Lephisto/src/land.c

1015 lines
28 KiB
C

#include "lephisto.h"
#include "log.h"
#include "toolkit.h"
#include "player.h"
#include "rng.h"
#include "music.h"
#include "economy.h"
#include "hook.h"
#include "mission.h"
#include "land.h"
// Global/main window.
#define LAND_WIDTH 700
#define LAND_HEIGHT 600
#define BUTTON_WIDTH 200
#define BUTTON_HEIGHT 40
// Commodity window.
#define COMMODITY_WIDTH 400
#define COMMODITY_HEIGHT 400
// Outfits.
#define OUTFITS_WIDTH 700
#define OUTFITS_HEIGHT 600
// Shipyard.
#define SHIPYARD_WIDTH 700
#define SHIPYARD_HEIGHT 600
// News window.
#define NEWS_WIDTH 400
#define NEWS_HEIGHT 500
// Bar window.
#define BAR_WIDTH 460
#define BAR_HEIGHT 300
// Mission computer window.
#define MISSION_WIDTH 700
#define MISSION_HEIGHT 600
#define MUSIC_TAKEOFF "liftoff"
#define MUSIC_LAND "agriculture"
// We use visited flags to not duplicate missions generated.
#define VISITED_LAND (1<<0)
#define VISITED_COMMODITY (1<<1)
#define VISITED_BAR (1<<2)
#define VISITED_OUTFITS (1<<3)
#define VISITED_SHIPYARD (1<<4)
#define visited(f) (land_visited |= (f))
#define has_visited(f) (land_visited & (f))
static unsigned int land_visited = 0;
// Land variables.
int landed = 0;
Planet* land_planet = NULL;
// Mission computer stack.
static Mission* mission_computer = NULL;
static int mission_ncomputer = 0;
// Window stuff.
static int land_wid = 0; // Primary land window.
// For the second opened land window
static int secondary_wid = 0;
static int terciary_wid = 0; // For fancy things like news, your ship etc..
// Commodity excahnge.
static void commodity_exchange(void);
static void commodity_exchange_close(char* str);
static void commodity_update(char* str);
static void commodity_buy(char* str);
static void commodity_sell(char* str);
// Outfits.
static void outfits(void);
static void outfits_close(char* str);
static void outfits_update(char* str);
static void outfits_buy(char* str);
static void outfits_sell(char* str);
static int outfits_getMod(void);
static void outfits_renderMod(double bx, double by, double w, double h);
// Shipyard.
static void shipyard(void);
static void shipyard_close(char* str);
static void shipyard_update(char* str);
static void shipyard_info(char* str);
static void shipyard_buy(char* str);
// Your ship.
static void shipyard_yours(char* str);
static void shipyard_yoursClose(char* str);
static void shipyard_yoursUpdate(char* str);
static void shipyard_yoursChange(char* str);
static void shipyard_yoursTransport(char* str);
static int shipyard_yoursTransportPrice(char* shipname);
// Spaceport bar.
static void spaceport_bar(void);
static void spaceport_bar_close(char* str);
// News.
static void news(void);
static void news_close(char* str);
// Mission computer.
static void misn(void);
static void misn_close(char* str);
static void misn_accept(char* str);
static void misn_genList(int first);
static void misn_update(char* str);
// The local market.
static void commodity_exchange(void) {
int i;
char** goods;
secondary_wid = window_create("Commodity Exchange", -1, -1,
COMMODITY_WIDTH, COMMODITY_HEIGHT);
window_addButton(secondary_wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnCommodityClose",
"Close", commodity_exchange_close);
window_addButton(secondary_wid, -40-((BUTTON_WIDTH-20)/2), 20*2+BUTTON_HEIGHT,
(BUTTON_WIDTH-20)/2, BUTTON_HEIGHT, "btnCommodityBuy",
"Buy", commodity_buy);
window_addButton(secondary_wid, -20, 20*2+BUTTON_HEIGHT,
(BUTTON_WIDTH-20)/2, BUTTON_HEIGHT, "btnCommoditySell",
"Sell", commodity_sell);
window_addText(secondary_wid, -20, -40, BUTTON_WIDTH, 60, 0,
"txtSInfo", &gl_smallFont, &cDConsole,
"You have:\n"
"Market price:\n"
"\n"
"Free Space:\n");
window_addText(secondary_wid, -20, -40, BUTTON_WIDTH/2, 60, 0,
"txtDInfo", &gl_smallFont, &cBlack, NULL);
window_addText(secondary_wid, -40, -100, BUTTON_WIDTH-20,
BUTTON_WIDTH, 0, "txtDesc", &gl_smallFont, &cBlack, NULL);
goods = malloc(sizeof(char*)*land_planet->ncommodities);
for(i = 0; i < land_planet->ncommodities; i++)
goods[i] = strdup(land_planet->commodities[i]->name);
window_addList(secondary_wid, 20, -40,
COMMODITY_WIDTH-BUTTON_WIDTH-60,
COMMODITY_HEIGHT-80-BUTTON_HEIGHT, "lstGoods",
goods, land_planet->ncommodities, 0, commodity_update);
commodity_update(NULL);
if(!has_visited(VISITED_COMMODITY)) {
// TODO: mission check.
visited(VISITED_COMMODITY);
}
}
static void commodity_exchange_close(char* str) {
if(strcmp(str, "btnCommodityClose")==0)
window_destroy(secondary_wid);
secondary_wid = 0;
}
static void commodity_update(char* str) {
(void)str;
char buf[128];
char* comname;
Commodity* com;
comname = toolkit_getList(secondary_wid, "lstGoods");
com = commodity_get(comname);
snprintf(buf, 128,
"%d tons\n"
"%d Scred\n"
"\n"
"%d tons\n",
player_cargoOwned(comname),
com->medium,
player->cargo_free);
window_modifyText(secondary_wid, "txtDInfo", buf);
window_modifyText(secondary_wid, "txtDesc", com->description);
}
static void commodity_buy(char* str) {
(void)str;
char* comname;
Commodity* com;
int q;
q = 10;
comname = toolkit_getList(secondary_wid, "lstGoods");
com = commodity_get(comname);
if(player->credits <= q * com->medium) {
dialogue_alert("Not enough Scred!");
return;
}
else if(player->cargo_free <= 0) {
dialogue_alert("not enough free space!");
return;
}
q = pilot_addCargo(player, com, q);
player->credits -= q * com->medium;
commodity_update(NULL);
}
static void commodity_sell(char* str) {
(void)str;
char* comname;
Commodity* com;
int q;
q = 10;
comname = toolkit_getList(secondary_wid, "lstGoods");
com = commodity_get(comname);
q = pilot_rmCargo(player, com, q);
player->credits += q * com->medium;
commodity_update(NULL);
}
static void outfits(void) {
char** outfits;
int noutfits;
char buf[128];
// Create window.
snprintf(buf, 128, "%s - Outfits", land_planet->name);
secondary_wid = window_create(buf, -1, -1,
OUTFITS_WIDTH, OUTFITS_HEIGHT);
// Will allow buying from keyboard.
window_setFptr(secondary_wid, outfits_buy);
// Buttons.
window_addButton(secondary_wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnCloseOutfits",
"Close", outfits_close);
window_addButton(secondary_wid, -40-BUTTON_WIDTH, 40+BUTTON_HEIGHT,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnBuyOutfits",
"Buy", outfits_buy);
window_addButton(secondary_wid, -40-BUTTON_WIDTH, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnSellOutfit",
"Sell", outfits_sell);
// Fancy 128x128 image.
window_addRect(secondary_wid, -20, -50, 128, 128, "rctImage", &cBlack, 0);
window_addImage(secondary_wid, -20-128, -50-128, "imgOutfit", NULL, 1);
window_addCust(secondary_wid, -40-BUTTON_WIDTH, 60+2*BUTTON_HEIGHT,
BUTTON_WIDTH, BUTTON_HEIGHT,
"cstMod", 0, outfits_renderMod, NULL);
window_addText(secondary_wid, 40+200+20, -60,
80, 96, 0, "txtSDesc", &gl_smallFont, &cDConsole,
"Name:\n"
"Type:\n"
"Owned:\n"
"\n"
"Space taken:\n"
"Free Space:\n"
"\n"
"Price:\n"
"Money:\n");
window_addText(secondary_wid, 40+200+40+60, -60,
250, 96, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL);
window_addText(secondary_wid, 20+200+40, -200,
OUTFITS_WIDTH-300, 200, 0, "txtDescription",
&gl_smallFont, NULL, NULL);
// Set up the outfits to buy/sell.
outfits = outfit_getTech(&noutfits, land_planet->tech, PLANET_TECH_MAX);
window_addList(secondary_wid, 20, 40,
200, OUTFITS_HEIGHT-80, "lstOutfits",
outfits, noutfits, 0, outfits_update);
// Write the outfits stuff.
outfits_update(NULL);
if(!has_visited(VISITED_OUTFITS)) {
// TODO: mission check.
visited(VISITED_OUTFITS);
}
}
static void outfits_close(char* str) {
if(strcmp(str, "btnCloseOutfits")==0)
window_destroy(secondary_wid);
secondary_wid = 0;
}
static void outfits_update(char* str) {
(void)str;
char* outfitname;
Outfit* outfit;
char buf[128], buf2[16], buf3[16];
outfitname = toolkit_getList(secondary_wid, "lstOutfits");
outfit = outfit_get(outfitname);
window_modifyImage(secondary_wid, "imgOutfit", outfit->gfx_store);
window_modifyText(secondary_wid, "txtDescription", outfit->description);
credits2str(buf2, outfit->price, 2);
credits2str(buf3, player->credits, 2);
snprintf(buf, 128,
"%s\n"
"%s\n"
"%d\n"
"\n"
"%d\n"
"%d\n"
"\n"
"%s SCred\n"
"%s SCred\n",
outfit->name,
outfit_getType(outfit),
player_outfitOwned(outfitname),
outfit->mass,
pilot_freeSpace(player),
buf2,
buf3);
window_modifyText(secondary_wid, "txtDDesc", buf);
}
static void outfits_buy(char* str) {
(void)str;
char* outfitname;
Outfit* outfit;
int q;
char buf[16];
outfitname = toolkit_getList(secondary_wid, "lstOutfits");
outfit = outfit_get(outfitname);
q = outfits_getMod();
// Can player actually fit the outfit?
if((pilot_freeSpace(player) - outfit->mass) < 0) {
dialogue_alert("No enough free space (you need %d more slots).",
outfit->mass - pilot_freeSpace(player));
return;
}
else if(player_outfitOwned(outfitname) >= outfit->max) {
// Already has too many.
dialogue_alert("You can only carry %d of this outfit.", outfit->max);
return;
}
else if(outfit_isAfterburner(outfit) && (player->afterburner != NULL)) {
dialogue_alert("You can only have one afterburner.");
return;
}
// Not enough $$.
else if(q*(int)outfit->price >= player->credits) {
credits2str(buf, q*outfit->price - player->credits, 2);
dialogue_alert("You need %s more SCred.", buf);
return;
}
player->credits -= outfit->price * pilot_addOutfit(player, outfit,
MIN(q, outfit->max));
outfits_update(NULL);
}
static void outfits_sell(char* str) {
(void)str;
char* outfitname;
Outfit* outfit;
int q;
outfitname = toolkit_getList(secondary_wid, "lstOutfits");
outfit = outfit_get(outfitname);
q = outfits_getMod();
if(player_outfitOwned(outfitname) <= 0) {
// No outfits to sell.
dialogue_alert("You can't sell something you don't have!");
return;
}
player->credits += outfit->price * pilot_rmOutfit(player, outfit, q);
outfits_update(NULL);
}
// Return the current modifier status.
static int outfits_getMod(void) {
SDLMod mods;
int q;
mods = SDL_GetModState();
q = 1;
if(mods & (KMOD_LCTRL | KMOD_RCTRL)) q *= 5;
if(mods & (KMOD_LSHIFT | KMOD_RSHIFT)) q *= 10;
return q;
}
static void outfits_renderMod(double bx, double by, double w, double h) {
(void) h;
int q;
char buf[8];
q = outfits_getMod();
if(q == 1) return;
snprintf(buf, 8, "%dx", q);
gl_printMid(&gl_smallFont, w,
bx + (double)gl_screen.w/2.,
by + (double)gl_screen.h/2.,
&cBlack, buf);
}
static void shipyard(void) {
char** ships;
int nships;
char buf[128];
snprintf(buf, 128, "%s - Shipyard", land_planet->name);
secondary_wid = window_create(buf,
-1, -1, SHIPYARD_WIDTH, SHIPYARD_HEIGHT);
window_addButton(secondary_wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnCloseShipyard",
"Close", shipyard_close);
window_addButton(secondary_wid, -20, 40+BUTTON_HEIGHT,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnYourShips",
"Your Ships", shipyard_yours);
window_addButton(secondary_wid, -40-BUTTON_WIDTH, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnBuyShip",
"Buy", shipyard_buy);
window_addButton(secondary_wid, -40-BUTTON_WIDTH, 40+BUTTON_HEIGHT,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnInfoShip",
"Info", shipyard_info);
window_addRect(secondary_wid, -40, -50,
128, 96, "rctTarget", &cBlack, 0);
window_addImage(secondary_wid, -40-128, -50-96,
"imgTarget", NULL, 1);
window_addText(secondary_wid, 40+200+40, -55,
80, 96, 0, "txtSDesc", &gl_smallFont, &cDConsole,
"Name:\n"
"Class:\n"
"Fabricator:\n"
"\n"
"Price:\n"
"Money:\n");
window_addText(secondary_wid, 40+200+40+80, -55,
130, 96, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL);
window_addText(secondary_wid, 20+200+40, -160,
SHIPYARD_WIDTH-300, 200, 0, "txtDescription",
&gl_smallFont, NULL, NULL);
// Setup the ships to buy/sell.
ships = ship_getTech(&nships, land_planet->tech, PLANET_TECH_MAX);
window_addList(secondary_wid, 20, 40,
200, SHIPYARD_HEIGHT-80, "lstShipyard",
ships, nships, 0, shipyard_update);
// Write the shipyard stuff.
shipyard_update(NULL);
if(!has_visited(VISITED_SHIPYARD)) {
// TODO: mission check.
visited(VISITED_SHIPYARD);
}
}
static void shipyard_close(char* str) {
if(strcmp(str, "btnCloseShipyard")==0)
window_destroy(secondary_wid);
secondary_wid = 0;
}
static void shipyard_update(char* str) {
(void)str;
char* shipname;
Ship* ship;
char buf[80], buf2[16], buf3[16];
shipname = toolkit_getList(secondary_wid, "lstShipyard");
ship = ship_get(shipname);
if(player_nships()==0) window_disableButton(secondary_wid, "btnYourShips");
else window_enableButton(secondary_wid, "btnYourShips");
window_modifyImage(secondary_wid, "imgTarget", ship->gfx_target);
window_modifyText(secondary_wid, "txtDescription", ship->description);
credits2str(buf2, ship->price, 2);
credits2str(buf3, player->credits, 2);
snprintf(buf, 80,
"%s\n"
"%s\n"
"%s\n"
"\n"
"%s SCred\n"
"%s SCred\n",
ship->name,
ship_class(ship),
ship->fabricator,
buf2,
buf3);
window_modifyText(secondary_wid, "txtDDesc", buf);
if(ship->price > player->credits)
window_disableButton(secondary_wid, "btnBuyShip");
else window_enableButton(secondary_wid, "btnBuyShip");
}
static void shipyard_info(char* str) {
(void)str;
char* shipname;
shipname = toolkit_getList(secondary_wid, "lstShipyard");
ship_view(shipname);
}
static void shipyard_buy(char* str) {
(void)str;
char* shipname, buf[16];
Ship* ship;
shipname = toolkit_getList(secondary_wid, "lstShipyard");
ship = ship_get(shipname);
credits2str(buf, ship->price, 2);
if(dialogue_YesNo("Are you sure?",
"Do you really want to spend %s on a new ship?", buf)==0)
return;
player_newShip(ship, player->solid->pos.x, player->solid->pos.y,
0., 0., player->solid->dir);
player->credits -= ship->price; // Auch! Paying is hard!
shipyard_update(NULL);
}
static void shipyard_yours(char* str) {
(void)str;
char** ships;
int nships;
terciary_wid = window_create("Your Ships",
-1, -1, SHIPYARD_WIDTH, SHIPYARD_HEIGHT);
window_addButton(terciary_wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnCloseYourShips",
"Shipyard", shipyard_yoursClose);
window_addButton(terciary_wid, -40-BUTTON_WIDTH, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnChangeShip",
"Change Ship", shipyard_yoursChange);
window_addButton(terciary_wid, -40-BUTTON_WIDTH, 40+BUTTON_HEIGHT,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnTransportShip",
"Transport Ship", shipyard_yoursTransport);
window_addRect(terciary_wid, -40, -50,
128, 96, "rctTarget", &cBlack, 0);
window_addImage(terciary_wid, -40-128, -50-96,
"imgTarget", NULL, 1);
window_addText(terciary_wid, 40+200+40, -55,
100, 96, 0, "txtSDesc", &gl_smallFont, &cDConsole,
"Name:\n"
"Ship:\n"
"Class:\n"
"Location:\n"
"\n"
"Cargo free:\n"
"Weapons free\n"
"\n"
"Transportation\n"
"Sell price\n");
window_addText(terciary_wid, 40+200+40+100, -55,
130, 96, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL);
window_addText(terciary_wid, 40+200+40, -215,
100, 20, 0, "txtSOutfits", &gl_smallFont, &cDConsole,
"Outfits:\n");
window_addText(terciary_wid, 40+200+40, -215-gl_smallFont.h-5,
SHIPYARD_WIDTH-40-200-40-20, 200, 0, "txtDOutfits",
&gl_smallFont, &cBlack, NULL);
ships = player_ships(&nships);
window_addList(terciary_wid, 20, 40,
200, SHIPYARD_HEIGHT-80, "lstYourShips",
ships, nships, 0, shipyard_yoursUpdate);
shipyard_yoursUpdate(NULL);
}
static void shipyard_yoursClose(char* str) {
(void)str;
window_destroy(terciary_wid);
terciary_wid = 0;
}
static void shipyard_yoursUpdate(char* str) {
(void)str;
char buf[256], buf2[16], buf3[16], *buf4;
char* shipname;
Pilot* ship;
char* loc;
int price;
shipname = toolkit_getList(terciary_wid, "lstYourShips");
if(strcmp(shipname, "None")==0) {
// No ships.
window_disableButton(terciary_wid, "btnChangeShip");
window_disableButton(terciary_wid, "btnTransportShip");
return;
}
ship = player_getShip(shipname);
loc = player_getLoc(ship->name);
price = shipyard_yoursTransportPrice(shipname);
// Update the image.
window_modifyImage(terciary_wid, "imgTarget", ship->ship->gfx_target);
// Update text.
credits2str(buf2, price, 2); // Transport.
credits2str(buf3, 0, 2); // Sell price.
snprintf(buf, 256,
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"\n"
"%d tons\n"
"%d tons\n"
"\n"
"%s scred\n"
"%s scred\n",
ship->name,
ship->ship->name,
ship_class(ship->ship),
loc,
ship->cargo_free,
pilot_freeSpace(ship),
buf2,
buf3);
window_modifyText(terciary_wid, "txtDDesc", buf);
buf4 = pilot_getOutfits(ship);
window_modifyText(terciary_wid, "txtDOutfits", buf4);
free(buf4);
// Button disabling.
if(strcmp(land_planet->name, loc)) {
// Ship not here.
window_disableButton(terciary_wid, "btnChangeShip");
if(price > player->credits)
window_disableButton(terciary_wid, "btnTransportShip");
else window_enableButton(terciary_wid, "btnTransportShip");
} else {
window_enableButton(terciary_wid, "btnChangeShip");
window_disableButton(terciary_wid, "btnTransportShip");
}
}
static void shipyard_yoursChange(char* str) {
(void)str;
char* shipname, *loc;
shipname = toolkit_getList(terciary_wid, "lstYourShips");
if(strcmp(shipname, "None")==0) {
// No ships.
dialogue_alert("You need another ship to change to!");
return;
}
loc = player_getLoc(shipname);
if(strcmp(loc, land_planet->name)) {
dialogue_alert("You must transport the ship to %s to be able to get in.",
land_planet->name);
return;
}
player_swapShip(shipname);
// Recreate the window.
shipyard_yoursClose(NULL);
shipyard_yours(NULL);
}
static void shipyard_yoursTransport(char* str) {
(void)str;
int price;
char* shipname, buf[16];
shipname = toolkit_getList(terciary_wid, "lstYourShips");
if(strcmp(shipname, "None")==0) { // No ships.
dialogue_alert("You can't transport nothing here!");
return;
}
price = shipyard_yoursTransportPrice(shipname);
if(price == 0) {
// Already here.
dialogue_alert("Your ship '%s' is already here.", shipname);
return;
}
else if(player->credits < price) {
// You are broke.
credits2str(buf, price-player->credits, 2);
dialogue_alert("You need %d more credits to transport '%s' here.",
buf, shipname);
return;
}
// Success.
player->credits -= price;
player_setLoc(shipname, land_planet->name);
// Update the window to reflect the change.
shipyard_yoursUpdate(NULL);
}
static int shipyard_yoursTransportPrice(char* shipname) {
char* loc;
Pilot* ship;
ship = player_getShip(shipname);
loc = player_getLoc(shipname);
if(strcmp(loc, land_planet->name)==0) // Already here.
return 0;
return (int)ship->solid->mass*500;
}
// Spaceport bar.
static void spaceport_bar(void) {
secondary_wid = window_create("SpacePort Bar", -1, -1, BAR_WIDTH, BAR_HEIGHT);
window_addButton(secondary_wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
"btnCloseBar", "Close", spaceport_bar_close);
window_addButton(secondary_wid, 20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnNews",
"News", (void(*)(char*))news);
window_addText(secondary_wid, 20, -30,
BAR_WIDTH-40, BAR_HEIGHT - 40 - BUTTON_HEIGHT, 0,
"txtDescription", &gl_smallFont, &cBlack,
land_planet->bar_description);
if(!has_visited(VISITED_BAR)) {
missions_bar(land_planet->faction, land_planet->name, cur_system->name);
visited(VISITED_BAR);
}
}
static void spaceport_bar_close(char* str) {
if(strcmp(str, "btnCloseBar")==0)
window_destroy(secondary_wid);
secondary_wid = 0;
}
// Planet news reports.
static void news(void) {
terciary_wid = window_create("News Reports",
-1, -1, NEWS_WIDTH, NEWS_HEIGHT);
window_addButton(terciary_wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnCloseNews", "Close", news_close);
window_addText(terciary_wid, 20, 20 + BUTTON_HEIGHT + 20,
NEWS_WIDTH-40, NEWS_HEIGHT - 20 - BUTTON_HEIGHT - 20 - 20 -20,
0, "txtNews", &gl_smallFont, &cBlack,
"News reporters report that they are on strike right now! D:");
}
static void news_close(char* str) {
if(strcmp(str, "btnCloseNews")==0)
window_destroy(terciary_wid);
terciary_wid = 0;
}
// Mission computer, cos' missions rule!
static void misn(void) {
secondary_wid = window_create("Mission Computer",
-1, -1, MISSION_WIDTH, MISSION_HEIGHT);
// Buttons.
window_addButton(secondary_wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnCloseMission",
"Close", misn_close);
window_addButton(secondary_wid, -20, 40+BUTTON_HEIGHT,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnAcceptMission",
"Accept", misn_accept);
// Text.
window_addText(secondary_wid, 300+40, -60,
300, 40, 0, "txtSReward",
&gl_smallFont, &cDConsole, "Reward:");
window_addText(secondary_wid, 300+100, -60,
240, 40, 0, "txtReward", &gl_smallFont, &cBlack, NULL);
window_addText(secondary_wid, 300+40, -100,
300, MISSION_HEIGHT - BUTTON_WIDTH - 120, 0,
"txtDesc", &gl_smallFont, &cBlack, NULL);
misn_genList(1);
}
static void misn_close(char* str) {
if(strcmp(str, "btnCloseMission")==0)
window_destroy(secondary_wid);
secondary_wid = 0;
}
static void misn_accept(char* str) {
char* misn_name;
Mission* misn;
int pos;
(void)str;
misn_name = toolkit_getList(secondary_wid, "lstMission");
if(strcmp(misn_name, "No Missions")==0) return;
if(dialogue_YesNo("Accept Mission",
"Are you sure you want to accept this mission?")) {
pos = toolkit_getListPos(secondary_wid, "lstMission");
misn = &mission_computer[pos];
mission_accept(misn);
memmove(misn, &mission_computer[pos+1],
sizeof(Mission) * (mission_ncomputer-pos-1));
mission_ncomputer--;
misn_genList(0);
}
}
static void misn_genList(int first) {
int i, j;
char** misn_names;
if(!first)
window_destroyWidget(secondary_wid, "lstMission");
// List.
if(mission_ncomputer != 0) {
// there are missions.
misn_names = malloc(sizeof(char*) * mission_ncomputer);
j = 0;
for(i = 0; i < mission_ncomputer; i++)
if(mission_computer[i].title)
misn_names[j++] = strdup(mission_computer[i].title);
}
if((mission_ncomputer == 0) || (j == 0)) {
// No missions.
if(j == 0) free(misn_names);
misn_names = malloc(sizeof(char*));
misn_names[0] = strdup("No Missions");
}
window_addList(secondary_wid, 20, -40,
300, MISSION_HEIGHT-60,
"lstMission", misn_names, j, 0, misn_update);
misn_update(NULL);
}
static void misn_update(char* str) {
char* active_misn;
Mission* misn;
(void)str;
active_misn = toolkit_getList(secondary_wid, "lstMission");
if(strcmp(active_misn, "No Missions")==0) {
window_modifyText(secondary_wid, "txtReward", "None");
window_modifyText(secondary_wid, "txtDesc",
"There are no missions available here.");
window_disableButton(secondary_wid, "btnAcceptMission");
return;
}
misn = &mission_computer[toolkit_getListPos(secondary_wid, "lstMission")];
window_modifyText(secondary_wid, "txtReward", misn->reward);
window_modifyText(secondary_wid, "txtDesc", misn->desc);
window_enableButton(secondary_wid, "btnAcceptMission");
}
// Land the player.
void land(Planet* p) {
if(landed) return;
// Change music.
music_load(MUSIC_LAND);
music_play();
land_planet = p;
land_wid = window_create(p->name, -1, -1, LAND_WIDTH, LAND_HEIGHT);
// Pretty display.
window_addImage(land_wid, 20, -40, "imgPlanet", p->gfx_exterior, 1);
window_addText(land_wid, 440, 80, LAND_WIDTH-460, 460, 0,
"txtPlanetDesc", &gl_smallFont, &cBlack, p->description);
// Buttons.
window_addButton(land_wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
"btnTakeoff", "Takeoff", (void(*)(char*))takeoff);
if(planet_hasService(land_planet, PLANET_SERVICE_COMMODITY))
window_addButton(land_wid, -20, 20 + BUTTON_HEIGHT + 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnCommodity",
"Commodity Exchange", (void(*)(char*))commodity_exchange);
if(planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD))
window_addButton(land_wid, -20 - BUTTON_WIDTH - 20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnShipyard",
"Shipyard", (void(*)(char*))shipyard);
if(planet_hasService(land_planet, PLANET_SERVICE_OUTFITS))
window_addButton(land_wid, -20 - BUTTON_WIDTH - 20, 20 + BUTTON_HEIGHT + 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnOutfits",
"Outfits", (void(*)(char*))outfits);
if(planet_hasService(land_planet, PLANET_SERVICE_BASIC)) {
window_addButton(land_wid, 20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnNews",
"Mission Terminal", (void(*)(char*))misn);
window_addButton(land_wid, 20, 20 + BUTTON_HEIGHT + 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnBar",
"Spaceport Bar", (void(*)(char*))spaceport_bar);
}
landed = 1;
hooks_run("land");
// Generate mission computer stuff.
mission_computer = missions_computer(&mission_ncomputer,
land_planet->faction, land_planet->name, cur_system->name);
if(!has_visited(VISITED_LAND)) {
// TODO: mission check.
visited(VISITED_LAND);
}
}
// Takeoff from the planet.
void takeoff(void) {
int sw, sh, i;
if(!landed) return;
music_load(MUSIC_TAKEOFF);
music_play();
sw = land_planet->gfx_space->w;
sh = land_planet->gfx_space->h;
// No longer authorized to land.
player_rmFlag(PLAYER_LANDACK);
// Set player to another position with random facing direction and no velocity.
player_warp(land_planet->pos.x + RNG(-sw/2, sw/2),
land_planet->pos.y + RNG(-sh/2, sh/2));
vect_pset(&player->solid->vel, 0., 0.);
player->solid->dir = RNG(0, 359) * M_PI/180.;
// Heal the player.
player->armour = player->armour_max;
player->shield = player->shield_max;
player->energy = player->energy_max;
space_init(NULL);
land_planet = NULL;
window_destroy(land_wid);
landed = 0;
land_visited = 0;
hooks_run("takeoff");
// Cleanup mission computer.
for(i = 0; i < mission_ncomputer; i++)
mission_cleanup(&mission_computer[i]);
free(mission_computer);
mission_computer = NULL;
mission_ncomputer = 0;
}