Lephisto/src/ship.c

338 lines
9.8 KiB
C

#include <string.h>
#include "lephisto.h"
#include "log.h"
#include "pack.h"
#include "xml.h"
#include "toolkit.h"
#include "ship.h"
#define XML_ID "Ships" // XML section identifier.
#define XML_SHIP "ship"
#define SHIP_DATA "../dat/ship.xml"
#define SHIP_GFX "../gfx/ship/"
#define SHIP_EXT ".png"
#define SHIP_TARGET "_target"
#define VIEW_WIDTH 300
#define VIEW_HEIGHT 300
#define BUTTON_WIDTH 80
#define BUTTON_HEIGHT 30
static Ship* ship_stack = NULL;
static int ships = 0;
static Ship* ship_parse(xmlNodePtr parent);
static void ship_view_close(char* btn);
// Get a ship based on it's name.
Ship* ship_get(const char* name) {
Ship* tmp = ship_stack;
int i;
for(i = 0; i < ships; i++)
if(strcmp((tmp+i)->name, name)==0) break;
if(i == ships) // Ship doesn't exist, game will probably crash now.
WARN("Ship %s does not exist", name);
return tmp+i;
}
// Get the ship's classname.
static char* ship_classes[] = {
"NULL",
"Civialian Light", "Civilian Medium", "Civilian Heavy"
"Military Light", "Military Medium", "Military Heavy"
"Robotic Light", "Robotic Medium", "Robotic Heavy"
"Hybrid Light", "Hybrid Medium", "Hybrid Heavy"
};
// Return all the ships in text form.
char** ship_getTech(int* n, const int* tech, const int techmax) {
int i, j;
char** shipnames;
shipnames = malloc(sizeof(Ship*) * ships);
*n = 0;
for(i = 0; i < ships; i++)
if(ship_stack[i].tech <= tech[0]) {
shipnames[*n] = strdup(ship_stack[i].name);
(*n)++;
} else {
for(j = 0; j < techmax; j++)
if(tech[j] == ship_stack[i].tech) {
shipnames[*n] = strdup(ship_stack[i].name);
(*n)++;
}
}
return shipnames;
}
char* ship_class(Ship* s) {
return ship_classes[s->class];
}
static Ship* ship_parse(xmlNodePtr parent) {
xmlNodePtr cur, node;
Ship* tmp = CALLOC_L(Ship);
ShipOutfit* otmp, *ocur;
char str[PATH_MAX] = "\0";
char* stmp;
tmp->name = xml_nodeProp(parent, "name");
if(tmp->name == NULL) WARN("Ship in "SHIP_DATA" has invalid or no name");
node = parent->xmlChildrenNode;
do {
// Load all the data.
if(xml_isNode(node,"GFX")) {
snprintf(str, strlen(xml_get(node)) +
sizeof(SHIP_GFX) + sizeof(SHIP_EXT),
SHIP_GFX"%s"SHIP_EXT, xml_get(node));
tmp->gfx_space = gl_newSprite(str, 6, 6);
// Target.
snprintf(str, strlen(xml_get(node)) +
sizeof(SHIP_GFX)+sizeof(SHIP_TARGET)+sizeof(SHIP_EXT),
SHIP_GFX"%s"SHIP_TARGET SHIP_EXT, xml_get(node));
tmp->gfx_target = gl_newImage(str);
}
else if(xml_isNode(node, "GUI"))
tmp->gui = strdup(xml_get(node));
else if(xml_isNode(node, "sound"))
tmp->sound = sound_get(xml_get(node));
else if(xml_isNode(node, "class"))
tmp->class = xml_getInt(node);
else if(xml_isNode(node, "price"))
tmp->price = xml_getInt(node);
else if(xml_isNode(node, "tech"))
tmp->tech = xml_getInt(node);
else if(xml_isNode(node, "fabricator"))
tmp->fabricator = strdup(xml_get(node));
else if(xml_isNode(node, "description"))
tmp->description = strdup(xml_get(node));
else if(xml_isNode(node, "movement")) {
cur = node->children;
do {
if(xml_isNode(cur, "thrust"))
tmp->thrust = xml_getInt(cur);
else if(xml_isNode(cur, "turn"))
tmp->turn = xml_getInt(cur);
else if(xml_isNode(cur, "speed"))
tmp->speed = xml_getInt(cur);
} while((cur = cur->next));
}
else if(xml_isNode(node, "health")) {
cur = node->children;
do {
if(xml_isNode(cur, "armour"))
tmp->armour = (double)xml_getInt(cur);
else if(xml_isNode(cur, "shield"))
tmp->shield = (double)xml_getInt(cur);
else if(xml_isNode(cur, "energy"))
tmp->energy = (double)xml_getInt(cur);
else if(xml_isNode(cur, "armour_regen"))
tmp->armour_regen = (double)(xml_getInt(cur))/60.0;
else if(xml_isNode(cur, "shield_regen"))
tmp->shield_regen = (double)(xml_getInt(cur))/60.0;
else if(xml_isNode(cur, "energy_regen"))
tmp->energy_regen = (double)(xml_getInt(cur))/60.0;
} while((cur = cur->next));
}
else if(xml_isNode(node, "characteristics")) {
cur = node->children;
do {
if(xml_isNode(cur, "crew"))
tmp->crew = xml_getInt(cur);
else if(xml_isNode(cur, "mass"))
tmp->mass = (double)xml_getInt(cur);
else if(xml_isNode(cur, "cap_weapon"))
tmp->cap_weapon = xml_getInt(cur);
else if(xml_isNode(cur, "cap_cargo"))
tmp->cap_cargo = xml_getInt(cur);
} while((cur = cur->next));
}
else if(xml_isNode(node, "outfits")) {
cur = node->children;
do {
if(xml_isNode(cur, "outfit")) {
otmp = MALLOC_L(ShipOutfit);
otmp->data = outfit_get(xml_get(cur));
stmp = xml_nodeProp(cur, "quantity");
if(!stmp)
WARN("Ship '%s' is missing tag 'quantity for outfit '%s'",
tmp->name, otmp->data->name);
otmp->quantity = atoi(stmp);
free(stmp);
otmp->next = NULL;
if((ocur = tmp->outfit) == NULL) tmp->outfit = otmp;
else {
while(ocur->next) ocur = ocur->next;
ocur->next = otmp;
}
}
} while((cur = cur->next));
}
} while((node = node->next));
tmp->thrust *= tmp->mass; // Helps keep number sane.
#define MELEMENT(o,s) if(o) WARN("Ship '%s' missing '"s"' element", tmp->name)
MELEMENT(tmp->name == NULL, "name");
MELEMENT(tmp->gfx_space == NULL, "GFX");
MELEMENT(tmp->gui == NULL, "GUI");
MELEMENT(tmp->class==0, "class");
MELEMENT(tmp->price==0, "price");
MELEMENT(tmp->tech==0, "tech");
MELEMENT(tmp->fabricator==0, "fabricator");
MELEMENT(tmp->description==0, "description");
MELEMENT(tmp->thrust==0, "thrust");
MELEMENT(tmp->turn==0, "turn");
MELEMENT(tmp->speed==0, "speed");
MELEMENT(tmp->armour==0, "armour");
MELEMENT(tmp->armour_regen==0, "armour_regen");
MELEMENT(tmp->shield==0, "shield");
MELEMENT(tmp->shield_regen==0, "shield_regen");
MELEMENT(tmp->energy==0, "energy");
MELEMENT(tmp->energy_regen==0, "energt_regen");
MELEMENT(tmp->crew==0, "crew");
MELEMENT(tmp->mass==0, "mass");
MELEMENT(tmp->cap_cargo==0, "cap_cargo");
MELEMENT(tmp->cap_weapon==0, "cap_weapon");
#undef MELEMENT
return tmp;
}
int ships_load(void) {
uint32_t bufsize;
char* buf = pack_readfile(DATA, SHIP_DATA, &bufsize);
xmlNodePtr node;
xmlDocPtr doc = xmlParseMemory(buf, bufsize);
Ship* tmp = NULL;
node = doc->xmlChildrenNode; // Ships node.
if(strcmp((char*)node->name, XML_ID)) {
ERR("Malformed "SHIP_DATA" file: missing root element '"XML_ID"'");
return -1;
}
node = node->xmlChildrenNode; // First ship node.
if(node == NULL) {
ERR("Malformed "SHIP_DATA" file: Does not contain elements");
return -1;
}
do {
if(node->type == XML_NODE_START && strcmp((char*)node->name, XML_SHIP)==0) {
tmp = ship_parse(node);
ship_stack = realloc(ship_stack, sizeof(Ship)*(++ships));
memcpy(ship_stack+ships-1, tmp, sizeof(Ship));
free(tmp);
}
} while((node = node->next));
xmlFreeDoc(doc);
free(buf);
xmlCleanupParser();
DEBUG("Loaded %d ship%s", ships, (ships==1) ? "" : "s");
return 0;
}
void ships_free(void) {
ShipOutfit* so, *sot;
int i;
for(i = 0; i < ships; i++) {
// Free stored strings.
if((ship_stack+i)->name) free(ship_stack[i].name);
if((ship_stack+i)->description) free(ship_stack[i].description);
if((ship_stack+i)->gui) free(ship_stack[i].gui);
if((ship_stack+i)->fabricator) free(ship_stack[i].fabricator);
so = (ship_stack+i)->outfit;
while(so) { // free the ship outfit.
sot = so;
so = so->next;
free(sot);
}
gl_freeTexture((ship_stack+i)->gfx_space);
gl_freeTexture((ship_stack+i)->gfx_target);
}
free(ship_stack);
ship_stack = NULL;
}
// Used to visualize the ships status.
void ship_view(char* shipname) {
Ship* s;
char buf[1024];
unsigned int wid;
wid = window_create(shipname, -1, -1, VIEW_WIDTH, VIEW_HEIGHT);
s = ship_get(shipname);
window_addText(wid, 20, 0, 100, VIEW_HEIGHT-40,
0, "txtLabel", &gl_smallFont, &cDConsole,
"Name:\n"
"Class:\n"
"Crew:\n"
"Mass:\n"
"\n"
"Thrust:\n"
"Max Speed:\n"
"Turn:\n"
"\n"
"Shield:\n"
"Armour:\n"
"Energy:\n"
"\n"
"Weapon Space:\n"
"Cargo Space:\n");
snprintf(buf, 1024,
"%s\n"
"%s\n"
"%d\n"
"%d Tons\n"
"\n"
"%.2f MN\n"
"%.2f M/s\n"
"%.2f Grad/s\n"
"\n"
"%.2f MJ (%.2f MJ/s)\n)"
"%.2f MJ (%.2f MJ/s)\n)"
"%.2f MJ (%.2f MJ/s)\n)"
"\n"
"%d Tons\n"
"%d Tons\n",
s->name, ship_class(s), s->crew, s->mass,
s->thrust/s->mass, s->speed, s->turn,
s->shield, s->shield_regen, s->armour, s->armour_regen,
s->energy, s->energy_regen, s->cap_weapon, s->cap_cargo);
window_addText(wid, 120, 0, VIEW_WIDTH-140, VIEW_HEIGHT-40,
0, "txtProperties", &gl_smallFont, &cBlack, buf);
// Close the button.
snprintf(buf, 37, "close%s", shipname);
window_addButton(wid, -20, 20,
BUTTON_WIDTH, BUTTON_HEIGHT,
buf, "Close", ship_view_close);
}
static void ship_view_close(char* btn) {
window_destroy(window_get(btn+5)); // "closefoo -> Foo"
}