Exemple #1
0
/**
 * @brief Sets the mission marker on the system.  If no parameters are passed it
 * unsets the current marker.
 *
 * There are basically three different types of markers:
 *
 *  - "misc" : These markers are for unique or non-standard missions.
 *  - "cargo" : These markers are for regular cargo hauling missions.
 *  - "rush" : These markers are for timed missions.
 *
 * @usage misn.setMarker() -- Clears the marker
 * @usage misn.setMarker( sys, "misc" ) -- Misc mission marker.
 * @usage misn.setMarker( sys, "cargo" ) -- Cargo mission marker.
 * @usage misn.setMarker( sys, "rush" ) -- Rush mission marker.
 *
 *    @luaparam sys System to mark.  Unmarks if no parameter or nil is passed.
 *    @luaparam type Optional parameter that specifies mission type.  Can be one of
 *          "misc", "rush" or "cargo".
 * @luafunc setMarker( sys, type )
 */
static int misn_setMarker( lua_State *L )
{
   const char *str;
   LuaSystem *sys;

   /* No parameter clears the marker */
   if (lua_gettop(L)==0) {
      if (cur_mission->sys_marker != NULL)
         free(cur_mission->sys_marker);
      mission_sysMark(); /* Clear the marker */
   }

   /* Passing in a Star System */
   sys = luaL_checksystem(L,1);
   sys = lua_tosystem(L,1);
   cur_mission->sys_marker = strdup(sys->s->name);

   /* Get the type. */
   if (lua_gettop(L) > 1) {
      str = luaL_checkstring(L,2);
      if (strcmp(str, "misc")==0)
         cur_mission->sys_markerType = SYSMARKER_MISC;
      else if (strcmp(str, "rush")==0)
         cur_mission->sys_markerType = SYSMARKER_RUSH;
      else if (strcmp(str, "cargo")==0)
         cur_mission->sys_markerType = SYSMARKER_CARGO;
      else
         NLUA_DEBUG("Unknown marker type: %s", str);
   }

   mission_sysMark(); /* mark the system */

   return 0;
}
Exemple #2
0
/**
 * @brief Approaches guy in mission computer.
 */
static void bar_approach( unsigned int wid, char *str )
{
   (void) str;
   int pos, n;

   /* Get position. */
   pos = toolkit_getImageArrayPos( wid, "iarMissions" );

   /* Should never happen, but in case news is selected */
   if (pos == 0)
      return;

   /* Ignore news. */
   pos--;

   n = npc_getArraySize();
   npc_approach( pos );
   bar_genList( wid ); /* Always just in case. */
   if (n == npc_getArraySize())
      toolkit_setImageArrayPos( wid, "iarMissions", pos+1 );

   /* Reset markers. */
   mission_sysMark();

   /* Mission forced take off. */
   if (land_takeoff)
      takeoff(0);
}
Exemple #3
0
/**
 * @brief Aborts a mission in the mission menu.
 *    @param str Unused.
 */
static void mission_menu_abort( unsigned int wid, char* str )
{
   (void)str;
   int pos;
   Mission* misn;
   int ret;

   if (dialogue_YesNo( "Abort Mission",
            "Are you sure you want to abort this mission?" )) {

      /* Get the mission. */
      pos = toolkit_getListPos(wid, "lstMission" );
      misn = &player_missions[pos];

      /* We run the "abort" function if it's found. */
      ret = misn_tryRun( misn, "abort" );

      /* Now clean up mission. */
      if (ret != 2) {
         mission_cleanup( misn );
         memmove( misn, &player_missions[pos+1],
               sizeof(Mission) * (MISSION_MAX-pos-1) );
         memset( &player_missions[MISSION_MAX-1], 0, sizeof(Mission) );
      }

      /* Reset markers. */
      mission_sysMark();

      /* Reset claims. */
      claim_activateAll();

      /* Regenerate list. */
      mission_menu_genList(wid ,0);
   }
}
Exemple #4
0
Fichier : map.c Projet : pegue/naev
/**
 * @brief Shows a map at x, y (relative to wid) with size w,h.
 *
 *    @param wid Window to show map on.
 *    @param x X position to put map at.
 *    @param y Y position to put map at.
 *    @param w Width of map to open.
 *    @param h Height of map to open.
 *    @param zoom Default zoom to use.
 */
void map_show( int wid, int x, int y, int w, int h, double zoom )
{
   /* mark systems as needed */
   mission_sysMark();

   /* Set position to focus on current system. */
   map_xpos = cur_system->pos.x * zoom;
   map_ypos = cur_system->pos.y * zoom;

   /* Set zoom. */
   map_zoom = zoom;

   window_addCust( wid, x, y, w, h,
         "cstMap", 1, map_render, map_mouse);
}
Exemple #5
0
/**
 * @brief Accepts the selected mission.
 *    @param wid Window of the mission computer.
 *    @param str Unused.
 */
static void misn_accept( unsigned int wid, char* str )
{
   (void) str;
   char* misn_name;
   Mission* misn;
   int pos;
   int i, ret;

   misn_name = toolkit_getList( wid, "lstMission" );

   /* Make sure you have missions. */
   if (strcmp(misn_name,"No Missions")==0)
      return;

   /* Make sure player can accept the mission. */
   for (i=0; i<MISSION_MAX; i++)
      if (player_missions[i].data == NULL) break;
   if (i >= MISSION_MAX) {
      dialogue_alert("You have too many active missions.");
      return;
   }

   if (dialogue_YesNo("Accept Mission",
         "Are you sure you want to accept this mission?")) {
      pos = toolkit_getListPos( wid, "lstMission" );
      misn = &mission_computer[pos];
      ret = mission_accept( misn );
      if ((ret==0) || (ret==2) || (ret==-1)) { /* success in accepting the mission */
         if (ret==-1)
            mission_cleanup( &mission_computer[pos] );
         memmove( &mission_computer[pos], &mission_computer[pos+1],
               sizeof(Mission) * (mission_ncomputer-pos-1) );
         mission_ncomputer--;

         /* Regenerate list. */
         misn_genList(wid, 0);
         /* Add position persistancey after a mission has been accepted */
         /* NOTE: toolkit_setListPos protects us from a bad position by clamping */
         toolkit_setListPos( wid, "lstMission", pos-1 ); /*looks better without the -1, makes more sense with*/
      }

      /* Reset markers. */
      mission_sysMark();
   }
}
Exemple #6
0
/**
 * @brief Moves a marker to a new system.
 *
 * @usage misn.markerMove( my_marker, system.get("Delta Pavonis") )
 *
 *    @luaparam id ID of the mission marker to move.
 *    @luaparam sys System to move the marker to.
 * @luafunc markerMove( id, sys )
 */
static int misn_markerMove( lua_State *L )
{
   int id;
   LuaSystem *sys;
   MissionMarker *marker;
   int i, n;
   Mission *cur_mission;

   /* Handle parameters. */
   id    = luaL_checkinteger( L, 1 );
   sys   = luaL_checksystem( L, 2 );

   cur_mission = misn_getFromLua(L);

   /* Mission must have markers. */
   if (cur_mission->markers == NULL) {
      NLUA_ERROR( L, "Mission has no markers set!" );
      return 0;
   }

   /* Check id. */
   marker = NULL;
   n = array_size( cur_mission->markers );
   for (i=0; i<n; i++) {
      if (id == cur_mission->markers[i].id) {
         marker = &cur_mission->markers[i];
         break;
      }
   }
   if (marker == NULL) {
      NLUA_ERROR( L, "Mission does not have a marker with id '%d'", id );
      return 0;
   }

   /* Update system. */
   marker->sys = sys->id;

   /* Update system markers. */
   mission_sysMark();
   return 0;
}
Exemple #7
0
/**
 * @brief Removes a mission system marker.
 *
 * @usage misn.markerRm( my_marker )
 *
 *    @luaparam id ID of the marker to remove.
 * @luafunc markerRm( id )
 */
static int misn_markerRm( lua_State *L )
{
   int id;
   int i, n;
   MissionMarker *marker;
   Mission *cur_mission;

   /* Handle parameters. */
   id    = luaL_checkinteger( L, 1 );

   cur_mission = misn_getFromLua(L);

   /* Mission must have markers. */
   if (cur_mission->markers == NULL) {
      /* Already removed. */
      return 0;
   }

   /* Check id. */
   marker = NULL;
   n = array_size( cur_mission->markers );
   for (i=0; i<n; i++) {
      if (id == cur_mission->markers[i].id) {
         marker = &cur_mission->markers[i];
         break;
      }
   }
   if (marker == NULL) {
      /* Already removed. */
      return 0;
   }

   /* Remove the marker. */
   array_erase( &cur_mission->markers, marker, &marker[1] );

   /* Update system markers. */
   mission_sysMark();
   return 0;
}
Exemple #8
0
/**
 * @brief Adds a new marker.
 *
 * @usage my_marker = misn.markerAdd( system.get("Gamma Polaris"), "low" )
 *
 * Valid marker types are:<br/>
 *  - "plot": Important plot marker.<br/>
 *  - "high": High importance mission marker (lower than plot).<br/>
 *  - "low": Low importance mission marker (lower than high).<br/>
 *  - "computer": Mission computer marker.<br/>
 *
 *    @luaparam sys System to mark.
 *    @luaparam type Colouring scheme to use.
 *    @luareturn A marker ID to be used with markerMove and markerRm.
 * @luafunc markerAdd( sys, type )
 */
static int misn_markerAdd( lua_State *L )
{
   int id;
   LuaSystem *sys;
   const char *stype;
   SysMarker type;
   Mission *cur_mission;

   /* Check parameters. */
   sys   = luaL_checksystem( L, 1 );
   stype = luaL_checkstring( L, 2 );

   /* Handle types. */
   if (strcmp(stype, "computer")==0)
      type = SYSMARKER_COMPUTER;
   else if (strcmp(stype, "low")==0)
      type = SYSMARKER_LOW;
   else if (strcmp(stype, "high")==0)
      type = SYSMARKER_HIGH;
   else if (strcmp(stype, "plot")==0)
      type = SYSMARKER_PLOT;
   else {
      NLUA_ERROR(L, "Unknown marker type: %s", stype);
      return 0;
   }

   cur_mission = misn_getFromLua(L);

   /* Add the marker. */
   id = mission_addMarker( cur_mission, -1, sys->id, type );

   /* Update system markers. */
   mission_sysMark();

   /* Return the ID. */
   lua_pushnumber( L, id );
   return 1;
}
Exemple #9
0
Fichier : map.c Projet : isfos/naev
/**
 * @brief Shows a map at x, y (relative to wid) with size w,h.
 *
 *    @param wid Window to show map on.
 *    @param x X position to put map at.
 *    @param y Y position to put map at.
 *    @param w Width of map to open.
 *    @param h Height of map to open.
 *    @param zoom Default zoom to use.
 */
void map_show( int wid, int x, int y, int w, int h, double zoom )
{
    StarSystem *sys;

    /* mark systems as needed */
    mission_sysMark();

    /* Set position to focus on current system. */
    map_xpos = cur_system->pos.x * zoom;
    map_ypos = cur_system->pos.y * zoom;

    /* Set zoom. */
    map_setZoom(zoom);

    /* Make sure selected is sane. */
    sys = system_getIndex( map_selected );
    if (!(sys_isFlag(sys, SYSTEM_MARKED | SYSTEM_CMARKED)) &&
            !sys_isKnown(sys) && !space_sysReachable(sys))
        map_selectCur();

    window_addCust( wid, x, y, w, h,
                    "cstMap", 1, map_render, map_mouse, NULL );
}
Exemple #10
0
/**
 * @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;
}
Exemple #11
0
/**
 * @brief Opens the map window.
 */
void map_open (void)
{
   unsigned int wid;
   StarSystem *cur;
   int w, h, x, y, rw;

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

   /* Destroy window if exists. */
   wid = window_get(MAP_WDWNAME);
   if (wid > 0) {
      window_destroy( wid );
      return;
   }

   /* set position to focus on current system */
   map_xpos = cur_system->pos.x;
   map_ypos = cur_system->pos.y;

   /* mark systems as needed */
   mission_sysMark();

   /* Attempt to select current map if none is selected */
   if (map_selected == -1)
      map_selectCur();

   /* get the selected system. */
   cur = system_getIndex( map_selected );

   /* Set up window size. */
   w = MAX(600, SCREEN_W - 100);
   h = MAX(540, SCREEN_H - 100);

   /* create the window. */
   wid = window_create( MAP_WDWNAME, -1, -1, w, h );
   window_setCancel( wid, window_close );
   window_handleKeys( wid, map_keyHandler );

   /*
    * SIDE TEXT
    *
    * $System
    *
    * Faction:
    *   $Faction (or Multiple)
    *
    * Status:
    *   $Status
    *
    * Planets:
    *   $Planet1, $Planet2, ...
    *
    * Services:
    *   $Services
    *
    * ...
    * [Autonav]
    * [ Find ]
    * [ Close ]
    */

   x  = -70; /* Right column X offset. */
   y  = -20;
   rw = ABS(x) + 60; /* Right column indented width maximum. */

   /* System Name */
   window_addText( wid, -90 + 80, y, 160, 20, 1, "txtSysname",
         &gl_defFont, &cDConsole, cur->name );
   y -= 10;

   /* Faction image */
   window_addImage( wid, -90 + 32, y - 32, 0, 0, "imgFaction", NULL, 0 );
   y -= 64 + 10;

   /* Faction */
   window_addText( wid, x, y, 90, 20, 0, "txtSFaction",
         &gl_smallFont, &cDConsole, "Faction:" );
   window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 100, 0, "txtFaction",
         &gl_smallFont, &cBlack, NULL );
   y -= 2 * gl_smallFont.h + 5 + 15;

   /* Standing */
   window_addText( wid, x, y, 90, 20, 0, "txtSStanding",
         &gl_smallFont, &cDConsole, "Standing:" );
   window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 100, 0, "txtStanding",
         &gl_smallFont, &cBlack, NULL );
   y -= 2 * gl_smallFont.h + 5 + 15;

   /* Presence. */
   window_addText( wid, x, y, 90, 20, 0, "txtSPresence",
         &gl_smallFont, &cDConsole, "Presence:" );
   window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 100, 0, "txtPresence",
         &gl_smallFont, &cBlack, NULL );
   y -= 2 * gl_smallFont.h + 5 + 15;

   /* Planets */
   window_addText( wid, x, y, 90, 20, 0, "txtSPlanets",
         &gl_smallFont, &cDConsole, "Planets:" );
   window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 150, 0, "txtPlanets",
         &gl_smallFont, &cBlack, NULL );
   y -= 2 * gl_smallFont.h + 5 + 15;

   /* Services */
   window_addText( wid, x, y, 90, 20, 0, "txtSServices",
         &gl_smallFont, &cDConsole, "Services:" );
   window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 100, 0, "txtServices",
         &gl_smallFont, &cBlack, NULL );
   y -= 2 * gl_smallFont.h + 5 + 15;

   /* Close button */
   window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
            "btnClose", "Close", window_close );
   /* Find button */
   window_addButton( wid, -20 - (BUTTON_WIDTH+20), 20, BUTTON_WIDTH, BUTTON_HEIGHT,
            "btnFind", "Find", map_inputFind );
   /* Autonav button */
   window_addButton( wid, -20 - 2*(BUTTON_WIDTH+20), 20, BUTTON_WIDTH, BUTTON_HEIGHT,
            "btnAutonav", "Autonav", player_autonavStartWindow );

   /*
    * Bottom stuff
    *
    * [+] [-]  Nebula, Interference
    */
   /* Zoom buttons */
   window_addButton( wid, 40, 20, 30, 30, "btnZoomIn", "+", map_buttonZoom );
   window_addButton( wid, 80, 20, 30, 30, "btnZoomOut", "-", map_buttonZoom );
   /* Situation text */
   window_addText( wid, 140, 10, w - 80 - 30 - 30, 30, 0,
         "txtSystemStatus", &gl_smallFont, &cBlack, NULL );

   /*
    * The map itself.
    */
   map_show( wid, 20, -40, w-200, h-100, 1. ); /* Reset zoom. */

   map_update( wid );

   /*
    * Disable Autonav button if player lacks fuel.
    */
   if ((player.p->fuel < HYPERSPACE_FUEL) || pilot_isFlag( player.p, PILOT_NOJUMP))
      window_disableButton( wid, "btnAutonav" );
}
Exemple #12
0
Fichier : map.c Projet : isfos/naev
/**
 * @brief Opens the map window.
 */
void map_open (void)
{
    unsigned int wid;
    StarSystem *cur;
    int w,h;

    /* Destroy window if exists. */
    wid = window_get(MAP_WDWNAME);
    if (wid > 0) {
        window_destroy( wid );
        return;
    }

    /* set position to focus on current system */
    map_xpos = cur_system->pos.x;
    map_ypos = cur_system->pos.y;

    /* mark systems as needed */
    mission_sysMark();

    /* Attempt to select current map if none is selected */
    if (map_selected == -1)
        map_selectCur();

    /* get the selected system. */
    cur = system_getIndex( map_selected );

    /* Set up window size. */
    w = MAX(600, SCREEN_W - 100);
    h = MAX(540, SCREEN_H - 100);

    /* create the window. */
    wid = window_create( MAP_WDWNAME, -1, -1, w, h );
    window_setCancel( wid, window_close );

    /*
     * SIDE TEXT
     *
     * $System
     *
     * Faction:
     *   $Faction (or Multiple)
     *
     * Status:
     *   $Status
     *
     * Planets:
     *   $Planet1, $Planet2, ...
     *
     * Services:
     *   $Services
     *
     * ...
     *
     * [Close]
     */

    /* System Name */
    window_addText( wid, -20, -20, 100, 20, 1, "txtSysname",
                    &gl_defFont, &cDConsole, cur->name );
    /* Faction */
    window_addImage( wid, -20-64, -60-64, "imgFaction", NULL, 0 );
    window_addText( wid, -20, -60, 90, 20, 0, "txtSFaction",
                    &gl_smallFont, &cDConsole, "Faction:" );
    window_addText( wid, -20, -60-gl_smallFont.h-5, 80, 100, 0, "txtFaction",
                    &gl_smallFont, &cBlack, NULL );
    /* Standing */
    window_addText( wid, -20, -100, 90, 20, 0, "txtSStanding",
                    &gl_smallFont, &cDConsole, "Standing:" );
    window_addText( wid, -20, -100-gl_smallFont.h-5, 80, 100, 0, "txtStanding",
                    &gl_smallFont, &cBlack, NULL );
    /* Security. */
    window_addText( wid, -20, -140, 90, 20, 0, "txtSSecurity",
                    &gl_smallFont, &cDConsole, "Security:" );
    window_addText( wid, -20, -140-gl_smallFont.h-5, 80, 100, 0, "txtSecurity",
                    &gl_smallFont, &cBlack, NULL );
    /* Planets */
    window_addText( wid, -20, -180, 90, 20, 0, "txtSPlanets",
                    &gl_smallFont, &cDConsole, "Planets:" );
    window_addText( wid, -20, -180-gl_smallFont.h-5, 80, 100, 0, "txtPlanets",
                    &gl_smallFont, &cBlack, NULL );
    /* Services */
    window_addText( wid, -20, -220, 90, 20, 0, "txtSServices",
                    &gl_smallFont, &cDConsole, "Services:" );
    window_addText( wid, -20, -220-gl_smallFont.h-5, 80, 100, 0, "txtServices",
                    &gl_smallFont, &cBlack, NULL );
    /* Close button */
    window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
                      "btnClose", "Close", window_close );

    /*
     * Bottom stuff
     *
     * [+] [-]  Nebula, Asteroids, Interference
     */
    /* Zoom buttons */
    window_addButton( wid, 40, 20, 30, 30, "btnZoomIn", "+", map_buttonZoom );
    window_addButton( wid, 80, 20, 30, 30, "btnZoomOut", "-", map_buttonZoom );
    /* Situation text */
    window_addText( wid, 140, 10, w - 80 - 30 - 30, 30, 0,
                    "txtSystemStatus", &gl_smallFont, &cBlack, NULL );

    /*
     * The map itself.
     */
    map_show( wid, 20, -40, w-150, h-100, 1. ); /* Reset zoom. */

    map_update( wid );
}
Exemple #13
0
/**
 * @brief Makes the player jettison the currently selected cargo.
 *    @param str Unused.
 */
static void cargo_jettison( unsigned int wid, char* str )
{
   (void)str;
   int i, j, f, pos, ret;
   Mission *misn;

   if (player.p->ncommodities==0)
      return; /* No cargo, redundant check */

   pos = toolkit_getListPos( wid, "lstCargo" );

   /* Special case mission cargo. */
   if (player.p->commodities[pos].id != 0) {
      if (!dialogue_YesNo( "Abort Mission",
               "Are you sure you want to abort this mission?" ))
         return;

      /* Get the mission. */
      f = 0;
      for (i=0; i<MISSION_MAX; i++) {
         for (j=0; j<player_missions[i].ncargo; j++) {
            if (player_missions[i].cargo[j] == player.p->commodities[pos].id) {
               f = 1;
               break;
            }
         }
         if (f==1)
            break;
      }
      if (!f) {
         WARN("Cargo '%d' does not belong to any active mission.",
               player.p->commodities[pos].id);
         return;
      }
      misn = &player_missions[i];

      /* We run the "abort" function if it's found. */
      ret = misn_tryRun( misn, "abort" );

      /* Now clean up mission. */
      if (ret != 2) {
         mission_cleanup( misn );
         memmove( misn, &player_missions[i+1],
               sizeof(Mission) * (MISSION_MAX-i-1) );
         memset( &player_missions[MISSION_MAX-1], 0, sizeof(Mission) );
      }

      /* Reset markers. */
      mission_sysMark();

      /* Reset claims. */
      claim_activateAll();

      /* Regenerate list. */
      mission_menu_genList( info_windows[ INFO_WIN_MISN ] ,0);
   }
   else {
      /* Remove the cargo */
      commodity_Jettison( player.p->id, player.p->commodities[pos].commodity,
            player.p->commodities[pos].quantity );
      pilot_cargoRm( player.p, player.p->commodities[pos].commodity,
            player.p->commodities[pos].quantity );
   }

   /* We reopen the menu to recreate the list now. */
   ship_update( info_windows[ INFO_WIN_SHIP ] );
   cargo_genList( wid );
}
Exemple #14
0
Fichier : land.c Projet : 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;
}