x, y;
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glColour* c;
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Planet* planet;
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if(player_isFlag(PLAYER_DESTROYED) ||
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pilot_isFlag(player, PILOT_DEAD)) return;
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if(planet_target >= 0) {
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planet = &cur_system->planets[planet_target];
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if(areEnemies(player->faction, planet->faction)) c = &cHostile;
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else c = &cNeutral;
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x = planet->pos.x - planet->gfx_space->sw/2.;
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y = planet->pos.y + planet->gfx_space->sh/2.;
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gl_blitSprite(gui.gfx_targetPlanet, x, y, 0, 0, c); // Top left.
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x += planet->gfx_space->sw;
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gl_blitSprite(gui.gfx_targetPlanet, x, y, 1, 0, c); // Top right.
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y -= planet->gfx_space->sh;
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gl_blitSprite(gui.gfx_targetPlanet, x, y, 1, 1, c); // Bottom right.
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x -= planet->gfx_space->sw;
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gl_blitSprite(gui.gfx_targetPlanet, x, y, 0, 1, c); // Bottom left.
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}
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}
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// Render the player.
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void player_render(void) {
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int i, j;
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double x, y;
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char str[10];
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Pilot* p;
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glColour* c;
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glFont* f;
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if(player_isFlag(PLAYER_DESTROYED) || pilot_isFlag(player, PILOT_DEAD)) {
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if(player_isFlag(PLAYER_DESTROYED)) {
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if(!toolkit && (SDL_GetTicks() > player_timer))
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menu_death();
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} else
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pilot_render(player);
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// Fancy cinematic scene borders.
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix(); // Translation matrix.
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glTranslated(x-(double)gl_screen.w/2., y-(double)gl_screen.h/2., 0);
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COLOUR(cBlack);
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glBegin(GL_QUADS);
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glVertex2d(0., 0.);
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glVertex2d(0., gl_screen.h*0.2);
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glVertex2d(gl_screen.w, gl_screen.h*0.2);
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glVertex2d(gl_screen.w, 0.);
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glVertex2d(0., gl_screen.h);
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glVertex2d(gl_screen.w, gl_screen.h);
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glVertex2d(0., gl_screen.h*0.8);
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glEnd();
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glPopMatrix(); // Translation matrix.
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return;
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}
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// Render the player target graphics.
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if(player_target != PLAYER_ID) p = pilot_get(player_target);
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else p = NULL;
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if((p == NULL) || pilot_isFlag(p, PILOT_DEAD))
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player_target = PLAYER_ID; // No more pilot target.
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else {
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// There is still a pilot target.
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if(pilot_isDisabled(p)) c = &cInert;
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else if(pilot_isFlag(p, PILOT_HOSTILE)) c = &cHostile;
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else c = &cNeutral;
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x = p->solid->pos.x - p->ship->gfx_space->sw * PILOT_SIZE_APROX/2.;
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y = p->solid->pos.y + p->ship->gfx_space->sh * PILOT_SIZE_APROX/2.;
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gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 0, c); // Top left.
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x += p->ship->gfx_space->sw * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, x, y, 1, 0, c); // Top right.
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y -= p->ship->gfx_space->sh * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, x, y, 1, 1, c); // Bottom right.
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x -= p->ship->gfx_space->sw * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 1, c); // Bottom left.
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}
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// Render the player.
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pilot_render(player);
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// GUI!
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// -- Frame.
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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 - gl_screen.w/2. + gui.radar.w/2.,
|
|
gui.radar.y - gl_screen.h/2. - gui.radar.h/2., 0.);
|
|
else if(gui.radar.shape == RADAR_CIRCLE)
|
|
glTranslated(gui.radar.x - gl_screen.w/2.,
|
|
gui.radar.y - gl_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_POINTS);
|
|
// Player. -- Drawn last.
|
|
COLOUR(cRadar_player);
|
|
glVertex2d( 0., 2. ); // We represent the player with a small '+'
|
|
glVertex2d( 0., 1. );
|
|
glVertex2d( 0., 0. );
|
|
glVertex2d( 0., -1. );
|
|
glVertex2d( 0., -2. );
|
|
glVertex2d( 2., 0. );
|
|
glVertex2d( 1., 0. );
|
|
glVertex2d( -1., 0. );
|
|
glVertex2d( -2., 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.
|
|
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, "%s",
|
|
systems_stack[cur_system->jumps[hyperspace_target]].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", p->faction->name);
|
|
|
|
// 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;
|
|
gl_print(&gl_smallFont,
|
|
gui.misc.x + 13, j,
|
|
NULL, "%d %s", player->commodities[i].quantity,
|
|
player->commodities[i].commodity->name);
|
|
}
|
|
}
|
|
|
|
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", player->cargo_free);
|
|
|
|
// 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(-gl_screen.w/2., -gl_screen.h/2.);
|
|
glVertex2d(-gl_screen.w/2., gl_screen.h/2.);
|
|
glVertex2d( gl_screen.w/2., gl_screen.h/2.);
|
|
glVertex2d( gl_screen.w/2., -gl_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 - gl_screen.w/2.;
|
|
y = r->y - gl_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,
|
|
gl_screen.w - gui.gfx_frame->w, // x.
|
|
gl_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) {
|
|
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.
|
|
int i;
|
|
int tp;
|
|
double td, d;
|
|
|
|
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);
|
|
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
|
|
player_message("Preparing for hyperspace");
|
|
}
|
|
|
|
// Player actually broke hyperspace (Let's enter a new system).
|
|
void player_brokeHyperspace(void) {
|
|
// 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);
|
|
|
|
// Stop hyperspace.
|
|
pilot_rmFlag(player, PILOT_HYPERSPACE | PILOT_HYP_BEGIN | PILOT_HYP_PREP);
|
|
|
|
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->afterburner != NULL) {
|
|
player_setFlag(PLAYER_AFTERBURNER);
|
|
pilot_setFlag(player, PILOT_AFTERBURNER);
|
|
}
|
|
}
|
|
|
|
void player_afterburnOver(void) {
|
|
if(player->afterburner != NULL) {
|
|
player_rmFlag(PLAYER_AFTERBURNER);
|
|
pilot_rmFlag(player, PILOT_AFTERBURNER);
|
|
}
|
|
}
|
|
|
|
// Take a screenshot.
|
|
static int screenshot_cur = 0;
|
|
void player_screenshot(void) {
|
|
FILE* fp;
|
|
int done;
|
|
char filename[PATH_MAX];
|
|
|
|
done = 0;
|
|
|
|
do {
|
|
if(screenshot_cur >= 128) {
|
|
// Just incase I fucked up. :)
|
|
WARN("You have reached the maximum amount of screenshots [128]");
|
|
return;
|
|
}
|
|
snprintf(filename, PATH_MAX, "../screenshots/screenshot%03d.png",
|
|
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) {
|
|
vectcpy(&player_cam, &player->solid->pos);
|
|
gl_bindCamera(&player_cam);
|
|
player_setFlag(PLAYER_DESTROYED);
|
|
player_timer = SDL_GetTicks() + 5000;
|
|
}
|
|
|