84 lines
2.1 KiB
C
84 lines
2.1 KiB
C
#pragma once
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#include "misn_lua.h"
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// Availability by location.
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#define MIS_AVAIL_NONE 0
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#define MIS_AVAIL_COMPUTER 1
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#define MIS_AVAIL_BAR 2
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#define MIS_AVAIL_OUTFIT 3
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#define MIS_AVAIL_SHIPYARD 4
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#define MIS_AVAIL_LAND 5
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// Flags.
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#define mis_isFlag(m,f) ((m)->flags & (f))
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#define mis_setFlag(m,f) ((m)->flags |= (f))
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#define mis_rmFlag(m,f) ((m)->flags ^= (f))
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#define MISSION_UNIQUE 1 // Unique missions can't be repeated.
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// Static mission data.
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typedef struct MissionData_ {
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char* name; // the name of the mission.
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// Availability.
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struct {
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int loc; // Location.
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int chance; // Chance of it appearing.
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// For specific cases.
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char* planet;
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char* system;
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// For generic cases.
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int* factions;
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int nfactions;
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char* req; // Required variable.
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} avail;
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unsigned int flags; // Flags to store binary properties.
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char* lua;
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} MissionData;
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// Active mission.
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typedef struct Mission_ {
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MissionData* data;
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// Unique mission identifier, used for keeping track of hooks.
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unsigned int id;
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char* title; // Not to be confused with name..
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char* desc; // Description of the mission.
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char* reward; // Rewards - in text.
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// Mission cargo give to the player - Need to cleanup.
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unsigned int* cargo;
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int ncargo;
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lua_State* L; // The state of the running lua code.
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} Mission;
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#define MISSION_MAX 6 // No sense in the player having unlimited missions..
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extern Mission player_missions[MISSION_MAX];
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// For mission computer.
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Mission* missions_computer(int* n, int faction, char* planet, char* system);
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// Player accepted mission - mission computer.
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int mission_accept(Mission* mission);
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void missions_bar(int faction, char* planet, char* system);
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// Misc.
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int mission_getID(char* name);
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MissionData* mission_get(int id);
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// Cargo stuff.
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void mission_linkCargo(Mission* misn, unsigned int cargo_id);
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void mission_unlinkCargo(Mission* misn, unsigned int cargo_id);
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// Load/Quit.
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int missions_load(void);
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void mission_cleanup(Mission* misn);
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void missions_free(void);
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void missions_cleanup(void);
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