Lephisto/src/menu.c

650 lines
17 KiB
C

/**
* @file menu.h
*
* @brief Handle the important game menus.
*/
#include <string.h>
#include <SDL.h>
#include "toolkit.h"
#include "dialogue.h"
#include "log.h"
#include "lephisto.h"
#include "pilot.h"
#include "space.h"
#include "player.h"
#include "mission.h"
#include "ltime.h"
#include "save.h"
#include "land.h"
#include "rng.h"
#include "nebulae.h"
#include "pause.h"
#include "menu.h"
#define MAIN_WIDTH 130 /**< Main menu width. */
#define MAIN_HEIGHT 250 /**< Main menu height. */
#define MENU_WIDTH 130 /**< Escape menu width. */
#define MENU_HEIGHT 200 /**< Escape menu height. */
#define INFO_WIDTH 360 /**< Information menu width. */
#define INFO_HEIGHT 280 /**< Information menu height. */
#define OUTFITS_WIDTH 400 /**< Outfit menu width. */
#define OUTFITS_HEIGHT 200 /**< Outfit menu height. */
#define CARGO_WIDTH 300 /**< Cargo menu width. */
#define CARGO_HEIGHT 300 /**< Cargo menu height. */
#define MISSIONS_WIDTH 600 /**< Mission menu width. */
#define MISSIONS_HEIGHT 400 /**< Mission menu height. */
#define DEATH_WIDTH 130 /**< Death menu width. */
#define DEATH_HEIGHT 150 /**< Death menu height. */
#define BUTTON_WIDTH 90 /**< Button width, standard across menus. */
#define BUTTON_HEIGHT 30 /**< Button height, standard across menus. */
#define menu_Open(f) (menu_open |= (f)) /**< Mark a menu as open. */
#define menu_Close(f) (menu_open ^= (f)) /**< Mark a menu as closed. */
int menu_open = 0; /**< Store the opened/closed menus. */
/* Main menu. */
void menu_main_close(void); /**< Externed in save.c */
static void menu_main_load(char* str);
static void menu_main_new(char* str);
static void menu_main_exit(char* str);
/* Small menu. */
static void menu_small_close(char* str);
static void menu_small_exit(char* str);
static void exit_game(void);
/* Information menu. */
static void menu_info_close(char* str);
/* Outfits submenu. */
static void info_outfits_menu(char* str);
/* Cargo submenu. */
static void info_cargo_menu(char* str);
static void cargo_update(char* str);
static void cargo_jettison(char* str);
/* Mission submenu. */
static void info_missions_menu(char* str);
static void mission_menu_abort(char* str);
static void mission_menu_genList(int first);
static void mission_menu_update(char* str);
/* Death menu. */
static void menu_death_main(char* str);
/* Generic. */
static void menu_generic_close(char* str);
/**
* @fn void menu_main(void)
*
* @brief Open the main menu (titlescreen).
*/
void menu_main(void) {
unsigned int bwid, wid;
glTexture* tex;
tex = gl_newImage("../gfx/saracraft_logo1.png");
nebu_prep(300., 0.); /* Needed for nebuale to not spaz out. */
/* Create background image window. */
bwid = window_create("BG", -1, -1, SCREEN_W, SCREEN_H);
window_addRect(bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0);
window_addCust(bwid, 0, 0, SCREEN_W, SCREEN_H, "cstBG", 0,
(void(*)(double, double, double, double))nebu_render, NULL);
window_addImage(bwid, (SCREEN_W-tex->sw)/2., -1, "imgLogo", tex, 0);
window_addText(bwid, 0., 50., SCREEN_W, 30., 1, "txtBG", NULL,
&cWhite, lephisto_version());
/* Create menu window. */
wid = window_create("Main Menu", -1, -1, MAIN_WIDTH, MAIN_HEIGHT);
window_addButton(wid, 20, 20 + (BUTTON_HEIGHT+20)*3,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnLoad", "Load Game", menu_main_load);
window_addButton(wid, 20, 20 + (BUTTON_HEIGHT+20)*2,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnNew", "New Game", menu_main_new);
window_addButton(wid, 20, 20 + (BUTTON_HEIGHT+20),
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnOptions", "Options", NULL);
window_addButton(wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
"btnExit", "Exit", menu_main_exit);
menu_Open(MENU_MAIN);
}
/**
* @fn void menu_main_close(void)
*
* @brief Close the main menu.
*/
void menu_main_close(void) {
window_destroy(window_get("Main Menu"));
gl_freeTexture(window_getImage(window_get("BG"), "imgLogo"));
window_destroy(window_get("BG"));
menu_Close(MENU_MAIN);
}
/**
* @fn static void menu_main_load(char* str)
*
* @brief Function to activate the load game menu.
* @param str Unused.
*/
static void menu_main_load(char* str) {
(void)str;
load_game_menu();
}
/**
* @fn static void menu_main_new(char* str)
*
* @brief Function to activate the new game menu.
* @param str Unused.
*/
static void menu_main_new(char* str) {
(void)str;
menu_main_close();
player_new();
}
/**
* @fn static void menu_main_new(char* str)
*
* @brief Function to exit the main menu and game.
* @param str Unused.
*/
static void menu_main_exit(char* str) {
(void)str;
unsigned int wid;
wid = window_get("BG");
/*
* Ugly hack to prevent player.c from segfaulting due to the fact
* that game will attempt to render while waiting for the quit event
* pushed by exit_game() to be handled without actually having a player
* nor anything of the likes (nor toolkit to stop rendering) while not
* leaking any texture.
*/
gl_freeTexture(window_getImage(wid, "imgLogo"));
window_modifyImage(wid, "imgLogo", NULL);
exit_game();
}
/* Ze ingame menu. */
/**
* @fn void menu_small(void)
*
* @brief Open the small ingame menu.
*/
void menu_small(void) {
unsigned int wid;
/* Check if menu should be openable. */
if((player == NULL) || player_isFlag(PLAYER_DESTROYED)
|| pilot_isFlag(player, PILOT_DEAD) ||
(menu_isOpen(MENU_MAIN) ||
menu_isOpen(MENU_SMALL) ||
menu_isOpen(MENU_DEATH)))
return;
wid = window_create("Menu", -1, -1, MENU_WIDTH, MENU_HEIGHT);
window_setCancel(wid, menu_small_close);
window_addButton(wid, 20, 20 + BUTTON_HEIGHT*2 + 20*2,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnResume", "Resume", menu_small_close);
window_addButton(wid, 20, 20 + BUTTON_HEIGHT + 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnOptions", "Options", NULL);
window_addButton(wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
"btnExit", "Exit", menu_small_exit);
menu_Open(MENU_SMALL);
}
/**
* @fn static void menu_small_close(char* str)
*
* @brief Close the small ingame menu.
* @param str Unused.
*/
static void menu_small_close(char* str) {
(void)str;
window_destroy(window_get("Menu"));
menu_Close(MENU_SMALL);
}
/**
* @fn static void menu_small_exit(char* str)
*
* @brief Close the small ingame menu and go back to the main menu.
* @param str Unused.
*/
static void menu_small_exit(char* str) {
(void)str;
window_destroy(window_get("Menu"));
menu_Close(MENU_SMALL);
menu_main();
}
/**
* @fn static void exit_game(void)
*
* @brief Exit the game.
*/
static void exit_game(void) {
/* If landed we must save anyways. */
if(landed) {
/* Increment time to match takeoff. */
ltime_inc(RNG(2*LTIME_UNIT_LENGTH, 3*LTIME_UNIT_LENGTH));
save_all();
}
SDL_Event quit;
quit.type = SDL_QUIT;
SDL_PushEvent(&quit);
}
/**
* @fn void menu_info(void)
*
* @brief Open the information window.
*/
void menu_info(void) {
char str[128];
char* lt;
unsigned int wid;
wid = window_create("Info", -1, -1, INFO_WIDTH, INFO_HEIGHT);
/* Can't open menu twise. */
if(menu_isOpen(MENU_INFO)) return;
/* Pilot generics. */
lt = ltime_pretty(ltime_get());
window_addText(wid, 20, 20, 120, INFO_HEIGHT-60,
0, "txtDPilot", &gl_smallFont, &cDConsole,
"Pilot:\n"
"Date:\n"
"Combat\n"
" Rating:"
"\n"
"Ship:\n"
"Fuel:\n");
snprintf(str, 128,
"%s\n"
"%s\n"
"\n"
"%s\n"
"\n"
"%s\n"
"%d %d jumps)",
player_name, lt, player_rating(), player->name,
(int)player->fuel, pilot_getJumps(player));
window_addText(wid, 80, 20,
INFO_WIDTH-120-BUTTON_WIDTH, INFO_HEIGHT-60,
0, "txtPilot", &gl_smallFont, &cBlack, str);
free(lt);
/* Menu. */
window_addButton(wid, -20, (20 + BUTTON_HEIGHT)*4 + 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
player->ship->name, "Ship", ship_view);
window_addButton(wid, -20, (20 + BUTTON_HEIGHT)*3 + 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnOutfits", "Outfits", info_outfits_menu);
window_addButton(wid, -20, (20 + BUTTON_HEIGHT)*2 + 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnCargo", "Cargo", info_cargo_menu);
window_addButton(wid, -20, 20 + BUTTON_HEIGHT + 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnMissions", "Missions", info_missions_menu);
window_addButton(wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnClose", "Close", menu_info_close);
menu_Open(MENU_INFO);
}
/**
* @fn static void menu_info_close(char* str)
*
* @brief Close the information menu.
* @param str Unused.
*/
static void menu_info_close(char* str) {
if(strcmp(str, "btnClose")==0)
window_destroy(window_get("Info"));
menu_Close(MENU_INFO);
}
/**
* @fn static void info_outfits_menu(char* str)
*
* @brief Show the player what outfits she has.
* @param str Unused.
*/
static void info_outfits_menu(char* str) {
(void) str;
char* buf;
unsigned int wid;
/* Create the window. */
wid = window_create("Outfits", -1, -1, OUTFITS_WIDTH, OUTFITS_HEIGHT);
/* Text. */
window_addText(wid, 20, -40, 100, OUTFITS_HEIGHT-40,
0, "txtLabel", &gl_smallFont, &cDConsole,
"Ship Outfits:");
buf = pilot_getOutfits(player);
window_addText(wid, 20, -45-gl_smallFont.h,
OUTFITS_WIDTH-40, OUTFITS_HEIGHT-60,
0, "txtOutfits", &gl_smallFont, &cBlack, buf);
free(buf);
/* Buttons. */
window_addButton(wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
"closeOutfits", "Close", menu_generic_close);
}
/**
* @fn static void info_cargo_menu(char* str)
*
* @brief Show the player her cargo.
* @param str Unused.
*/
static void info_cargo_menu(char* str) {
(void)str;
unsigned int wid;
char** buf;
int nbuf;
int i;
/* Create the window. */
wid = window_create("Cargo", -1, -1, CARGO_WIDTH, CARGO_HEIGHT);
/* Buttons. */
window_addButton(wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
"closeCargo", "Back", menu_generic_close);
window_addButton(wid, -40 - BUTTON_WIDTH, 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnJettisonCargo", "Jettison",
cargo_jettison);
window_disableButton(wid, "btnJettisonCargo");
/* List. */
if(player->ncommodities == 0) {
/* No cargo. */
buf = malloc(sizeof(char*));
buf[0] = strdup("None");
nbuf = 1;
} else {
/* List the players cargo. */
buf = malloc(sizeof(char*)*player->ncommodities);
for(i = 0; i < player->ncommodities; i++) {
buf[i] = malloc(sizeof(char)*128);
snprintf(buf[i], 128, "%s%s %d",
player->commodities[i].commodity->name,
(player->commodities[i].id != 0) ? "*" : "",
player->commodities[i].quantity);
}
nbuf = player->ncommodities;
}
window_addList(wid, 20, -40,
CARGO_WIDTH - 40, CARGO_HEIGHT - BUTTON_HEIGHT - 80,
"lstCargo", buf, nbuf, 0, cargo_update);
cargo_update(NULL);
}
/**
* @fn static void cargo_update(char* str)
*
* @brief Update the players cargo in the cargo menu.
* @param str Unused.
*/
static void cargo_update(char* str) {
(void)str;
unsigned int wid;
int pos;
if(player->ncommodities == 0) return; /* No cargo. */
wid = window_get("Cargo");
pos = toolkit_getListPos(wid, "lstCargo");
/* Can jettison all but mission cargo when not landed. */
if(landed || (player->commodities[pos].id != 0))
window_disableButton(wid, "btnJettisonCargo");
else
window_enableButton(wid, "btnJettisonCargo");
}
/**
* @fn static void cargo_jettison(char* str)
*
* @brief Make the player jettison the currently selected cargo.
* @param str Unused.
*/
static void cargo_jettison(char* str) {
(void)str;
unsigned int wid;
int pos;
if(player->ncommodities == 0) return; /* No cargo, redundant check. */
wid = window_get("Cargo");
pos = toolkit_getListPos(wid, "lstCargo");
/* Remove the cargo. */
commodity_Jettison(player->id, player->commodities[pos].commodity,
player->commodities[pos].quantity);
pilot_rmCargo(player, player->commodities[pos].commodity,
player->commodities[pos].quantity);
/* We reopen the menu to recreate the list now. */
menu_generic_close("closeCargo");
info_cargo_menu(NULL);
}
/**
* @fn static void info_missions_menu(char* str)
*
* @brief Show the players active missions.
* @param str Unused.
*/
static void info_missions_menu(char* str) {
(void)str;
unsigned int wid;
wid = window_create("Missions", -1, -1, MISSIONS_WIDTH, MISSIONS_HEIGHT);
/* Buttons. */
window_addButton(wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
"closeMissions", "Back", menu_generic_close);
window_addButton(wid, -20, 40+BUTTON_HEIGHT,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnAbortMission", "Abort",
mission_menu_abort);
/* Text. */
window_addText(wid, 300+40, -60,
200, 40, 0, "txtSReward",
&gl_smallFont, &cDConsole, "Reward:");
window_addText(wid, 300+100, -60,
140, 40, 0, "txtReward", &gl_smallFont, &cBlack, NULL);
window_addText(wid, 300+40, -100,
200, MISSIONS_HEIGHT - BUTTON_WIDTH - 120, 0,
"txtDesc", &gl_smallFont, &cBlack, NULL);
/* List. */
mission_menu_genList(1);
}
/**
* @fn static void mission_menu_genList(int first)
*
* @brief Create the current mission list for the mission menu.
* @param first 1 if it's the first time run.
*/
static void mission_menu_genList(int first) {
int i, j;
char** misn_names;
unsigned int wid;
wid = window_get("Missions");
if(!first)
window_destroyWidget(wid, "lstMission");
/* List. */
misn_names = malloc(sizeof(char*) * MISSION_MAX);
j = 0;
for(i = 0; i < MISSION_MAX; i++)
if(player_missions[i].id != 0)
misn_names[j++] = strdup(player_missions[i].title);
if(j == 0) {
/* No missions. */
free(misn_names);
misn_names = malloc(sizeof(char*));
misn_names[0] = strdup("No Missions");
j = 1;
}
window_addList(wid, 20, -40,
300, MISSIONS_HEIGHT-60,
"lstMission", misn_names, j, 0, mission_menu_update);
mission_menu_update(NULL);
}
/**
* @fn static void mission_menu_update(char* str)
*
* @brief Update the mission menu mission info based on what's selected.
* @param str Unused.
*/
static void mission_menu_update(char* str) {
char* active_misn;
Mission* misn;
unsigned int wid;
(void)str;
wid = window_get("Missions");
active_misn = toolkit_getList(wid, "lstMission");
if(strcmp(active_misn, "No Missions")==0) {
window_modifyText(wid, "txtReward", "None");
window_modifyText(wid, "txtDesc", "You currently have no active missions.");
window_disableButton(wid, "btnAbortMission");
return;
}
misn = &player_missions[toolkit_getListPos(wid, "lstMission")];
window_modifyText(wid, "txtReward", misn->reward);
window_modifyText(wid, "txtDesc", misn->desc);
window_enableButton(wid, "btnAbortMission");
}
/**
* @fn static void mission_menu_abort(char* str)
*
* @brief Abort a mission in the mission menu.
* @param str Unused.
*/
static void mission_menu_abort(char* str) {
(void)str;
char* selected_misn;
int pos;
unsigned int wid;
Mission* misn;
wid = window_get("Missions");
selected_misn = toolkit_getList(wid, "lstMission");
if(dialogue_YesNo("Abort Mission",
"Are you sure you want to abort this mission?")) {
pos = toolkit_getListPos(wid, "lstMission");
misn = &player_missions[pos];
mission_cleanup(misn);
memmove(misn, &player_missions[pos+1],
sizeof(Mission) * (MISSION_MAX-pos-1));
mission_menu_genList(0);
}
}
/**
* @fn void menu_death(void)
*
* @brief Player death menu, appears when player got killed.
*/
void menu_death(void) {
unsigned int wid;
wid = window_create("Death", -1, -1, DEATH_WIDTH, DEATH_HEIGHT);
window_addButton(wid, 20, 20 + (BUTTON_HEIGHT + 20),
BUTTON_WIDTH, BUTTON_HEIGHT,
"btnMain", "Main Menu", menu_death_main);
window_addButton(wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
"btnExit", "Exit Game", (void(*)(char*)) exit_game);
menu_Open(MENU_DEATH);
/* Make it all look cooler since everything still runs. */
unpause_game();
}
/**
* @fn static void menu_death_main(char* str)
*
* @brief Close the player death menu.
* @param str Unused.
*/
static void menu_death_main(char* str) {
(void)str;
unsigned int wid;
wid = window_get("Death");
window_destroy(wid);
menu_Close(MENU_DEATH);
/* Game will repause now since toolkit closes and reopens. */
menu_main();
}
/**
* @fn static void menu_generic_close(char* str)
*
* @brief Generic function to close the current window.
*
* Only works if the button is labeled "closeFoo", where "Foo" would be the
* window name.
* @param str Used by the button it's assigned to internally.
*/
static void menu_generic_close(char* str) {
window_destroy(window_get(str+5)); /* closeFoo -> Foo. */
}