Exemple #1
0
/**
 * @brief Gets a system.
 *
 * Behaves differently depending on what you pass as param: <br/>
 *    - string : Gets the system by name. <br/>
 *    - planet : Gets the system by planet. <br/>
 *
 * @usage sys = system.get( p ) -- Gets system where planet 'p' is located.
 * @usage sys = system.get( "Gamma Polaris" ) -- Gets the system by name.
 *
 *    @luaparam param Read description for details.
 *    @luareturn System metatable matching param.
 * @luafunc get( param )
 */
static int systemL_get( lua_State *L )
{
   LuaSystem sys;
   StarSystem *ss;
   Planet *pnt;

   /* Invalid by default. */
   sys.id = -1;

   /* Passing a string (systemname) */
   if (lua_isstring(L,1)) {
      ss = system_get( lua_tostring(L,1) );
      if (ss != NULL)
         sys.id = system_index( ss );
   }
   /* Passing a planet */
   else if (lua_isplanet(L,1)) {
      pnt = luaL_validplanet(L,1);
      ss = system_get( planet_getSystem( pnt->name ) );
      if (ss != NULL)
         sys.id = system_index( ss );
   }
   else NLUA_INVALID_PARAMETER(L);

   /* Error checking. */
   if (sys.id < 0) {
      NLUA_ERROR(L, "No matching systems found.");
      return 0;
   }

   /* return the system */
   lua_pushsystem(L,sys);
   return 1;
}
Exemple #2
0
/**
 * @brief Gets the current planet - MUST BE LANDED.
 *
 * @usage p,s = planet.cur() -- Gets current planet (assuming landed)
 *
 *    @luatreturn Planet The planet the player is landed on.
 *    @luatreturn System The system it is in.
 * @luafunc cur()
 */
static int planetL_cur( lua_State *L )
{
   LuaSystem sys;
   if (land_planet == NULL) {
      NLUA_ERROR(L,_("Attempting to get landed planet when player not landed."));
      return 0; /* Not landed. */
   }
   lua_pushplanet(L,planet_index(land_planet));
   sys = system_index( system_get( planet_getSystem(land_planet->name) ) );
   lua_pushsystem(L,sys);
   return 2;
}
Exemple #3
0
/**
 * @brief Gets the current planet - MUST BE LANDED.
 *
 * @usage p,s = planet.cur() -- Gets current planet (assuming landed)
 *
 *    @luareturn The planet and system in belongs to.
 * @luafunc cur()
 */
static int planetL_cur( lua_State *L )
{
   LuaPlanet planet;
   LuaSystem sys;
   if (land_planet != NULL) {
      planet.p = land_planet;
      lua_pushplanet(L,planet);
      sys.s = system_get( planet_getSystem(land_planet->name) );
      lua_pushsystem(L,sys);
      return 2;
   }
   NLUA_ERROR(L,"Attempting to get landed planet when player not landed.");
   return 0; /* Not landed. */
}
Exemple #4
0
/**
 * @brief Gets the system corresponding to a planet.
 *    @luatparam Planet p Planet to get system of.
 *    @luatreturn System|nil The system to which the planet belongs or nil if it has none.
 * @luafunc system( p )
 */
static int planetL_system( lua_State *L )
{
   LuaSystem sys;
   Planet *p;
   const char *sysname;
   /* Arguments. */
   p = luaL_validplanet(L,1);
   sysname = planet_getSystem( p->name );
   if (sysname == NULL)
      return 0;
   sys = system_index( system_get( sysname ) );
   lua_pushsystem( L, sys );
   return 1;
}
Exemple #5
0
Fichier : menu.c Projet : naev/naev
static int menu_main_bkg_system (void)
{
   nsave_t *ns;
   int n;
   const char *sys;
   Planet *pnt;
   double cx, cy;

   /* Clean pilots. */
   pilots_cleanAll();
   sys = NULL;

   /* Refresh saves. */
   load_refresh();

   /* Get start position. */
   ns = load_getList( &n );
   if ((n > 0) && (planet_exists( ns[0].planet ))) {
      pnt = planet_get( ns[0].planet );
      if (pnt != NULL) {
         sys = planet_getSystem( ns[0].planet );
         if (sys != NULL) {
            cx = pnt->pos.x;
            cy = pnt->pos.y;
            cx += 300;
            cy += 200;
         }
      }
   }

   /* Fallback if necessary. */
   if (sys == NULL) {
      sys = start_system();
      start_position( &cx, &cy );
   }

   /* Initialize. */
   space_init( sys );
   cam_setTargetPos( cx, cy, 0 );
   cam_setZoom( conf.zoom_far );
   pause_setSpeed( 1. );
   sound_setSpeed( 1. );

   return 0;
}
Exemple #6
0
/**
 * @brief Gets the base price of an commodity at a certain planet.
 *
 * @usage if o:priceAt( planet.get("Polaris Prime") ) > 100 then -- Checks price of an outfit at polaris prime
 *
 *    @luaparam o Commodity to get information of.
 *    @luaparam p Planet to get price at.
 *    @luareturn The price of the commodity at the planet.
 * @luafunc priceAt( o, p )
 */
static int commodityL_priceAt( lua_State *L )
{
   Commodity *c;
   Planet *p;
   StarSystem *sys;
   char *sysname;

   c = luaL_validcommodity(L,1);
   p = luaL_validplanet(L,2);
   sysname = planet_getSystem( p->name );
   if (sysname == NULL) {
      NLUA_ERROR( L, "Planet '%s' does not belong to a system", p->name );
      return 0;
   }
   sys = system_get( sysname );
   if (sys == NULL) {
      NLUA_ERROR( L, "Planet '%s' can not find its system '%s'", p->name, sysname );
      return 0;
   }

   lua_pushnumber( L, planet_commodityPrice( p, c ) );
   return 1;
}
Exemple #7
0
/**
 * @brief Teleports the player to a new planet or system (only if not landed).
 *
 * If the destination is a system, the coordinates of the player will not change.
 * If the destination is a planet, the player will be placed over that planet.
 *
 * @usage player.teleport( system.get("Arcanis") ) -- Teleports the player to Arcanis.
 * @usage player.teleport( "Arcanis" ) -- Teleports the player to Arcanis.
 * @usage player.teleport( "Dvaer Prime" ) -- Teleports the player to Dvaer, and relocates him to Dvaer Prime.
 *
 *    @luaparam dest System or name of a system or planet or name of a planet to teleport the player to.
 * @luafunc teleport( dest )
 */
static int playerL_teleport( lua_State *L )
{
    Planet *pnt;
    StarSystem *sys;
    const char *name, *pntname;

    /* Must not be landed. */
    if (landed)
        NLUA_ERROR(L,"Can not teleport the player while landed!");
    if (comm_isOpen())
        NLUA_ERROR(L,"Can not teleport the player while the comm is open!");
    if (player_isBoarded())
        NLUA_ERROR(L,"Can not teleport the player while he is boarded!");

    pnt = NULL;

    /* Get a system. */
    if (lua_issystem(L,1)) {
        sys   = luaL_validsystem(L,1);
        name  = system_getIndex(sys->id)->name;
    }
    /* Get a planet. */
    else if (lua_isplanet(L,1)) {
        pnt   = luaL_validplanet(L,1);
        name  = planet_getSystem( pnt->name );
        if (name == NULL) {
            NLUA_ERROR( L, "Planet '%s' does not belong to a system..", pnt->name );
            return 0;
        }
    }
    /* Get destination from string. */
    else if (lua_isstring(L,1)) {
        name = lua_tostring(L,1);
        if (!system_exists( name )) {
            if (!planet_exists( name )) {
                NLUA_ERROR( L, "'%s' is not a valid teleportation target.", name );
                return 0;
            }

            /* No system found, assume destination string is the name of a planet. */
            pntname = name;
            name = planet_getSystem( name );
            pnt  = planet_get( pntname );
            if (name == NULL) {
                NLUA_ERROR( L, "Planet '%s' does not belong to a system..", pntname );
                return 0;
            }
        }
    }
    else
        NLUA_INVALID_PARAMETER(L);

    /* Check if system exists. */
    if (!system_exists( name )) {
        NLUA_ERROR( L, "System '%s' does not exist.", name );
        return 0;
    }

    /* Jump out hook is run first. */
    hooks_run( "jumpout" );

    /* Just in case remove hyperspace flags. */
    pilot_rmFlag( player.p, PILOT_HYPERSPACE );
    pilot_rmFlag( player.p, PILOT_HYP_BEGIN );
    pilot_rmFlag( player.p, PILOT_HYP_BRAKE );
    pilot_rmFlag( player.p, PILOT_HYP_PREP );

    /* Free graphics. */
    space_gfxUnload( cur_system );

    /* Go to the new system. */
    space_init( name );

    /* Map gets deformed when jumping this way. */
    map_clear();

    /* Add the escorts. */
    player_addEscorts();

    /* Run hooks - order is important. */
    hooks_run( "jumpin" );
    hooks_run( "enter" );
    events_trigger( EVENT_TRIGGER_ENTER );
    missions_run( MIS_AVAIL_SPACE, -1, NULL, NULL );

    /* Reset targets when teleporting */
    player_targetPlanetSet( -1 );
    player_targetHyperspaceSet( -1 );
    gui_setNav();

    /* Move to planet. */
    if (pnt != NULL)
        vectcpy( &player.p->solid->pos, &pnt->pos );

    return 0;
}
Exemple #8
0
/**
 * @brief Gets a planet.
 *
 * Possible values of param:
 *    - nil : Gets the current landed planet or nil if there is none.
 *    - bool : Gets a random planet.
 *    - faction : Gets random planet belonging to faction matching the number.
 *    - string : Gets the planet by name.
 *    - table : Gets random planet belonging to any of the factions in the
 *               table.
 *
 * @usage p,s = planet.get( "Anecu" ) -- Gets planet by name
 * @usage p,s = planet.get( faction.get( "Empire" ) ) -- Gets random Empire planet
 * @usage p,s = planet.get(true) -- Gets completely random planet
 * @usage p,s = planet.get( { faction.get("Empire"), faction.get("Dvaered") } ) -- Random planet belonging to Empire or Dvaered
 *    @luaparam param See description.
 *    @luareturn Returns the planet and the system it belongs to.
 * @luafunc get( param )
 */
static int planetL_get( lua_State *L )
{
   int i;
   int *factions;
   int nfactions;
   char **planets;
   int nplanets;
   const char *rndplanet;
   LuaPlanet planet;
   LuaSystem sys;
   LuaFaction *f;

   rndplanet = NULL;
   nplanets = 0;
  
   /* Get the landed planet */
   if (lua_gettop(L) == 0) {
      if (land_planet != NULL) {
         planet.p = land_planet;
         lua_pushplanet(L,planet);
         sys.s = system_get( planet_getSystem(land_planet->name) );
         lua_pushsystem(L,sys);
         return 2;
      }
      NLUA_ERROR(L,"Attempting to get landed planet when player not landed.");
      return 0; /* Not landed. */
   }

   /* If boolean return random. */
   else if (lua_isboolean(L,1)) {
      planet.p = planet_get( space_getRndPlanet() );
      lua_pushplanet(L,planet);
      sys.s = system_get( planet_getSystem(land_planet->name) );
      lua_pushsystem(L,sys);
      return 2;
   }

   /* Get a planet by faction */
   else if (lua_isfaction(L,1)) {
      f = lua_tofaction(L,1);
      planets = space_getFactionPlanet( &nplanets, &f->f, 1 );
   }

   /* Get a planet by name */
   else if (lua_isstring(L,1)) {
      rndplanet = lua_tostring(L,1);
   }

   /* Get a planet from faction list */
   else if (lua_istable(L,1)) {
      /* Get table length and preallocate. */
      nfactions = (int) lua_objlen(L,1);
      factions = malloc( sizeof(int) * nfactions );
      /* Load up the table. */
      lua_pushnil(L);
      i = 0;
      while (lua_next(L, -2) != 0) {
         f = lua_tofaction(L, -1);
         factions[i++] = f->f;
         lua_pop(L,1);
      }
      
      /* get the planets */
      planets = space_getFactionPlanet( &nplanets, factions, nfactions );
      free(factions);
   }
   else NLUA_INVALID_PARAMETER(); /* Bad Parameter */

   /* No suitable planet found */
   if ((rndplanet == NULL) && (nplanets == 0)) {
      free(planets);
      return 0;
   }
   /* Pick random planet */
   else if (rndplanet == NULL) {
      rndplanet = planets[RNG(0,nplanets-1)];
      free(planets);
   }

   /* Push the planet */
   planet.p = planet_get(rndplanet); /* The real planet */
   lua_pushplanet(L,planet);
   sys.s = system_get( planet_getSystem(rndplanet) );
   lua_pushsystem(L,sys);
   return 2;
}
Exemple #9
0
static int planetL_getBackend( lua_State *L, int landable )
{
   int i;
   int *factions;
   int nfactions;
   char **planets;
   int nplanets;
   const char *rndplanet;
   LuaSystem luasys;
   LuaFaction f;
   Planet *pnt;
   StarSystem *sys;
   char *sysname;

   rndplanet = NULL;
   planets   = NULL;
   nplanets  = 0;

   /* If boolean return random. */
   if (lua_isboolean(L,1)) {
      pnt            = planet_get( space_getRndPlanet(landable, 0, NULL) );
      lua_pushplanet(L,planet_index( pnt ));
      luasys         = system_index( system_get( planet_getSystem(pnt->name) ) );
      lua_pushsystem(L,luasys);
      return 2;
   }

   /* Get a planet by faction */
   else if (lua_isfaction(L,1)) {
      f        = lua_tofaction(L,1);
      planets  = space_getFactionPlanet( &nplanets, &f, 1, landable );
   }

   /* Get a planet by name */
   else if (lua_isstring(L,1)) {
      rndplanet = lua_tostring(L,1);

      if (landable) {
         pnt = planet_get( rndplanet );
         if (pnt == NULL) {
            NLUA_ERROR(L, _("Planet '%s' not found in stack"), rndplanet);
            return 0;
         }

         /* Check if can land. */
         planet_updateLand( pnt );
         if (!pnt->can_land)
            return 0;
      }
   }

   /* Get a planet from faction list */
   else if (lua_istable(L,1)) {
      /* Get table length and preallocate. */
      nfactions = (int) lua_objlen(L,1);
      factions = malloc( sizeof(int) * nfactions );
      /* Load up the table. */
      lua_pushnil(L);
      i = 0;
      while (lua_next(L, -2) != 0) {
         if (lua_isfaction(L, -1))
            factions[i++] = lua_tofaction(L, -1);
         lua_pop(L,1);
      }

      /* get the planets */
      planets = space_getFactionPlanet( &nplanets, factions, nfactions, landable );
      free(factions);
   }
   else
      NLUA_INVALID_PARAMETER(L); /* Bad Parameter */

   /* No suitable planet found */
   if ((rndplanet == NULL) && ((planets == NULL) || nplanets == 0))
      return 0;
   /* Pick random planet */
   else if (rndplanet == NULL) {
      planets = (char**) arrayShuffle( (void**)planets, nplanets );

      for (i=0; i<nplanets; i++) {
         if (landable) {
            /* Check landing. */
            pnt = planet_get( planets[i] );
            if (pnt == NULL)
               continue;

            planet_updateLand( pnt );
            if (!pnt->can_land)
               continue;
         }

         rndplanet = planets[i];
         break;
      }
      free(planets);
   }

   /* Push the planet */
   pnt = planet_get(rndplanet); /* The real planet */
   if (pnt == NULL) {
      NLUA_ERROR(L, _("Planet '%s' not found in stack"), rndplanet);
      return 0;
   }
   sysname = planet_getSystem(rndplanet);
   if (sysname == NULL) {
      NLUA_ERROR(L, _("Planet '%s' is not placed in a system"), rndplanet);
      return 0;
   }
   sys = system_get( sysname );
   if (sys == NULL) {
      NLUA_ERROR(L, _("Planet '%s' can't find system '%s'"), rndplanet, sysname);
      return 0;
   }
   lua_pushplanet(L,planet_index( pnt ));
   luasys = system_index( sys );
   lua_pushsystem(L,luasys);
   return 2;
}