Beispiel #1
0
Datei: land.c Projekt: Dinth/naev
/**
 * @brief Sets the land window tab.
 *
 *    @param Tab to set like LAND_WINDOW_COMMODITY.
 *    @return 0 on success.
 */
int land_setWindow( int window )
{
   if (land_windowsMap[ window ] < 0)
      return -1;
   window_tabWinSetActive( land_wid, "tabLand", land_windowsMap[window] );
   return 0;
}
Beispiel #2
0
/**
 * @brief Opens the information menu.
 */
void menu_info( int window )
{
   int w, h;

   /* Not under manual control. */
   if (pilot_isFlag( player.p, PILOT_MANUAL_CONTROL ))
      return;

   /* Open closes when previously opened. */
   if (menu_isOpen(MENU_INFO) || dialogue_isOpen()) {
      info_close( 0, NULL );
      return;
   }

   /* Dimensions. */
   w = 600;
   h = 500;

   /* Create the window. */
   info_wid = window_create( "Info", -1, -1, w, h );
   window_setCancel( info_wid, info_close );

   /* Create tabbed window. */
   info_windows = window_addTabbedWindow( info_wid, -1, -1, -1, -1, "tabInfo",
         INFO_WINDOWS, info_names );

   /* Open the subwindows. */
   info_openMain(       info_windows[ INFO_WIN_MAIN ] );
   info_openShip(       info_windows[ INFO_WIN_SHIP ] );
   info_openWeapons(    info_windows[ INFO_WIN_WEAP ] );
   info_openCargo(      info_windows[ INFO_WIN_CARGO ] );
   info_openMissions(   info_windows[ INFO_WIN_MISN ] );
   info_openStandings(  info_windows[ INFO_WIN_STAND ] );

   menu_Open(MENU_INFO);

   /* Set active window. */
   window_tabWinSetActive( info_wid, "tabInfo", CLAMP( 0, 5, window ) );
}
Beispiel #3
0
Datei: land.c Projekt: Dinth/naev
/**
 * @brief Recreates the land windows.
 *
 *    @param load Is loading game?
 *    @param changetab Should it change to the last open tab?
 */
void land_genWindows( int load, int changetab )
{
   int i, j;
   const char *names[LAND_NUMWINDOWS];
   int w, h;
   Planet *p;
   int regen;

   /* Destroy old window if exists. */
   if (land_wid > 0) {
      land_regen = 2; /* Mark we're regenning. */
      window_destroy(land_wid);
   }
   land_loaded = 0;

   /* Get planet. */
   p     = land_planet;
   regen = landed;

   /* Create window. */
   if ((SCREEN_W < 1024) || (SCREEN_H < 768)) {
      w = -1; /* Fullscreen. */
      h = -1;
   }
   else {
      w = 800 + 0.5 * (SCREEN_W - 800);
      h = 600 + 0.5 * (SCREEN_H - 600);
   }
   land_wid = window_create( p->name, -1, -1, w, h );
   window_onClose( land_wid, land_cleanupWindow );

   /* Set window map to invalid. */
   for (i=0; i<LAND_NUMWINDOWS; i++)
      land_windowsMap[i] = -1;

   /* See what is available. */
   j = 0;
   /* Main. */
   land_windowsMap[LAND_WINDOW_MAIN] = j;
   names[j++] = land_windowNames[LAND_WINDOW_MAIN];
   /* Bar. */
   if (planet_hasService(land_planet, PLANET_SERVICE_BAR)) {
      land_windowsMap[LAND_WINDOW_BAR] = j;
      names[j++] = land_windowNames[LAND_WINDOW_BAR];
   }
   /* Missions. */
   if (planet_hasService(land_planet, PLANET_SERVICE_MISSIONS)) {
      land_windowsMap[LAND_WINDOW_MISSION] = j;
      names[j++] = land_windowNames[LAND_WINDOW_MISSION];
   }
   /* Outfits. */
   if (planet_hasService(land_planet, PLANET_SERVICE_OUTFITS)) {
      land_windowsMap[LAND_WINDOW_OUTFITS] = j;
      names[j++] = land_windowNames[LAND_WINDOW_OUTFITS];
   }
   /* Shipyard. */
   if (planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD)) {
      land_windowsMap[LAND_WINDOW_SHIPYARD] = j;
      names[j++] = land_windowNames[LAND_WINDOW_SHIPYARD];
   }
   /* Equipment. */
   if (planet_hasService(land_planet, PLANET_SERVICE_OUTFITS) ||
         planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD)) {
      land_windowsMap[LAND_WINDOW_EQUIPMENT] = j;
      names[j++] = land_windowNames[LAND_WINDOW_EQUIPMENT];
   }
   /* Commodity. */
   if (planet_hasService(land_planet, PLANET_SERVICE_COMMODITY)) {
      land_windowsMap[LAND_WINDOW_COMMODITY] = j;
      names[j++] = land_windowNames[LAND_WINDOW_COMMODITY];
   }

   /* Create tabbed window. */
   land_windows = window_addTabbedWindow( land_wid, -1, -1, -1, -1, "tabLand", j, names );

   /*
    * Order here is very important:
    *
    *  1) Create main tab - must have decent background.
    *  2) Set landed, play music and run land hooks - so hooks run well.
    *  3) Generate missions - so that campaigns are fluid.
    *  4) Create other tabs - lists depend on NPC and missions.
    */

   /* 1) Create main tab. */
   land_createMainTab( land_getWid(LAND_WINDOW_MAIN) );

   /* 2) Set as landed and run hooks. */
   if (!regen) {
      landed = 1;
      music_choose("land"); /* Must be before hooks in case hooks change music. */
      if (!load) {
         events_trigger( EVENT_TRIGGER_LAND );
         hooks_run("land");
      }

      /* 3) Generate computer and bar missions. */
      if (planet_hasService(land_planet, PLANET_SERVICE_MISSIONS))
         mission_computer = missions_genList( &mission_ncomputer,
               land_planet->faction, land_planet->name, cur_system->name,
               MIS_AVAIL_COMPUTER );
      if (planet_hasService(land_planet, PLANET_SERVICE_BAR))
         npc_generate(); /* Generate bar npc. */
   }

   /* 4) Create other tabs. */
   /* Basic - bar + missions */
   if (planet_hasService(land_planet, PLANET_SERVICE_BAR))
      bar_open( land_getWid(LAND_WINDOW_BAR) );
   if (planet_hasService(land_planet, PLANET_SERVICE_MISSIONS))
      misn_open( land_getWid(LAND_WINDOW_MISSION) );
   /* Outfits. */
   if (planet_hasService(land_planet, PLANET_SERVICE_OUTFITS))
      outfits_open( land_getWid(LAND_WINDOW_OUTFITS) );
   /* Shipyard. */
   if (planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD))
      shipyard_open( land_getWid(LAND_WINDOW_SHIPYARD) );
   /* Equipment. */
   if (planet_hasService(land_planet, PLANET_SERVICE_OUTFITS) ||
         planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD))
      equipment_open( land_getWid(LAND_WINDOW_EQUIPMENT) );
   /* Commodity. */
   if (planet_hasService(land_planet, PLANET_SERVICE_COMMODITY))
      commodity_exchange_open( land_getWid(LAND_WINDOW_COMMODITY) );

   if (!regen) {
      /* Reset markers if needed. */
      mission_sysMark();

      /* Check land missions. */
      if (!has_visited(VISITED_LAND)) {
         missions_run(MIS_AVAIL_LAND, land_planet->faction,
               land_planet->name, cur_system->name);
         visited(VISITED_LAND);
      }
   }

   /* Go to last open tab. */
   window_tabWinOnChange( land_wid, "tabLand", land_changeTab );
   if (changetab && land_windowsMap[ last_window ] != -1)
      window_tabWinSetActive( land_wid, "tabLand", land_windowsMap[ last_window ] );

   /* Add fuel button if needed - AFTER missions pay :). */
   land_checkAddRefuel();

   /* Finished loading. */
   land_loaded = 1;
}
Beispiel #4
0
Datei: land.c Projekt: naev/naev
/**
 * @brief Recreates the land windows.
 *
 *    @param load Is loading game?
 *    @param changetab Should it change to the last open tab?
 */
void land_genWindows( int load, int changetab )
{
   int i, j;
   const char *names[LAND_NUMWINDOWS];
   int w, h;
   Planet *p;
   int regen;

   /* Destroy old window if exists. */
   if (land_wid > 0) {
      land_regen = 2; /* Mark we're regenning. */
      window_destroy(land_wid);

      /* Mark tabs as not generated. */
      land_generated = 0;
   }
   land_loaded = 0;

   /* Get planet. */
   p     = land_planet;
   regen = landed;

   /* Create window. */
   if ((gl_screen.rw < 1024) || (gl_screen.rh < 768)) {
      w = -1; /* Fullscreen. */
      h = -1;
   }
   else {
      w = 800 + 0.5 * (SCREEN_W - 800);
      h = 600 + 0.5 * (SCREEN_H - 600);
   }
   land_wid = window_create( p->name, -1, -1, w, h );
   window_onClose( land_wid, land_cleanupWindow );

   /* Set window map to invalid. */
   for (i=0; i<LAND_NUMWINDOWS; i++)
      land_windowsMap[i] = -1;

   /* See what is available. */
   j = 0;
   /* Main. */
   land_windowsMap[LAND_WINDOW_MAIN] = j;
   names[j++] = _("Landing Main");
   /* Bar. */
   if (planet_hasService(land_planet, PLANET_SERVICE_BAR)) {
      land_windowsMap[LAND_WINDOW_BAR] = j;
      names[j++] = _("Spaceport Bar");
   }
   /* Missions. */
   if (planet_hasService(land_planet, PLANET_SERVICE_MISSIONS)) {
      land_windowsMap[LAND_WINDOW_MISSION] = j;
      names[j++] = _("Missions");
   }
   /* Outfits. */
   if (planet_hasService(land_planet, PLANET_SERVICE_OUTFITS)) {
      land_windowsMap[LAND_WINDOW_OUTFITS] = j;
      names[j++] = _("Outfits");
   }
   /* Shipyard. */
   if (planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD)) {
      land_windowsMap[LAND_WINDOW_SHIPYARD] = j;
      names[j++] = _("Shipyard");
   }
   /* Equipment. */
   if (planet_hasService(land_planet, PLANET_SERVICE_OUTFITS) ||
         planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD)) {
      land_windowsMap[LAND_WINDOW_EQUIPMENT] = j;
      names[j++] = _("Equipment");
   }
   /* Commodity. */
   if (planet_hasService(land_planet, PLANET_SERVICE_COMMODITY)) {
      land_windowsMap[LAND_WINDOW_COMMODITY] = j;
      names[j++] = _("Commodity");
   }

   /* Create tabbed window. */
   land_windows = window_addTabbedWindow( land_wid, -1, -1, -1, -1, "tabLand", j, names, 0 );

   /*
    * Order here is very important:
    *
    *  1) Create main tab - must have decent background.
    *  2) Set landed, play music and run land hooks - so hooks run well.
    *  3) Generate missions - so that campaigns are fluid.
    *  4) Create other tabs - lists depend on NPC and missions.
    */

   /* 1) Create main tab. */
   land_createMainTab( land_getWid(LAND_WINDOW_MAIN) );

   /* Add local system map button. */
   land_checkAddMap();

   /* 2) Set as landed and run hooks. */
   if (!regen) {
      landed = 1;
      music_choose("land"); /* Must be before hooks in case hooks change music. */
      if (!load) {
         hooks_run("land");
      }
      events_trigger( EVENT_TRIGGER_LAND );

      /* 3) Generate computer and bar missions. */
      if (planet_hasService(land_planet, PLANET_SERVICE_MISSIONS))
         mission_computer = missions_genList( &mission_ncomputer,
               land_planet->faction, land_planet->name, cur_system->name,
               MIS_AVAIL_COMPUTER );
      if (planet_hasService(land_planet, PLANET_SERVICE_BAR))
         npc_generate(); /* Generate bar npc. */
   }

   /* 4) Create other tabs. */
#define should_open(s, w) \
   (planet_hasService(land_planet, s) && (!land_tabGenerated(w)))

   /* Things get a bit hairy here. Hooks may have triggered a GUI reload via
    * e.g. player.swapShip, so the land tabs may have been generated already
    * and we need to check that before regenerating them.
    */

   /* Basic - bar + missions */
   if (should_open( PLANET_SERVICE_BAR, LAND_WINDOW_BAR ))
      bar_open( land_getWid(LAND_WINDOW_BAR) );
   if (should_open( PLANET_SERVICE_MISSIONS, LAND_WINDOW_MISSION ))
      misn_open( land_getWid(LAND_WINDOW_MISSION) );
   /* Outfits. */
   if (should_open( PLANET_SERVICE_OUTFITS, LAND_WINDOW_OUTFITS ))
      outfits_open( land_getWid(LAND_WINDOW_OUTFITS) );
   /* Shipyard. */
   if (should_open( PLANET_SERVICE_SHIPYARD, LAND_WINDOW_SHIPYARD ))
      shipyard_open( land_getWid(LAND_WINDOW_SHIPYARD) );
   /* Equipment. */
   if ((planet_hasService(land_planet, PLANET_SERVICE_OUTFITS) ||
         planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD)) &&
         !land_tabGenerated( LAND_WINDOW_EQUIPMENT ))
      equipment_open( land_getWid(LAND_WINDOW_EQUIPMENT) );
   /* Commodity. */
   if (should_open( PLANET_SERVICE_COMMODITY, LAND_WINDOW_COMMODITY ))
      commodity_exchange_open( land_getWid(LAND_WINDOW_COMMODITY) );
#undef should_open

   if (!regen) {
      /* Reset markers if needed. */
      mission_sysMark();

      /* Check land missions. */
      if (!has_visited(VISITED_LAND)) {
         missions_run(MIS_AVAIL_LAND, land_planet->faction,
               land_planet->name, cur_system->name);
         visited(VISITED_LAND);
      }
   }

   /* Go to last open tab. */
   window_tabWinOnChange( land_wid, "tabLand", land_changeTab );
   if (changetab && land_windowsMap[ last_window ] != -1)
      window_tabWinSetActive( land_wid, "tabLand", land_windowsMap[ last_window ] );

   /* Refresh the map button in case the player couldn't afford it prior to
    * mission payment.
    */
   land_checkAddMap();

   /* Refuel if necessary. */
   land_refuel();

   /* Finished loading. */
   land_loaded = 1;
}