/** * @brief Creates a time. This can be absolute or relative. * * @usage t = time.create( 591, 3271, 12801 ) -- Gets a time near when the incident happened. * * @luatparam number scu SCU for the new time. * @luatparam number stp STP for the new time. * @luatparam number stu STU for the new time. * @luatreturn Time A newly created time metatable. * @luafunc create( scu, stp, stu ) */ static int time_create( lua_State *L ) { int scu, stp, stu; /* Parameters. */ scu = luaL_checkint(L,1); stp = luaL_checkint(L,2); stu = luaL_checkint(L,3); /* Create the time. */ lua_pushtime( L, ntime_create( scu, stp, stu ) ); return 1; }
/** * @brief Loads time including remainder. */ void ntime_setR( int scu, int stp, int stu, double rem ) { naev_time = ntime_create( scu, stp, stu ); naev_time += floor(rem); naev_remainder = fmod( rem, 1. ); }
/** * @brief Makes the player take off if landed. * * @param delay Whether or not to have time pass as if the player landed normally. */ void takeoff( int delay ) { int h; char *nt; double a, r; if (!landed) return; /* Clear queued takeoff. */ land_takeoff = 0; /* Refuel if needed. */ land_checkAddRefuel(); /* In case we had paused messy sounds. */ sound_stopAll(); /* ze music */ music_choose("takeoff"); /* to randomize the takeoff a bit */ a = RNGF() * 2. * M_PI; r = RNGF() * land_planet->radius; /* no longer authorized to land */ player_rmFlag(PLAYER_LANDACK); pilot_rmFlag(player.p,PILOT_LANDING); /* No longer landing. */ /* set player to another position with random facing direction and no vel */ player_warp( land_planet->pos.x + r * cos(a), land_planet->pos.y + r * sin(a) ); vect_pset( &player.p->solid->vel, 0., 0. ); player.p->solid->dir = RNGF() * 2. * M_PI; cam_setTargetPilot( player.p->id, 0 ); /* heal the player */ player.p->armour = player.p->armour_max; player.p->shield = player.p->shield_max; player.p->energy = player.p->energy_max; player.p->stimer = 0.; /* initialize the new space */ h = player.p->nav_hyperspace; space_init(NULL); player.p->nav_hyperspace = h; /* cleanup */ if (save_all() < 0) { /* must be before cleaning up planet */ dialogue_alert( "Failed to save game! You should exit and check the log to see what happened and then file a bug report!" ); } /* time goes by, triggers hook before takeoff */ if (delay) ntime_inc( ntime_create( 0, 1, 0 ) ); /* 1 STP */ nt = ntime_pretty( 0, 2 ); player_message("\epTaking off from %s on %s.", land_planet->name, nt); free(nt); /* Hooks and stuff. */ land_cleanup(); /* Cleanup stuff */ hooks_run("takeoff"); /* Must be run after cleanup since we don't want the missions to think we are landed. */ if (menu_isOpen(MENU_MAIN)) return; player_addEscorts(); hooks_run("enter"); if (menu_isOpen(MENU_MAIN)) return; events_trigger( EVENT_TRIGGER_ENTER ); if (menu_isOpen(MENU_MAIN)) return; player.p->ptimer = PILOT_TAKEOFF_DELAY; pilot_setFlag( player.p, PILOT_TAKEOFF ); pilot_setThrust( player.p, 0. ); pilot_setTurn( player.p, 0. ); }
/** * @brief Loads the module start data. * * @return 0 on success. */ int start_load (void) { uint32_t bufsize; char *buf; xmlNodePtr node, cur, tmp; xmlDocPtr doc; int scu, stp, stu; /* Defaults. */ scu = -1; stp = -1; stu = -1; /* Try to read the file. */ buf = ndata_read( START_DATA_PATH, &bufsize ); if (buf == NULL) return -1; /* Load the XML file. */ doc = xmlParseMemory( buf, bufsize ); node = doc->xmlChildrenNode; if (!xml_isNode(node,XML_START_ID)) { ERR("Malformed '"START_DATA_PATH"' file: missing root element '"XML_START_ID"'"); return -1; } node = node->xmlChildrenNode; /* first system node */ if (node == NULL) { ERR("Malformed '"START_DATA_PATH"' file: does not contain elements"); return -1; } do { xml_onlyNodes(node); xmlr_strd( node, "name", start_data.name ); if (xml_isNode(node, "player")) { /* we are interested in the player */ cur = node->children; do { xml_onlyNodes(cur); xmlr_uint( cur, "credits", start_data.credits ); xmlr_strd( cur, "mission", start_data.mission ); xmlr_strd( cur, "event", start_data.event ); if (xml_isNode(cur,"ship")) { xmlr_attr( cur, "name", start_data.shipname); xmlr_strd( cur, "ship", start_data.ship ); } else if (xml_isNode(cur,"system")) { tmp = cur->children; do { xml_onlyNodes(tmp); /** system name, @todo percent chance */ xmlr_strd( tmp, "name", start_data.system ); /* position */ xmlr_float( tmp, "x", start_data.x ); xmlr_float( tmp, "y", start_data.y ); WARN("'"START_DATA_PATH"' has unknown system node '%s'.", tmp->name); } while (xml_nextNode(tmp)); continue; } WARN("'"START_DATA_PATH"' has unknown player node '%s'.", cur->name); } while (xml_nextNode(cur)); continue; } if (xml_isNode(node,"date")) { cur = node->children; do { xml_onlyNodes(cur); xmlr_int( cur, "scu", scu ); xmlr_int( cur, "stp", stp ); xmlr_int( cur, "stu", stu ); WARN("'"START_DATA_PATH"' has unknown date node '%s'.", cur->name); } while (xml_nextNode(cur)); continue; } if (xml_isNode(node,"tutorial")) { cur = node->children; do { xml_onlyNodes(cur); xmlr_strd( cur, "mission", start_data.tutmisn ); xmlr_strd( cur, "event", start_data.tutevt ); if (xml_isNode(cur,"system")) { tmp = cur->children; do { xml_onlyNodes(tmp); /** system name, @todo percent chance */ xmlr_strd( tmp, "name", start_data.tutsys ); /* position */ xmlr_float( tmp, "x", start_data.tutx ); xmlr_float( tmp, "y", start_data.tuty ); WARN("'"START_DATA_PATH"' has unknown system node '%s'.", tmp->name); } while (xml_nextNode(tmp)); continue; } WARN("'"START_DATA_PATH"' has unknown tutorial node '%s'.", cur->name); } while (xml_nextNode(cur)); continue; } WARN("'"START_DATA_PATH"' has unknown node '%s'.", node->name); } while (xml_nextNode(node)); /* Clean up. */ xmlFreeDoc(doc); free(buf); /* Sanity checking. */ #define MELEMENT(o,s) \ if (o) WARN("Module start data missing/invalid '"s"' element") /**< Define to help check for data errors. */ MELEMENT( start_data.name==NULL, "name" ); MELEMENT( start_data.credits==0, "credits" ); MELEMENT( start_data.ship==NULL, "ship" ); MELEMENT( start_data.system==NULL, "player system" ); MELEMENT( start_data.tutsys==NULL, "tutorial system" ); MELEMENT( scu<0, "scu" ); MELEMENT( stp<0, "stp" ); MELEMENT( stu<0, "stu" ); #undef MELEMENT /* Post process. */ start_data.date = ntime_create( scu, stp, stu ); return 0; }
/** * @brief Makes the player take off if landed. * * @param delay Whether or not to have time pass as if the player landed normally. */ void takeoff( int delay ) { int h; char *nt; double a, r; if (!landed) return; /* Player's ship is not able to fly. */ if (!player_canTakeoff()) { char message[512]; pilot_reportSpaceworthy( player.p, message, sizeof(message) ); dialogue_msg( "Ship not fit for flight", message ); /* Check whether the player needs rescuing. */ land_stranded(); return; } /* Clear queued takeoff. */ land_takeoff = 0; /* Refuel if needed. */ land_refuel(); /* In case we had paused messy sounds. */ sound_stopAll(); /* ze music */ music_choose("takeoff"); /* to randomize the takeoff a bit */ a = RNGF() * 2. * M_PI; r = RNGF() * land_planet->radius; /* no longer authorized to land */ player_rmFlag(PLAYER_LANDACK); pilot_rmFlag(player.p,PILOT_LANDING); /* No longer landing. */ /* set player to another position with random facing direction and no vel */ player_warp( land_planet->pos.x + r * cos(a), land_planet->pos.y + r * sin(a) ); vect_pset( &player.p->solid->vel, 0., 0. ); player.p->solid->dir = RNGF() * 2. * M_PI; cam_setTargetPilot( player.p->id, 0 ); /* heal the player */ pilot_healLanded( player.p ); /* Clear planet target. Allows for easier autonav out of the system. */ player_targetPlanetSet( -1 ); /* initialize the new space */ h = player.p->nav_hyperspace; space_init(NULL); player.p->nav_hyperspace = h; /* cleanup */ if (save_all() < 0) /* must be before cleaning up planet */ dialogue_alert( "Failed to save game! You should exit and check the log to see what happened and then file a bug report!" ); /* time goes by, triggers hook before takeoff */ if (delay) ntime_inc( ntime_create( 0, 1, 0 ) ); /* 1 STP */ nt = ntime_pretty( 0, 2 ); player_message("\epTaking off from %s on %s.", land_planet->name, nt); free(nt); /* Hooks and stuff. */ land_cleanup(); /* Cleanup stuff */ hooks_run("takeoff"); /* Must be run after cleanup since we don't want the missions to think we are landed. */ if (menu_isOpen(MENU_MAIN)) return; player_addEscorts(); hooks_run("enter"); if (menu_isOpen(MENU_MAIN)) return; events_trigger( EVENT_TRIGGER_ENTER ); missions_run( MIS_AVAIL_SPACE, -1, NULL, NULL ); if (menu_isOpen(MENU_MAIN)) return; player.p->ptimer = PILOT_TAKEOFF_DELAY; pilot_setFlag( player.p, PILOT_TAKEOFF ); pilot_setThrust( player.p, 0. ); pilot_setTurn( player.p, 0. ); }