Esempio n. 1
0
File: board.c Progetto: pegue/naev
/**
 * @brief Attempt to steal the boarded ship's cargo.
 *
 *    @param wdw Window triggering the function.
 *    @param str Unused.
 */
static void board_stealCargo( unsigned int wdw, char* str )
{
   (void)str;
   int q;
   Pilot* p;

   p = pilot_get(player->target);

   if (p->ncommodities==0) { /* no cargo */
      player_message("The ship has no cargo.");
      return;
   }
   else if (pilot_cargoFree(player) <= 0) {
      player_message("You have no room for cargo.");
      return;
   }

   if (board_fail(wdw)) return;

   /** steal as much as possible until full - @todo let player choose */
   q = 1;
   while ((p->ncommodities > 0) && (q!=0)) {
      q = pilot_addCargo( player, p->commodities[0].commodity,
            p->commodities[0].quantity );
      pilot_rmCargo( p, p->commodities[0].commodity, q );
   }

   board_update( wdw );
   player_message("You manage to steal the ship's cargo.");
}
Esempio n. 2
0
/**
 * @brief Aborts autonav.
 *
 *    @param reason Human-readable string describing abort condition.
 */
void player_autonavAbort( const char *reason )
{
   /* No point if player is beyond aborting. */
   if ((player.p==NULL) || pilot_isFlag(player.p, PILOT_HYPERSPACE))
      return;

   /* Cooldown (handled later) may be script-initiated and we don't
    * want to make it player-abortable while under manual control. */
   if (pilot_isFlag( player.p, PILOT_MANUAL_CONTROL ))
      return;

   if (player_isFlag(PLAYER_AUTONAV)) {
      if (reason != NULL)
         player_message(_("\arAutonav aborted: %s!"), reason);
      else
         player_message(_("\arAutonav aborted!"));
      player_rmFlag(PLAYER_AUTONAV);

      /* Get rid of acceleration. */
      player_accelOver();

      /* Break possible hyperspacing. */
      if (pilot_isFlag(player.p, PILOT_HYP_PREP)) {
         pilot_hyperspaceAbort(player.p);
         player_message(_("\apAborting hyperspace sequence."));
      }

      /* Reset time compression. */
      player_autonavEnd();
   }
}
Esempio n. 3
0
File: board.c Progetto: pegue/naev
/**
 * @brief Attempt to steal the boarded ship's fuel.
 *
 *    @param wdw Window triggering the function.
 *    @param str Unused.
 */
static void board_stealFuel( unsigned int wdw, char* str )
{
   (void)str;
   Pilot* p;

   p = pilot_get(player->target);

   if (p->fuel <= 0.) { /* no fuel. */
      player_message("The ship has no fuel.");
      return;
   }
   else if (player->fuel == player->fuel_max) {
      player_message("Your ship is at maximum fuel capacity.");
      return;
   }

   if (board_fail(wdw)) return;

   /* Steal fuel. */
   player->fuel += p->fuel;
   p->fuel = 0.;

   /* Make sure doesn't overflow. */
   if (player->fuel > player->fuel_max) {
      p->fuel = player->fuel_max - player->fuel;
      player->fuel = player->fuel_max;
   }

   board_update( wdw );
   player_message("You manage to steal the ship's fuel.");
}
Esempio n. 4
0
/**
 * @brief Starts autonav.
 */
void player_autonavStart (void)
{
   /* Not under manual control or disabled. */
   if (pilot_isFlag( player.p, PILOT_MANUAL_CONTROL ) ||
         pilot_isDisabled(player.p))
      return;

   if ((player.p->nav_hyperspace == -1) && (player.p->nav_planet== -1))
      return;
   else if ((player.p->nav_planet != -1) && !player_getHypPreempt()) {
      player_autonavPnt( cur_system->planets[ player.p->nav_planet ]->name );
      return;
   }

   if (player.p->fuel < player.p->fuel_consumption) {
      player_message(_("\arNot enough fuel to jump for autonav."));
      return;
   }

   if (pilot_isFlag( player.p, PILOT_NOJUMP)) {
      player_message(_("\arHyperspace drive is offline."));
      return;
   }

   if (!player_autonavSetup())
      return;

   player.autonav = AUTONAV_JUMP_APPROACH;
}
Esempio n. 5
0
File: weapon.c Progetto: zid/naev
/**
 * @brief Toggles the player's weapon safety.
 */
void weapon_toggleSafety (void)
{
   weapon_safety = !weapon_safety;

   if (weapon_safety)
      player_message( "Enabling weapon safety." );
   else
      player_message( "Disabling weapon safety." );
}
Esempio n. 6
0
File: comm.c Progetto: zid/naev
/**
 * @brief Opens the communication dialogue with a pilot.
 *
 *    @param pilot Pilot to communicate with.
 *    @return 0 on success.
 */
int comm_openPilot( unsigned int pilot )
{
   const char *msg;
   unsigned int wid;

   /* Get the pilot. */
   comm_pilot = pilot_get( pilot );
   if (comm_pilot == NULL)
      return -1;
  
   /* Must not be disabled. */
   if (pilot_isFlag(comm_pilot, PILOT_DISABLED)) {
      player_message("%s does not respond.", comm_pilot->name);
      return 0;
   }

   /* Check to see if pilot wants to communicate. */
   msg = comm_getString( "comm_no" );   
   if (msg != NULL) {
      player_message( msg );
      return 0;
   }

   /* Set up for the comm_get* functions. */
   ai_setPilot( comm_pilot );

   /* Create the generic comm window. */
   wid = comm_open( ship_loadCommGFX( comm_pilot->ship ),
         comm_pilot->faction,
         pilot_isHostile(comm_pilot) ? -1 : pilot_isFriendly(comm_pilot) ? 1 : 0,
         pilot_isFlag(comm_pilot, PILOT_BRIBED),
         comm_pilot->name );

   /* Add special buttons. */
   window_addButton( wid, -20, 20 + BUTTON_HEIGHT + 20,
         BUTTON_WIDTH, BUTTON_HEIGHT, "btnGreet", "Greet", NULL );
   if (!pilot_isFlag(comm_pilot, PILOT_BRIBED) && /* Not already bribed. */
         ((faction_getPlayer( comm_pilot->faction ) < 0) || /* Hostile. */
            pilot_isHostile(comm_pilot)))
      window_addButton( wid, -20, 20 + 2*BUTTON_HEIGHT + 40,
            BUTTON_WIDTH, BUTTON_HEIGHT, "btnBribe", "Bribe", comm_bribePilot );
   else
      window_addButton( wid, -20, 20 + 2*BUTTON_HEIGHT + 40,
            BUTTON_WIDTH, BUTTON_HEIGHT, "btnRequest",
            "Refuel", comm_requestFuel );

   /* Run hooks if needed. */
   pilot_runHook( comm_pilot, PILOT_HOOK_HAIL );

   return 0;
}
Esempio n. 7
0
File: board.c Progetto: pegue/naev
/**
 * @brief Checks to see if the hijack attempt failed.
 *
 *    @return 1 on failure to board, otherwise 0.
 */
static int board_fail( unsigned int wdw )
{
   int ret;

   ret = board_trySteal( player );

   if (ret == 0)
      return 0;
   else if (ret < 0) /* killed ship. */
      player_message("You have tripped the ship's self destruct mechanism!");
   else /* you just got locked out */
      player_message("The ship's security system locks %s out.",
            (player->ship->crew > 0) ? "your crew" : "you" );

   board_exit( wdw, NULL);
   return 1;
}
Esempio n. 8
0
File: escort.c Progetto: nenau/naev
/**
 * @brief Have a pilot order its escorts to hold position.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_hold( Pilot *parent )
{
   int ret;
   ret = escort_command( parent, "e_hold", 0 );
   if ((ret == 0) && (parent == player.p))
         player_message(_("\agEscorts: \a0Holding position."));
   return ret;
}
Esempio n. 9
0
File: escort.c Progetto: pegue/naev
/**
 * @brief Have a pilot order it's escorts to dock.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_return( Pilot *parent )
{
   int ret;
   ret = escort_command( parent, ESCORT_RETURN, -1 );
   if ((ret == 0) && (parent == player))
      player_message("Escorts: Returning to ship.");
   return ret;
}
Esempio n. 10
0
File: escort.c Progetto: pegue/naev
/**
 * @brief Have a pilot order it's escorts to clear orders.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_clear( Pilot *parent )
{
   int ret;
   ret = escort_command( parent, ESCORT_CLEAR, -1);
   if ((ret == 0) && (parent == player))
      player_message("Escorts: Clearing orders.");
   return ret;
}
Esempio n. 11
0
File: escort.c Progetto: nenau/naev
/**
 * @brief Have a pilot order its escorts to clear orders.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_clear( Pilot *parent )
{
   int ret;
   ret = escort_command( parent, "e_clear", 0 );
   if ((ret == 0) && (parent == player.p))
      player_message(_("\agEscorts: \a0Clearing orders."));
   return ret;
}
Esempio n. 12
0
File: escort.c Progetto: pegue/naev
/**
 * @brief Have a pilot order it's escorts to hold position.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_hold( Pilot *parent )
{
   int ret;
   ret = escort_command( parent, ESCORT_HOLD, -1 );
   if ((ret == 0) && (parent == player))
         player_message("Escorts: Holding position.");
   return ret;
}
Esempio n. 13
0
File: escort.c Progetto: nenau/naev
/**
 * @brief Have a pilot order its escorts to dock.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_return( Pilot *parent )
{
   int ret;
   ret = escort_command( parent, "e_return", 0 );
   if ((ret == 0) && (parent == player.p))
      player_message(_("\agEscorts: \a0Returning to ship."));
   return ret;
}
Esempio n. 14
0
File: board.c Progetto: pegue/naev
/**
 * @brief Attempt to steal the boarded ship's credits.
 *
 *    @param wdw Window triggering the function.
 *    @param str Unused.
 */
static void board_stealCreds( unsigned int wdw, char* str )
{
   (void)str;
   Pilot* p;

   p = pilot_get(player->target);

   if (p->credits==0) { /* you can't steal from the poor */
      player_message("The ship has no credits.");
      return;
   }

   if (board_fail(wdw)) return;

   player->credits += p->credits;
   p->credits = 0;
   board_update( wdw ); /* update the lack of credits */
   player_message("You manage to steal the ship's credits.");
}
Esempio n. 15
0
File: escort.c Progetto: pegue/naev
/**
 * @brief Have a pilot order it's escorts to attack it's target.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_attack( Pilot *parent )
{
   int ret;
   Pilot *t;

   ret = 1;
   if (parent->target != parent->id)
      ret = escort_command( parent, ESCORT_ATTACK, parent->target );
   if ((ret == 0) && (parent == player)) {
      t = pilot_get(parent->target);
      if (t != NULL)
         player_message("Escorts: Attacking %s.", t->name);
   }
   return ret;
}
Esempio n. 16
0
File: escort.c Progetto: nenau/naev
/**
 * @brief Have a pilot order its escorts to jump.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_jump( Pilot *parent, JumpPoint *jp )
{
   int ret;
   LuaJump lj;

   lj.destid = jp->targetid;
   lj.srcid = cur_system->id;

   lua_pushjump( naevL, lj );
   ret = escort_command( parent, "hyperspace", -1 );
   lua_pop(naevL, 1);

   if ((ret == 0) && (parent == player.p))
      player_message(_("\agEscorts: \a0Jumping."));
   return ret;
}
Esempio n. 17
0
/**
 * @brief Prepares the player to enter autonav.
 *
 *    @return 1 on success, 0 on failure (disabled, etc.)
 */
static int player_autonavSetup (void)
{
   /* Not under manual control or disabled. */
   if (pilot_isFlag( player.p, PILOT_MANUAL_CONTROL ) ||
         pilot_isDisabled(player.p))
      return 0;

   /* Autonav is mutually-exclusive with other autopilot methods. */
   player_restoreControl( PINPUT_AUTONAV, NULL );

   player_message(_("\apAutonav initialized."));
   if (!player_isFlag(PLAYER_AUTONAV)) {

      tc_base   = player_isFlag(PLAYER_DOUBLESPEED) ? 2. : 1.;
      tc_mod    = tc_base;
      if (conf.compression_mult >= 1.)
         player.tc_max = MIN( conf.compression_velocity / solid_maxspeed(player.p->solid, player.p->speed, player.p->thrust), conf.compression_mult );
      else
         player.tc_max = conf.compression_velocity /
               solid_maxspeed(player.p->solid, player.p->speed, player.p->thrust);

      /* Safe cap. */
      player.tc_max = MAX( 1., player.tc_max );
   }

   /* Sane values. */
   tc_rampdown  = 0;
   tc_down      = 0.;
   lasts        = player.p->shield / player.p->shield_max;
   lasta        = player.p->armour / player.p->armour_max;

   /* Set flag and tc_mod just in case. */
   player_setFlag(PLAYER_AUTONAV);
   pause_setSpeed( tc_mod );

   /* Make sure time acceleration starts immediately. */
   player.autonav_timer = 0.;

   return 1;
}
Esempio n. 18
0
File: escort.c Progetto: nenau/naev
/**
 * @brief Have a pilot order its escorts to attack its target.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_attack( Pilot *parent )
{
   int ret;
   Pilot *t;

   /* Avoid killing self. */
   t = pilot_get(parent->target);
   if (t == NULL)
      return 1;
   if (t->faction == parent->faction)
      return 1;

   /* Send command. */
   ret = 1;
   if (parent->target != parent->id) {
      lua_pushpilot(naevL, parent->target);
      ret = escort_command( parent, "e_attack", -1 );
      lua_pop(naevL, 1);
   }
   if ((ret == 0) && (parent == player.p))
      player_message(_("\agEscorts: \a0Attacking %s."), t->name);
   return ret;
}
Esempio n. 19
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File: comm.c Progetto: zid/naev
/**
 * @brief Opens a communication dialogue with a planet.
 *
 *    @param planet Planet to communicate with.
 *    @return 0 on success.
 */
int comm_openPlanet( Planet *planet )
{
   unsigned int wid;

   /* Must not be disabled. */
   if (!planet_hasService(planet, PLANET_SERVICE_BASIC)) {
      player_message("%s does not respond.", planet->name);
      return 0;
   }

   comm_planet = planet;

   /* Create the generic comm window. */
   wid = comm_open( gl_dupTexture( comm_planet->gfx_space ),
         comm_planet->faction, 0, 0, comm_planet->name );

   /* Add special buttons. */
   if (areEnemies(player->faction, planet->faction) &&
         !planet->bribed)
      window_addButton( wid, -20, 20 + BUTTON_HEIGHT + 20,
            BUTTON_WIDTH, BUTTON_HEIGHT, "btnBribe", "Bribe", comm_bribePlanet );

   return 0;
}
Esempio n. 20
0
File: board.c Progetto: pegue/naev
/**
 * @fn void player_board (void)
 *
 * @brief Attempt to board the player's target.
 *
 * Creates the window on success.
 */
void player_board (void)
{  
   Pilot *p;
   unsigned int wdw;

   if (player->target==PLAYER_ID) {
      player_message("You need a target to board first!");
      return;
   }

   p = pilot_get(player->target);

   if (!pilot_isDisabled(p)) {
      player_message("You cannot board a ship that isn't disabled!");
      return;
   }
   else if (vect_dist(&player->solid->pos,&p->solid->pos) >
         p->ship->gfx_space->sw * PILOT_SIZE_APROX) {
      player_message("You are too far away to board your target.");
      return;
   }
   else if ((pow2(VX(player->solid->vel)-VX(p->solid->vel)) +
            pow2(VY(player->solid->vel)-VY(p->solid->vel))) >
         (double)pow2(MAX_HYPERSPACE_VEL)) {
      player_message("You are going too fast to board the ship.");
      return;
   }
   else if (pilot_isFlag(p,PILOT_BOARDED)) {
      player_message("Your target cannot be boarded again.");
      return;
   };

   /* pilot will be boarded */
   pilot_setFlag(p,PILOT_BOARDED); 
   player_message("Boarding ship %s.", p->name);


   /*
    * create the boarding window
    */
   wdw = window_create( "Boarding", -1, -1, BOARDING_WIDTH, BOARDING_HEIGHT );

   window_addText( wdw, 20, -30, 120, 60,
         0, "txtCargo", &gl_smallFont, &cDConsole,
         "Credits:\n"
         "Cargo:\n"
         "Fuel:\n"
         );
   window_addText( wdw, 80, -30, 120, 60,
         0, "txtData", &gl_smallFont, &cBlack, NULL );

   window_addButton( wdw, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnStealCredits", "Credits", board_stealCreds);
   window_addButton( wdw, 20+BUTTON_WIDTH+20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnStealCargo", "Cargo", board_stealCargo);
   window_addButton( wdw, 20+2*(BUTTON_WIDTH+20), 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnStealCargo", "Fuel", board_stealFuel);

   window_addButton( wdw, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnBoardingClose", "Leave", board_exit );

   board_update(wdw);

   /*
    * run hook if needed
    */
   pilot_runHook(p, PILOT_HOOK_BOARD);
}
Esempio n. 21
0
File: land.c Progetto: naev/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( _("\apTaking 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. );

   /* Reset speed */
   player_autonavResetSpeed();
   }
Esempio n. 22
0
/**
 * @brief Handles the autonavigation process for the player.
 */
static void player_autonav (void)
{
   JumpPoint *jp;
   int ret;
   double d, t, tint;
   double vel;

   switch (player.autonav) {
      case AUTONAV_JUMP_APPROACH:
         /* Target jump. */
         jp    = &cur_system->jumps[ player.p->nav_hyperspace ];
         ret   = player_autonavApproach( &jp->pos, &d, 0 );
         if (ret)
            player.autonav = AUTONAV_JUMP_BRAKE;
         else if (!tc_rampdown && (map_npath<=1)) {
            vel   = MIN( 1.5*player.p->speed, VMOD(player.p->solid->vel) );
            t     = d / vel * (1.2 - .1 * tc_base);
            /* tint is the integral of the time in per time units.
             *
             * tc_mod
             *    ^
             *    |
             *    |\
             *    | \
             *    |  \___
             *    |
             *    +------> time
             *    0   3
             *
             * We decompose integral in a rectangle (3*1) and a triangle (3*(tc_mod-1.))/2.
             *  This is the "elapsed time" when linearly decreasing the tc_mod. Which we can
             *  use to calculate the actual "game time" that'll pass when decreasing the
             *  tc_mod to 1 during 3 seconds. This can be used then to compare when we want to
             *  start decrementing.
             */
            tint  = 3. + 0.5*(3.*(tc_mod-tc_base));
            if (t < tint) {
               tc_rampdown = 1;
               tc_down     = (tc_mod-tc_base) / 3.;
            }
         }
         break;

      case AUTONAV_JUMP_BRAKE:
         /* Target jump. */
         jp    = &cur_system->jumps[ player.p->nav_hyperspace ];
         if (player.p->stats.misc_instant_jump) {
            ret = pilot_interceptPos( player.p, jp->pos.x, jp->pos.y );
            if (!ret && space_canHyperspace(player.p))
               ret = 1;
            player_acc = player.p->solid->thrust / player.p->thrust;
         }
         else
            ret = player_autonavBrake();

         /* Try to jump or see if braked. */
         if (ret) {
            if (space_canHyperspace(player.p))
               player_jump();
            player.autonav = AUTONAV_JUMP_APPROACH;
         }

         /* See if should ramp down. */
         if (!tc_rampdown && (map_npath<=1)) {
            tc_rampdown = 1;
            tc_down     = (tc_mod-tc_base) / 3.;
         }
         break;

      case AUTONAV_POS_APPROACH:
         ret = player_autonavApproach( &player.autonav_pos, &d, 1 );
         if (ret) {
            player_message( _("\apAutonav arrived at position.") );
            player_autonavEnd();
         }
         else if (!tc_rampdown)
            player_autonavRampdown(d);
         break;
      case AUTONAV_PNT_APPROACH:
         ret = player_autonavApproach( &player.autonav_pos, &d, 1 );
         if (ret) {
            player_message( _("\apAutonav arrived at \a%c%s\a\0."),
                  planet_getColourChar( planet_get(player.autonavmsg) ),
                  player.autonavmsg );
            player_autonavEnd();
         }
         else if (!tc_rampdown)
            player_autonavRampdown(d);
         break;
   }
}