Esempio n. 1
0
/**
 * @brief Player attempts to buy a ship, trading the current ship in.
 *    @param wid Window player is buying ship from.
 *    @param str Unused.
 */
static void shipyard_trade( unsigned int wid, char* str )
{
   (void)str;
   char *shipname, buf[ECON_CRED_STRLEN], buf2[ECON_CRED_STRLEN],
         buf3[ECON_CRED_STRLEN], buf4[ECON_CRED_STRLEN];
   Ship* ship;

   shipname = toolkit_getImageArray( wid, "iarShipyard" );
   if (strcmp(shipname, "None") == 0)
      return;

   ship = ship_get( shipname );

   credits_t targetprice = ship_buyPrice(ship);
   credits_t playerprice = player_shipPrice(player.p->name);

   if (land_errDialogue( shipname, "tradeShip" ))
      return;

   credits2str( buf, targetprice, 2 );
   credits2str( buf2, playerprice, 2 );
   credits2str( buf3, targetprice - playerprice, 2 );
   credits2str( buf4, playerprice - targetprice, 2 );

   /* Display the correct dialogue depending on the new ship's price versus the player's. */
   if ( targetprice == playerprice ) {
      if (dialogue_YesNo("Are you sure?", /* confirm */
         "Your %s is worth %s, exactly as much as the new ship, so no credits need be exchanged. Are you sure you want to trade your ship in?",
               player.p->ship->name, buf2)==0)
         return;
   }
   else if ( targetprice < playerprice ) {
      if (dialogue_YesNo("Are you sure?", /* confirm */
         "Your %s is worth %s credits, more than the new ship. For your ship, you will get the new %s and %s credits. Are you sure you want to trade your ship in?",
               player.p->ship->name, buf2, ship->name, buf4)==0)
         return;
   }
   else if ( targetprice > playerprice ) {
      if (dialogue_YesNo("Are you sure?", /* confirm */
         "Your %s is worth %s, so the new ship will cost %s credits. Are you sure you want to trade your ship in?",
               player.p->ship->name, buf2, buf3)==0)
         return;
   }

   /* player just got a new ship */
   if (player_newShip( ship, NULL, 1, 0 ) == NULL)
      return; /* Player aborted the naming process. */

   player_modCredits( playerprice - targetprice ); /* Modify credits by the difference between ship values. */

   land_refuel();

   /* The newShip call will trigger a loadGUI that will recreate the land windows. Therefore the land ID will
    * be void. We must reload in in order to properly update it again.*/
   wid = land_getWid(LAND_WINDOW_SHIPYARD);

   /* Update shipyard. */
   shipyard_update(wid, NULL);
}
Esempio n. 2
0
/**
 * @brief Player attempts to buy a ship, trading the current ship in.
 *    @param wid Window player is buying ship from.
 *    @param str Unused.
 */
static void shipyard_trade( unsigned int wid, char* str )
{
    (void)str;
    char *shipname, buf[ECON_CRED_STRLEN], buf2[ECON_CRED_STRLEN],
         buf3[ECON_CRED_STRLEN], buf4[ECON_CRED_STRLEN];
    Ship* ship;

    shipname = toolkit_getImageArray( wid, "iarShipyard" );
    ship = ship_get( shipname );

    credits_t targetprice = ship->price;
    credits_t playerprice = player_shipPrice(player.p->name);

    if (land_errDialogue( shipname, "trade" ))
        return;

    credits2str( buf, targetprice, 2 );
    credits2str( buf2, playerprice, 2 );
    credits2str( buf3, targetprice - playerprice, 2 );
    credits2str( buf4, playerprice - targetprice, 2 );

    /* Display the correct dialogue depending on the new ship's price versus the player's. */
    if ( targetprice == playerprice ) {
        if (dialogue_YesNo("Are you sure?", /* confirm */
                           "Your %s is worth %s, exactly as much as the new ship, so no credits need be exchanged. Are you sure you want to trade your ship in?",
                           player.p->ship->name, buf2)==0)
            return;
    }
    else if ( targetprice < playerprice ) {
        if (dialogue_YesNo("Are you sure?", /* confirm */
                           "Your %s is worth %s credits, more than the new ship. For your ship, you will get the new %s and %s credits. Are you sure you want to trade your ship in?",
                           player.p->ship->name, buf2, ship->name, buf4)==0)
            return;
    }
    else if ( targetprice > playerprice ) {
        if (dialogue_YesNo("Are you sure?", /* confirm */
                           "Your %s is worth %s, so the new ship will cost %s credits. Are you sure you want to trade your ship in?",
                           player.p->ship->name, buf2, buf3)==0)
            return;
    }

    /* player just got a new ship */
    if (player_newShip( ship, NULL, 1, 0 ) == NULL)
        return; /* Player aborted the naming process. */

    player_modCredits( playerprice - targetprice ); /* Modify credits by the difference between ship values. */

    land_checkAddRefuel();

    /* Update shipyard. */
    shipyard_update(wid, NULL);
}
Esempio n. 3
0
/**
 * @brief Player attempts to buy a ship.
 *    @param wid Window player is buying ship from.
 *    @param str Unused.
 */
static void shipyard_buy( unsigned int wid, char* str )
{
   (void)str;
   char *shipname, buf[ECON_CRED_STRLEN];
   Ship* ship;

   shipname = toolkit_getImageArray( wid, "iarShipyard" );
   if (strcmp(shipname, "None") == 0)
      return;

   ship = ship_get( shipname );

   credits_t targetprice = ship_buyPrice(ship);

   if (land_errDialogue( shipname, "buyShip" ))
      return;

   credits2str( buf, targetprice, 2 );
   if (dialogue_YesNo("Are you sure?", /* confirm */
         "Do you really want to spend %s on a new ship?", buf )==0)
      return;

   /* player just got a new ship */
   if (player_newShip( ship, NULL, 0, 0 ) == NULL) {
      /* Player actually aborted naming process. */
      return;
   }
   player_modCredits( -targetprice ); /* ouch, paying is hard */

   /* Update shipyard. */
   shipyard_update(wid, NULL);
}
Esempio n. 4
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);
   }
}
Esempio n. 5
0
File: info.c Progetto: nenau/naev
/**
 * @brief Loads a GUI.
 *
 *    @param wdw Window triggering function.
 *    @param str Unused.
 */
static void setgui_load( unsigned int wdw, char *str )
{
   (void)str;
   char *gui;
   int wid;

   wid = window_get( _("Select GUI") );
   gui = toolkit_getList( wid, "lstGUI" );
   if (strcmp(gui,_("None")) == 0)
      return;

   if (player.guiOverride == 0) {
      if (dialogue_YesNo( _("GUI Override is not set."),
               _("Enable GUI Override and change GUI to '%s'?"), gui )) {
         player.guiOverride = 1;
         window_checkboxSet( wid, "chkOverride", player.guiOverride );
      }
      else {
         return;
      }
   }

   /* Set the GUI. */
   if (player.gui != NULL)
      free( player.gui );
   player.gui = strdup( gui );

   /* Close menus before loading for proper rendering. */
   setgui_close(wdw, NULL);

   /* Load the GUI. */
   gui_load( gui_pick() );
}
Esempio n. 6
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();
   }
}
Esempio n. 7
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File: save.c Progetto: isfos/naev
/**
 * @brief Deletes an old game.
 *    @param wdw Window to delete.
 *    @param str Unused.
 */
static void load_menu_delete( unsigned int wdw, char *str )
{
   (void)str;
   char *save, path[PATH_MAX];
   int wid;

   wid = window_get( "Load Game" );
   save = toolkit_getList( wid, "lstSaves" );

   if (strcmp(save,"None") == 0)
      return;

   if (dialogue_YesNo( "Permanently Delete?",
      "Are you sure you want to permanently delete '%s'?", save) == 0)
      return;

   snprintf( path, PATH_MAX, "%ssaves/%s.ns", nfile_basePath(), save );
   remove(path); /* remove is portable and will call unlink on linux. */

   /* need to reload the menu */
   load_menu_close(wdw, NULL);
   load_game_menu();
}
Esempio n. 8
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 );
}
Esempio n. 9
0
File: menu.c Progetto: Arakash/naev
/**
 * @brief Main menu closing prompt.
 */
static void main_menu_promptClose( unsigned int wid, char *unused )
{
   if (dialogue_YesNo( "Quit", "Are you sure you want to quit?" ))
      menu_exit( wid, unused );
}