Beispiel #1
0
Datei: land.c Projekt: Dinth/naev
/**
 * @brief Attempts to sell a commodity.
 *    @param wid Window selling commodity from.
 *    @param str Unused.
 */
static void commodity_sell( unsigned int wid, char* str )
{
   (void)str;
   char *comname;
   Commodity *com;
   unsigned int q;
   credits_t price;
   HookParam hparam[3];

   /* Get parameters. */
   q     = commodity_getMod();
   comname = toolkit_getList( wid, "lstGoods" );
   com   = commodity_get( comname );
   price = planet_commodityPrice( land_planet, com );

   /* Remove commodity. */
   q = pilot_cargoRm( player.p, com, q );
   price = price * (credits_t)q;
   player_modCredits( price );
   land_checkAddRefuel();
   commodity_update(wid, NULL);

   /* Run hooks. */
   hparam[0].type    = HOOK_PARAM_STRING;
   hparam[0].u.str   = comname;
   hparam[1].type    = HOOK_PARAM_NUMBER;
   hparam[1].u.num   = q;
   hparam[2].type    = HOOK_PARAM_SENTINEL;
   hooks_runParam( "comm_sell", hparam );
   if (land_takeoff)
      takeoff(1);
}
Beispiel #2
0
/**
 * @brief Modifies the player's standing without affecting others.
 *
 * Does not affect allies nor enemies and does not run through the Lua script.
 *
 *    @param f Faction whose standing to modify.
 *    @param mod Amount to modify standing by.
 *
 * @sa faction_modPlayer
 */
void faction_modPlayerRaw( int f, double mod )
{
   Faction *faction;
   HookParam hparam[3];

   if (!faction_isFaction(f)) {
      WARN("%d is an invalid faction", f);
      return;
   }

   faction = &faction_stack[f];
   faction->player += mod;
   /* Run hook if necessary. */
   hparam[0].type    = HOOK_PARAM_FACTION;
   hparam[0].u.lf.f  = f;
   hparam[1].type    = HOOK_PARAM_NUMBER;
   hparam[1].u.num   = mod;
   hparam[2].type    = HOOK_PARAM_SENTINEL;
   hooks_runParam( "standing", hparam );

   /* Sanitize just in case. */
   faction_sanitizePlayer( faction );

   /* Tell space the faction changed. */
   space_factionChange();
}
Beispiel #3
0
Datei: land.c Projekt: Dinth/naev
/**
 * @brief Buys the selected commodity.
 *    @param wid Window buying from.
 *    @param str Unused.
 */
static void commodity_buy( unsigned int wid, char* str )
{
   (void)str;
   char *comname;
   Commodity *com;
   unsigned int q;
   credits_t price;
   HookParam hparam[3];

   /* Get selected. */
   q     = commodity_getMod();
   comname = toolkit_getList( wid, "lstGoods" );
   com   = commodity_get( comname );
   price = planet_commodityPrice( land_planet, com );
   price *= q;

   /* Check stuff. */
   if (!player_hasCredits( price )) {
      dialogue_alert( "Insufficient credits!" );
      return;
   }
   else if (pilot_cargoFree(player.p) <= 0) {
      dialogue_alert( "Insufficient free space!" );
      return;
   }

   /* Make the buy. */
   q = pilot_cargoAdd( player.p, com, q );
   player_modCredits( -price );
   land_checkAddRefuel();
   commodity_update(wid, NULL);

   /* Run hooks. */
   hparam[0].type    = HOOK_PARAM_STRING;
   hparam[0].u.str   = comname;
   hparam[1].type    = HOOK_PARAM_NUMBER;
   hparam[1].u.num   = q;
   hparam[2].type    = HOOK_PARAM_SENTINEL;
   hooks_runParam( "comm_buy", hparam );
   if (land_takeoff)
      takeoff(1);
}
Beispiel #4
0
/**
 * @brief Runs the input command.
 *
 *    @param keynum The index of the  keybind.
 *    @param value The value of the keypress (defined above).
 *    @param kabs The absolute value.
 */
static void input_key( int keynum, double value, double kabs, int repeat )
{
   unsigned int t;
   HookParam hparam[3];

   /* Repetition stuff. */
   if (conf.repeat_delay != 0) {
      if ((value == KEY_PRESS) && !repeat) {
         repeat_key        = keynum;
         repeat_keyTimer   = SDL_GetTicks();
         repeat_keyCounter = 0;
      }
      else if (value == KEY_RELEASE) {
         repeat_key        = -1;
         repeat_keyTimer   = 0;
         repeat_keyCounter = 0;
      }
   }

   /*
    * movement
    */
   /* accelerating */
   if (KEY("accel") && !repeat) {
      if (kabs >= 0.) {
         player_restoreControl( PINPUT_MOVEMENT, NULL );
         player_accel(kabs);
         input_accelButton = 1;
      }
      else { /* prevent it from getting stuck */
         if (value==KEY_PRESS) {
            player_restoreControl( PINPUT_MOVEMENT, NULL );
            player_setFlag(PLAYER_ACCEL);
            player_accel(1.);
            input_accelButton = 1;
         }

         else if (value==KEY_RELEASE) {
            player_accelOver();
            player_rmFlag(PLAYER_ACCEL);
            input_accelButton = 0;
         }

         /* double tap accel = afterburn! */
         t = SDL_GetTicks();
         if ((conf.afterburn_sens != 0) &&
               (value==KEY_PRESS) && INGAME() && NOHYP() && NODEAD() &&
               (t-input_accelLast <= conf.afterburn_sens))
            pilot_afterburn( player.p );
         else if (value==KEY_RELEASE)
            pilot_afterburnOver( player.p );

         if (value==KEY_PRESS)
            input_accelLast = t;
      }

   /* turning left */
   } else if (KEY("left") && !repeat) {
      if (kabs >= 0.) {
         player_restoreControl( PINPUT_MOVEMENT, NULL );
         player_setFlag(PLAYER_TURN_LEFT);
         player_left = kabs;
      }
      else {
         /* set flags for facing correction */
         if (value==KEY_PRESS) {
            player_restoreControl( PINPUT_MOVEMENT, NULL );
            player_setFlag(PLAYER_TURN_LEFT);
            player_left = 1.;
         }
         else if (value==KEY_RELEASE) {
            player_rmFlag(PLAYER_TURN_LEFT);
            player_left = 0.;
         }
      }

   /* turning right */
   } else if (KEY("right") && !repeat) {
      if (kabs >= 0.) {
         player_restoreControl( PINPUT_MOVEMENT, NULL );
         player_setFlag(PLAYER_TURN_RIGHT);
         player_right = kabs;
      }
      else {
         /* set flags for facing correction */
         if (value==KEY_PRESS) {
            player_restoreControl( PINPUT_MOVEMENT, NULL );
            player_setFlag(PLAYER_TURN_RIGHT);
            player_right = 1.;
         }
         else if (value==KEY_RELEASE) {
            player_rmFlag(PLAYER_TURN_RIGHT);
            player_right = 0.;
         }
      }

   /* turn around to face vel */
   } else if (KEY("reverse") && !repeat) {
      if (value==KEY_PRESS) {
         player_restoreControl( PINPUT_MOVEMENT, NULL );
         player_setFlag(PLAYER_REVERSE);
      }
      else if ((value==KEY_RELEASE) && player_isFlag(PLAYER_REVERSE)) {
         player_rmFlag(PLAYER_REVERSE);

         if (!player_isFlag(PLAYER_ACCEL))
            player_accelOver();
      }


   /*
    * combat
    */
   /* shooting primary weapon */
   } else if (KEY("primary") && NODEAD() && !repeat) {
      if (value==KEY_PRESS) {
         player_setFlag(PLAYER_PRIMARY);
      }
      else if (value==KEY_RELEASE)
         player_rmFlag(PLAYER_PRIMARY);
   /* targeting */
   } else if (INGAME() && NODEAD() && KEY("target_next")) {
      if (value==KEY_PRESS) player_targetNext(0);
   } else if (INGAME() && NODEAD() && KEY("target_prev")) {
      if (value==KEY_PRESS) player_targetPrev(0);
   } else if (INGAME() && NODEAD() && KEY("target_nearest")) {
      if (value==KEY_PRESS) player_targetNearest();
   } else if (INGAME() && NODEAD() && KEY("target_nextHostile")) {
      if (value==KEY_PRESS) player_targetNext(1);
   } else if (INGAME() && NODEAD() && KEY("target_prevHostile")) {
      if (value==KEY_PRESS) player_targetPrev(1);
   } else if (INGAME() && NODEAD() && KEY("target_hostile")) {
      if (value==KEY_PRESS) player_targetHostile();
   } else if (INGAME() && NODEAD() && KEY("target_clear")) {
      if (value==KEY_PRESS) player_targetClear();
   /* face the target */
   } else if (INGAME() && NODEAD() && KEY("face") && !repeat) {
      if (value==KEY_PRESS) {
         player_restoreControl( PINPUT_MOVEMENT, NULL );
         player_setFlag(PLAYER_FACE);
      }
      else if ((value==KEY_RELEASE) && player_isFlag(PLAYER_FACE))
         player_rmFlag(PLAYER_FACE);

   /* board them ships */
   } else if (KEY("board") && INGAME() && NOHYP() && NODEAD() && !repeat) {
      if (value==KEY_PRESS) {
         player_restoreControl( 0, NULL );
         player_board();
      }


   /*
    * Escorts.
    */
   } else if (INGAME() && NODEAD() && KEY("e_targetNext") && !repeat) {
      if (value==KEY_PRESS) player_targetEscort(0);
   } else if (INGAME() && NODEAD() && KEY("e_targetPrev") && !repeat) {
      if (value==KEY_PRESS) player_targetEscort(1);
   } else if (INGAME() && NODEAD() && KEY("e_attack") && !repeat) {
      if (value==KEY_PRESS) escorts_attack(player.p);
   } else if (INGAME() && NODEAD() && KEY("e_hold") && !repeat) {
      if (value==KEY_PRESS) escorts_hold(player.p);
   } else if (INGAME() && NODEAD() && KEY("e_return") && !repeat) {
      if (value==KEY_PRESS) escorts_return(player.p);
   } else if (INGAME() && NODEAD() && KEY("e_clear") && !repeat) {
      if (value==KEY_PRESS) escorts_clear(player.p);


   /*
    * secondary weapons
    */
   /* shooting secondary weapon */
   } else if (KEY("secondary") && NOHYP() && NODEAD() && !repeat) {
      if (value==KEY_PRESS) {
         player_setFlag(PLAYER_SECONDARY);
      }
      else if (value==KEY_RELEASE)
         player_rmFlag(PLAYER_SECONDARY);

   /* Weapon sets. */
   } else if (KEY("weapset1")) {
      player_weapSetPress( 0, value, repeat );
   } else if (KEY("weapset2")) {
      player_weapSetPress( 1, value, repeat );
   } else if (KEY("weapset3")) {
      player_weapSetPress( 2, value, repeat );
   } else if (KEY("weapset4")) {
      player_weapSetPress( 3, value, repeat );
   } else if (KEY("weapset5")) {
      player_weapSetPress( 4, value, repeat );
   } else if (KEY("weapset6")) {
      player_weapSetPress( 5, value, repeat );
   } else if (KEY("weapset7")) {
      player_weapSetPress( 6, value, repeat );
   } else if (KEY("weapset8")) {
      player_weapSetPress( 7, value, repeat );
   } else if (KEY("weapset9")) {
      player_weapSetPress( 8, value, repeat );
   } else if (KEY("weapset0")) {
      player_weapSetPress( 9, value, repeat );

   /*
    * space
    */
   } else if (KEY("autonav") && INGAME() && NOHYP() && NODEAD()) {
      if (value==KEY_PRESS) player_autonavStart();
   /* target planet (cycles like target) */
   } else if (KEY("target_planet") && INGAME() && NOHYP() && NOLAND() && NODEAD()) {
      if (value==KEY_PRESS) player_targetPlanet();
   /* target nearest planet or attempt to land */
   } else if (KEY("land") && INGAME() && NOHYP() && NOLAND() && NODEAD()) {
      if (value==KEY_PRESS)
         player_land();
   } else if (KEY("thyperspace") && NOHYP() && NOLAND() && NODEAD()) {
      if (value==KEY_PRESS)
         player_targetHyperspace();
   } else if (KEY("starmap") && NOHYP() && NODEAD() && !repeat) {
      if (value==KEY_PRESS) map_open();
   } else if (KEY("jump") && INGAME() && !repeat) {
      if (value==KEY_PRESS) {
         player_restoreControl( 0, NULL );
         player_jump();
      }
   } else if (KEY("overlay") && NODEAD() && INGAME() && !repeat) {
      ovr_key( value );
   } else if (KEY("mousefly") && NODEAD() && !repeat) {
      if (value==KEY_PRESS)
         player_toggleMouseFly();
   } else if (KEY("autobrake") && NOHYP() && NOLAND() && NODEAD() && !repeat) {
      if (value==KEY_PRESS) {
         player_restoreControl( PINPUT_BRAKING, NULL );
         player_brake();
      }

   /*
    * Communication.
    */
   } else if (KEY("log_up") && INGAME() && NODEAD()) {
      if (value==KEY_PRESS) {
         gui_messageScrollUp(5);
      }
   } else if (KEY("log_down") && INGAME() && NODEAD()) {
      if (value==KEY_PRESS) {
         gui_messageScrollDown(5);
      }
   } else if (KEY("hail") && INGAME() && NOHYP() && NODEAD() && !repeat) {
      if (value==KEY_PRESS) {
         player_hail();
      }
   } else if (KEY("autohail") && INGAME() && NOHYP() && NODEAD() && !repeat) {
      if (value==KEY_PRESS) {
         player_autohail();
      }


   /*
    * misc
    */
   /* zooming in */
   } else if (KEY("mapzoomin") && INGAME() && NODEAD()) {
      if (value==KEY_PRESS) gui_setRadarRel(-1);
   /* zooming out */
   } else if (KEY("mapzoomout") && INGAME() && NODEAD()) {
      if (value==KEY_PRESS) gui_setRadarRel(1);
   /* take a screenshot */
   } else if (KEY("screenshot")) {
      if (value==KEY_PRESS) player_screenshot();
#if SDL_VERSION_ATLEAST(2,0,0)
   /* toggle fullscreen */
   } else if (KEY("togglefullscreen") && !repeat) {
      if (value==KEY_PRESS) naev_toggleFullscreen();
#endif /* SDL_VERSION_ATLEAST(2,0,0) */
   /* pause the games */
   } else if (KEY("pause") && !repeat) {
      if (value==KEY_PRESS) {
         if (!toolkit_isOpen()) {
            if (paused)
               unpause_game();
            else
               pause_player();
         }
      }
   /* toggle speed mode */
   } else if (KEY("speed") && !repeat) {
      if ((value==KEY_PRESS) && (!player_isFlag( PLAYER_CINEMATICS_2X ))) {
         if (player_isFlag(PLAYER_DOUBLESPEED)) {
            if (!player_isFlag(PLAYER_AUTONAV))
               pause_setSpeed(1.);
            player_rmFlag(PLAYER_DOUBLESPEED);
         } else {
            if (!player_isFlag(PLAYER_AUTONAV))
               pause_setSpeed(2.);
            player_setFlag(PLAYER_DOUBLESPEED);
         }
      }
   /* opens a small menu */
   } else if (KEY("menu") && NODEAD() && !repeat) {
      if (value==KEY_PRESS) menu_small();

   /* shows pilot information */
   } else if (KEY("info") && NOHYP() && NODEAD() && !repeat) {
      if (value==KEY_PRESS) menu_info( INFO_MAIN );

   /* Opens the Lua console. */
   } else if (KEY("console") && NODEAD() && !repeat) {
      if (value==KEY_PRESS) cli_open();
   }

   /* Key press not used. */
   else {
      return;
   }

   /* Run the hook. */
   hparam[0].type    = HOOK_PARAM_STRING;
   hparam[0].u.str   = input_keybinds[keynum].name;
   hparam[1].type    = HOOK_PARAM_BOOL;
   hparam[1].u.b     = (value > 0.);
   hparam[2].type    = HOOK_PARAM_SENTINEL;
   hooks_runParam( "input", hparam );
}
Beispiel #5
0
/**
 * @brief Handles a click event.
 */
static void input_clickevent( SDL_Event* event )
{
   unsigned int pid;
   int mx, my, mxr, myr, pntid, jpid;
   int rx, ry, rh, rw, res;
   int autonav;
   double x, y, zoom, px, py;
   double ang, angp, mouseang;
   HookParam hparam[2];

   /* Generate hook. */
   hparam[0].type    = HOOK_PARAM_NUMBER;
   hparam[0].u.num   = event->button.button;
   hparam[1].type    = HOOK_PARAM_SENTINEL;
   hooks_runParam( "mouse", hparam );

#if !SDL_VERSION_ATLEAST(2,0,0)
   /* Handle zoom. */
   if (event->button.button == SDL_BUTTON_WHEELUP) {
      input_clickZoom( 1.1 );
      return;
   }
   else if (event->button.button == SDL_BUTTON_WHEELDOWN) {
      input_clickZoom( 0.9 );
      return;
   }
#endif /* !SDL_VERSION_ATLEAST(2,0,0) */

   /* Player must not be NULL. */
   if ((player.p == NULL) || player_isFlag(PLAYER_DESTROYED))
      return;

   /* Player must not be dead. */
   if (pilot_isFlag(player.p, PILOT_DEAD))
      return;

   /* Middle mouse enables mouse flying. */
   if (event->button.button == SDL_BUTTON_MIDDLE) {
      player_toggleMouseFly();
      return;
   }

   /* Mouse targeting only uses left and right buttons. */
   if (event->button.button != SDL_BUTTON_LEFT &&
            event->button.button != SDL_BUTTON_RIGHT)
      return;

   autonav = (event->button.button == SDL_BUTTON_RIGHT) ? 1 : 0;

   px = player.p->solid->pos.x;
   py = player.p->solid->pos.y;
   gl_windowToScreenPos( &mx, &my, event->button.x, event->button.y );
   if ((mx <= 15 || my <= 15 ) || (my >= gl_screen.h - 15 || mx >= gl_screen.w - 15)) {
      /* Border targeting is handled as a special case, as it uses angles,
       * not coordinates.
       */
      x = (mx - (gl_screen.w / 2.)) + px;
      y = (my - (gl_screen.h / 2.)) + py;
      mouseang = atan2(py - y, px -  x);
      angp = pilot_getNearestAng( player.p, &pid, mouseang, 1 );
      ang  = system_getClosestAng( cur_system, &pntid, &jpid, x, y, mouseang );

      if  ((ABS(angle_diff(mouseang, angp)) > M_PI / 64) ||
            ABS(angle_diff(mouseang, ang)) < ABS(angle_diff(mouseang, angp)))
         pid = PLAYER_ID; /* Pilot angle is too great, or planet/jump is closer. */
      if  (ABS(angle_diff(mouseang, ang)) > M_PI / 64 )
         jpid = pntid = -1; /* Asset angle difference is too great. */

      if (!autonav && pid != PLAYER_ID) {
         if (input_clickedPilot(pid))
            return;
      }
      else if (pntid >= 0) { /* Planet is closest. */
         if (input_clickedPlanet(pntid, autonav))
            return;
      }
      else if (jpid >= 0) { /* Jump point is closest. */
         if (input_clickedJump(jpid, autonav))
            return;
      }

      /* Fall-through and handle as a normal click. */
   }

   /* Radar targeting requires raw coordinates. */
   mxr = event->button.x;
   myr  = gl_screen.rh - event->button.y;
   gui_radarGetPos( &rx, &ry );
   gui_radarGetDim( &rw, &rh );
   if ((mxr > rx && mxr <= rx + rw ) && (myr > ry && myr <= ry + rh )) { /* Radar */
      zoom = 1.;
      gui_radarGetRes( &res );
      x = (mxr - (rx + rw / 2.)) * res + px;
      y = (myr - (ry + rh / 2.)) * res + py;

      if (input_clickPos( event, x, y, zoom, 10. * res, 15. * res ))
         return;
   }

   /* Visual (on-screen) */
   gl_screenToGameCoords( &x, &y, (double)mx, (double)my );
   zoom = res = 1. / cam_getZoom();

   input_clickPos( event, x, y, zoom, 10. * res, 15. * res );
   return;
}
Beispiel #6
0
/**
 * @brief Handles a click event.
 */
static void input_clickevent( SDL_Event* event )
{
   unsigned int pid;
   Pilot *p;
   int mx, my, mxr, myr, pntid, jpid;
   int rx, ry, rh, rw, res;
   double x, y, m, r, rp, d, dp, px, py;
   double ang, angp, mouseang;
   Planet *pnt;
   JumpPoint *jp;
   HookParam hparam[2];

   /* Generate hook. */
   hparam[0].type    = HOOK_PARAM_NUMBER;
   hparam[0].u.num   = event->button.button;
   hparam[1].type    = HOOK_PARAM_SENTINAL;
   hooks_runParam( "mouse", hparam );

   /* Handle zoom. */
   if (event->button.button == SDL_BUTTON_WHEELUP) {
      input_clickZoom( 1.1 );
      return;
   }
   else if (event->button.button == SDL_BUTTON_WHEELDOWN) {
      input_clickZoom( 0.9 );
      return;
   }

   /* Middle mouse enables mouse flying. */
   if (event->button.button == SDL_BUTTON_MIDDLE) {
      player_toggleMouseFly();
      return;
   }

   /* Mouse targetting is left only. */
   if (event->button.button != SDL_BUTTON_LEFT)
      return;

   /* Player must not be NULL. */
   if (player_isFlag(PLAYER_DESTROYED) || (player.p == NULL))
      return;

   px = player.p->solid->pos.x;
   py = player.p->solid->pos.y;
   gl_windowToScreenPos( &mx, &my, event->button.x, event->button.y );
   gl_screenToGameCoords( &x, &y, (double)mx, (double)my );
   if ((mx <= 15 || my <= 15 ) || (my >= gl_screen.h - 15 || mx >= gl_screen.w - 15)) { /* Border */
      x = (mx - (gl_screen.w / 2.)) + px;
      y = (my - (gl_screen.h / 2.)) + py;
      mouseang = atan2(py - y, px -  x);
      angp = pilot_getNearestAng( player.p, &pid, mouseang, 1 );
      ang  = system_getClosestAng( cur_system, &pntid, &jpid, x, y, mouseang );

      if  ((ABS(angle_diff(mouseang, angp)) > M_PI / 64) ||
            ABS(angle_diff(mouseang, ang)) < ABS(angle_diff(mouseang, angp)))
         pid = PLAYER_ID; /* Pilot angle is too great, or planet/jump is closer. */
      if  (ABS(angle_diff(mouseang, ang)) > M_PI / 64 )
         jpid = pntid = -1; /* Asset angle difference is too great. */
   }
   else { /* Radar targeting requires raw coordinates. */
      mxr = event->button.x;
      myr  = gl_screen.rh - event->button.y;
      gui_radarGetPos( &rx, &ry );
      gui_radarGetDim( &rw, &rh );
      if ((mxr > rx && mxr <= rx + rw ) && (myr > ry && myr <= ry + rh )) { /* Radar */
         m = 1;
         gui_radarGetRes( &res );
         x = (mxr - (rx + rw / 2.)) * res + px;
         y = (myr - (ry + rh / 2.)) * res + py;
      }
      else /* Visual (on-screen) */
         m = res = 1. / cam_getZoom();
      dp = pilot_getNearestPos( player.p, &pid, x, y, 1 );
      d  = system_getClosest( cur_system, &pntid, &jpid, x, y );
      rp = MAX( 1.5 * PILOT_SIZE_APROX * pilot_get(pid)->ship->gfx_space->sw / 2 * m,  10. * res);

      if (pntid >=0) { /* Planet is closer. */
         pnt = cur_system->planets[ pntid ];
         r  = MAX( 1.5 * pnt->radius, 100. );
      }
      else if (jpid >= 0) {
         jp = &cur_system->jumps[ jpid ];
         r  = MAX( 1.5 * jp->radius, 100. );
      }
      else {
         r  = 0.;
      }
      /* Reject pilot if it's too far or a valid asset is closer. */
      if (dp > pow2(rp) || (d < pow2(r) && dp < pow2(rp) && dp >  d))
         pid = PLAYER_ID;
      if (d > pow2(r)) /* Planet or jump point is too far. */
         jpid = pntid = -1;
   }

   if (pid != PLAYER_ID) {
      /* Apply an action if already selected. */
      if (!pilot_isFlag(player.p, PILOT_DEAD) && (pid == player.p->target)) {
         p = pilot_get(pid);
         if (pilot_isDisabled(p) || pilot_isFlag(p, PILOT_BOARDABLE))
            player_board();
         else
            player_hail();
      }
      else
         player_targetSet( pid );
   }
   else if (pntid >= 0) { /* Planet is closest. */
      if (pntid == player.p->nav_planet) {
         pnt = cur_system->planets[ pntid ];
         if (planet_hasService(pnt, PLANET_SERVICE_LAND) &&
               (!areEnemies( player.p->faction, pnt->faction ) || pnt->bribed ))
            player_land();
         else
            player_hailPlanet();
      }
      else
         player_targetPlanetSet( pntid );
   }
   else if (jpid >= 0) { /* Jump point is closest. */
      jp = &cur_system->jumps[ jpid ];
      if (jpid == player.p->nav_hyperspace) {
         if (space_canHyperspace(player.p)) {
            if (!paused) player_autonavAbort(NULL);
            player_jump();
         }
         else
            player_autonavStart();
      }
      else
         player_targetHyperspaceSet( jpid );
   }
}
Beispiel #7
0
/**
 * @brief Mods player using the power of Lua.
 */
static void faction_modPlayerLua( int f, double mod, const char *source, int secondary )
{
   Faction *faction;
   lua_State *L;
   int errf;
   double old, delta;
   HookParam hparam[3];

   faction = &faction_stack[f];

   /* Make sure it's not static. */
   if (faction_isFlag(faction, FACTION_STATIC))
      return;

   L     = faction->state;
   old   = faction->player;

   if (L == NULL)
      faction->player += mod;
   else {
#if DEBUGGING
      lua_pushcfunction(L, nlua_errTrace);
      errf = -6;
#else /* DEBUGGING */
      errf = 0;
#endif /* DEBUGGING */

      /* Set up the function:
       * faction_hit( current, amount, source, secondary ) */
      lua_getglobal(   L, "faction_hit" );
      lua_pushnumber(  L, faction->player );
      lua_pushnumber(  L, mod );
      lua_pushstring(  L, source );
      lua_pushboolean( L, secondary );

      /* Call function. */
      if (lua_pcall( L, 4, 1, errf )) { /* An error occurred. */
         WARN("Faction '%s': %s", faction->name, lua_tostring(L,-1));
#if DEBUGGING
         lua_pop( L, 2 );
#else /* DEBUGGING */
         lua_pop( L, 1 );
#endif /* DEBUGGING */
         return;
      }

      /* Parse return. */
      if (!lua_isnumber( L, -1 ))
         WARN( "Lua script for faction '%s' did not return a number from 'faction_hit(...)'.", faction->name );
      else
         faction->player = lua_tonumber( L, -1 );
#if DEBUGGING
      lua_pop( L, 2 );
#else /* DEBUGGING */
      lua_pop( L, 1 );
#endif /* DEBUGGING */
   }

   /* Sanitize just in case. */
   faction_sanitizePlayer( faction );

   /* Run hook if necessary. */
   delta = faction->player - old;
   if (fabs(delta) > 1e-10) {
      hparam[0].type    = HOOK_PARAM_FACTION;
      hparam[0].u.lf.f  = f;
      hparam[1].type    = HOOK_PARAM_NUMBER;
      hparam[1].u.num   = delta;
      hparam[2].type    = HOOK_PARAM_SENTINEL;
      hooks_runParam( "standing", hparam );

      /* Tell space the faction changed. */
      space_factionChange();
   }
}