Esempio n. 1
0
/**
 * @brief Sets a system's known state.
 *
 * @usage s:setKnown( false ) -- Makes system unknown.
 *    @luaparam s System to set known.
 *    @luaparam b Whether or not to set as known (defaults to false).
 *    @luaparam r Whether or not to iterate over the system's assets and jump points (defaults to false).
 * @luafunc setKnown( s, b )
 */
static int systemL_setknown( lua_State *L )
{
   int b, r, i;
   StarSystem *sys;

   r = 0;
   sys = luaL_validsystem(L, 1);
   b   = lua_toboolean(L, 2);
   if (lua_gettop(L) > 2)
      r   = lua_toboolean(L, 3);

   if (b)
      sys_setFlag( sys, SYSTEM_KNOWN );
   else
      sys_rmFlag( sys, SYSTEM_KNOWN );

   if (r) {
      if (b) {
         for (i=0; i < sys->nplanets; i++)
            planet_setKnown( sys->planets[i] );
         for (i=0; i < sys->njumps; i++)
            jp_setFlag( &sys->jumps[i], JP_KNOWN );
     }
     else {
         for (i=0; i < sys->nplanets; i++)
            planet_rmFlag( sys->planets[i], PLANET_KNOWN );
         for (i=0; i < sys->njumps; i++)
            jp_rmFlag( &sys->jumps[i], JP_KNOWN );
     }
   }
   return 0;
}
Esempio n. 2
0
/**
 * @brief Applies a hunk and adds it to the diff.
 *
 *    @param diff Diff to which the hunk belongs.
 *    @param hunk Hunk to apply.
 *    @return 0 on success.
 */
static int diff_patchHunk( UniHunk_t *hunk )
{
   Planet *p;

   switch (hunk->type) {

      /* Adding an asset. */
      case HUNK_TYPE_ASSET_ADD:
         planet_updateLand( planet_get(hunk->u.name) );
         return system_addPlanet( system_get(hunk->target.u.name), hunk->u.name );
      /* Removing an asset. */
      case HUNK_TYPE_ASSET_REMOVE:
         return system_rmPlanet( system_get(hunk->target.u.name), hunk->u.name );
      /* Making an asset a black market. */
      case HUNK_TYPE_ASSET_BLACKMARKET:
         planet_setBlackMarket( planet_get(hunk->u.name) );
         return 0;
      /* Making an asset a legal market. */
      case HUNK_TYPE_ASSET_LEGALMARKET:
         planet_rmFlag( planet_get(hunk->u.name), PLANET_BLACKMARKET );
         return 0;

      /* Adding a Jump. */
      case HUNK_TYPE_JUMP_ADD:
         return system_addJumpDiff( system_get(hunk->target.u.name), hunk->node );
      /* Removing a jump. */
      case HUNK_TYPE_JUMP_REMOVE:
         return system_rmJump( system_get(hunk->target.u.name), hunk->u.name );

      /* Adding a tech. */
      case HUNK_TYPE_TECH_ADD:
         return tech_addItem( hunk->target.u.name, hunk->u.name );
      /* Removing a tech. */
      case HUNK_TYPE_TECH_REMOVE:
         return tech_rmItem( hunk->target.u.name, hunk->u.name );

      /* Changing asset faction. */
      case HUNK_TYPE_ASSET_FACTION:
         p = planet_get( hunk->target.u.name );
         if (p==NULL)
            return -1;
         hunk->o.name = faction_name( p->faction );
         return planet_setFaction( p, faction_get(hunk->u.name) );
      case HUNK_TYPE_ASSET_FACTION_REMOVE:
         return planet_setFaction( planet_get(hunk->target.u.name), faction_get(hunk->o.name) );

      default:
         WARN("Unknown hunk type '%d'.", hunk->type);
         break;
   }

   return -1;
}
Esempio n. 3
0
/**
 * @brief Sets a system's known state.
 *
 * @usage s:setKnown( false ) -- Makes system unknown.
 *    @luatparam System  s System to set known.
 *    @luatparam[opt=false] boolean b Whether or not to set as known.
 *    @luatparam[opt=false] boolean r Whether or not to iterate over the system's assets and jump points.
 * @luafunc setKnown( s, b, r )
 */
static int systemL_setknown( lua_State *L )
{
   int b, r, i;
   StarSystem *sys;

   NLUA_CHECKRW(L);

   r = 0;
   sys = luaL_validsystem(L, 1);
   b   = lua_toboolean(L, 2);
   if (lua_gettop(L) > 2)
      r   = lua_toboolean(L, 3);

   if (b)
      sys_setFlag( sys, SYSTEM_KNOWN );
   else
      sys_rmFlag( sys, SYSTEM_KNOWN );

   if (r) {
      if (b) {
         for (i=0; i < sys->nplanets; i++)
            planet_setKnown( sys->planets[i] );
         for (i=0; i < sys->njumps; i++)
            jp_setFlag( &sys->jumps[i], JP_KNOWN );
     }
     else {
         for (i=0; i < sys->nplanets; i++)
            planet_rmFlag( sys->planets[i], PLANET_KNOWN );
         for (i=0; i < sys->njumps; i++)
            jp_rmFlag( &sys->jumps[i], JP_KNOWN );
     }
   }

   /* Update outfits image array. */
   outfits_updateEquipmentOutfits();

   return 0;
}
Esempio n. 4
0
/**
 * @brief Sets a planets's known state.
 *
 * @usage p:setKnown( false ) -- Makes planet unknown.
 *    @luatparam Planet p Planet to set known.
 *    @luatparam[opt=false] boolean b Whether or not to set as known.
 * @luafunc setKnown( p, b )
 */
static int planetL_setKnown( lua_State *L )
{
   int b, changed;
   Planet *p;

   NLUA_CHECKRW(L);

   p = luaL_validplanet(L,1);
   b = lua_toboolean(L, 2);

   changed = (b != (int)planet_isKnown(p));

   if (b)
      planet_setKnown( p );
   else
      planet_rmFlag( p, PLANET_KNOWN );

   /* Update outfits image array. */
   if (changed)
      outfits_updateEquipmentOutfits();

   return 0;
}