Esempio n. 1
0
File: save.c Progetto: isfos/naev
/**
 * @brief Actually loads a new game based on file.
 *
 *    @param file File that contains the new game.
 *    @return 0 on success.
 */
static int load_game( const char* file )
{
   xmlNodePtr node;
   xmlDocPtr doc;

   /* Make sure it exists. */
   if (!nfile_fileExists(file)) {
      dialogue_alert("Savegame file seems to have been deleted.");
      return -1;
   }

   /* Load the XML. */
   doc   = xmlParseFile(file);
   if (doc == NULL)
      goto err;
   node  = doc->xmlChildrenNode; /* base node */
   if (node == NULL)
      goto err_doc;

   /* Clean up possible stuff that should be cleaned. */
   player_cleanup();
   diff_clear();
   var_cleanup();
   missions_cleanup();
   events_cleanup();

   /* Welcome message - must be before space_init. */
   player_message( "\egWelcome to "APPNAME"!" );
   player_message( "\eg v%d.%d.%d", VMAJOR, VMINOR, VREV );

   /* Now begin to load. */
   diff_load(node); /* Must load first to work properly. */
   pfaction_load(node); /* Must be loaded before player so the messages show up properly. */
   player_load(node);
   var_load(node);
   missions_loadActive(node);
   hook_load(node);
   space_sysLoad(node);

   /* Initialize the economy. */
   economy_init();

   /* Need to run takeoff hooks since player just "took off" */
   hooks_run("takeoff");
   player_addEscorts();
   hooks_run("enter");
   events_trigger( EVENT_TRIGGER_ENTER );

   xmlFreeDoc(doc);
   xmlCleanupParser();
   
   return 0;

err_doc:
   xmlFreeDoc(doc);
   xmlCleanupParser();
err:
   WARN("Savegame '%s' invalid!", file);
   return -1;
}
Esempio n. 2
0
/**
 * @brief Teleports the player to a new system (only if not landed).
 *
 * Does not change the position nor velocity of the player.p, which will probably be wrong in the new system.
 *
 * @usage player.teleport( system.get("Arcanis") ) -- Teleports the player to arcanis.
 * @usage player.teleport( "Arcanis" ) -- Teleports the player to arcanis.
 *
 *    @luaparam sys System or name of a system to teleport the player to.
 * @luafunc teleport( sys )
 */
static int playerL_teleport( lua_State *L )
{
   LuaSystem *sys;
   const char *name;

   /* 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!");

   /* Get a system. */
   if (lua_issystem(L,1)) {
      sys   = lua_tosystem(L,1);
      name  = system_getIndex(sys->id)->name;
   }
   else if (lua_isstring(L,1))
      name = lua_tostring(L,1);
   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 );

   /* Reset targets when teleporting */
   player_targetPlanetSet( -1 );
   player_targetHyperspaceSet( -1 );
   gui_setNav();
   return 0;
}
Esempio n. 3
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;
}
Esempio n. 4
0
File: land.c Progetto: Dinth/naev
/**
 * @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. );
}
Esempio n. 5
0
File: land.c Progetto: Kinniken/naev
/**
 * @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. );
   }