/** * @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. * * @luatparam string|Planet param Read description for details. * @luatreturn System System matching param. * @luafunc get( param ) */ static int systemL_get( lua_State *L ) { StarSystem *ss; Planet *pnt; /* Passing a string (systemname) */ if (lua_isstring(L,1)) { ss = system_get( lua_tostring(L,1) ); } /* Passing a planet */ else if (lua_isplanet(L,1)) { pnt = luaL_validplanet(L,1); ss = system_get( planet_getSystem( pnt->name ) ); } else NLUA_INVALID_PARAMETER(L); /* Error checking. */ if (ss == NULL) { NLUA_ERROR(L, "No matching systems found."); return 0; } /* return the system */ lua_pushsystem(L,system_index(ss)); return 1; }
/** * @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; }
/** * @brief Gets a system. * * Behaves differently depending on what you pass as param: * - nil : -OBSOLETE- Gets the current system. Use system.cur() instead. * - string : Gets the system by name. * - planet : Gets the system by planet. * * @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; /* Get current system with no parameters */ if (lua_gettop(L) == 0) { sys.id = system_index( cur_system ); } /* Passing a string (systemname) */ else 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; }
/** * @brief Gets the player's long term autonav destination. * * @usage sys = player.autonavDest() * * @luareturn The system the player wants to get to or nil if none selected. * @luafunc autonavDest() */ static int playerL_autonavDest( lua_State *L ) { LuaSystem ls; StarSystem *dest; /* Get destination. */ dest = map_getDestination(); if (dest == NULL) return 0; ls.id = system_index( dest ); lua_pushsystem( L, ls ); return 1; }
/** * @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; }
/** * @brief Gets all the systems. * @luatreturn {System,...} A list of all the systems. * @luafunc getAll() */ static int systemL_getAll( lua_State *L ) { StarSystem *sys; int i, ind, n; lua_newtable(L); sys = system_getAll( &n ); ind = 1; for (i=0; i<n; i++) { lua_pushnumber( L, ind++ ); lua_pushsystem( L, system_index( &sys[i] ) ); lua_settable( L, -3 ); } return 1; }
/** * @brief Gets all the adjacent systems to a system. * * @usage for _,s in ipairs( sys:adjacentSystems() ) do -- Iterate over adjacent systems. * * @luaparam s System to get adjacent systems of. * @luareturn An ordered table with all the adjacent systems. * @luafunc adjacentSystems( s ) */ static int systemL_adjacent( lua_State *L ) { int i; LuaSystem sysp; StarSystem *s; s = luaL_validsystem(L,1); /* Push all adjacent systems. */ lua_newtable(L); for (i=0; i<s->njumps; i++) { sysp.id = system_index( s->jumps[i].target ); lua_pushnumber(L,i+1); /* key. */ lua_pushsystem(L,sysp); /* value. */ lua_rawset(L,-3); } return 1; }
/** * @brief Gets all the adjacent systems to a system. * * @usage for _,s in ipairs( sys:adjacentSystems() ) do -- Iterate over adjacent systems. * * @luaparam s System to get adjacent systems of. * @luaparam hidden Whether or not to show hidden jumps also. * @luareturn An ordered table with all the adjacent systems. * @luafunc adjacentSystems( s, hidden ) */ static int systemL_adjacent( lua_State *L ) { int i, h; LuaSystem sysp; StarSystem *s; s = luaL_validsystem(L,1); h = lua_toboolean(L,2); /* Push all adjacent systems. */ lua_newtable(L); for (i=0; i<s->njumps; i++) { if (jp_isFlag(&s->jumps[i], JP_EXITONLY )) continue; if (!h && jp_isFlag(&s->jumps[i], JP_HIDDEN)) continue; sysp.id = system_index( s->jumps[i].target ); lua_pushnumber(L,i+1); /* key. */ lua_pushsystem(L,sysp); /* value. */ lua_rawset(L,-3); } return 1; }
/** * @brief Gets a planet. * * Possible values of param: * - nil : -OBSOLETE- Gets the current landed planet or nil if there is none. Use planet.cur() instead. * - 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 luasys; LuaFaction *f; Planet *pnt; StarSystem *sys; char *sysname; rndplanet = NULL; planets = NULL; nplanets = 0; /* Get the landed planet */ if (lua_gettop(L) == 0) { if (land_planet != NULL) { planet.id = planet_index( land_planet ); lua_pushplanet(L,planet); luasys.id = system_index( system_get( planet_getSystem(land_planet->name) ) ); lua_pushsystem(L,luasys); 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)) { pnt = planet_get( space_getRndPlanet() ); planet.id = planet_index( pnt ); lua_pushplanet(L,planet); luasys.id = 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->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) { if (lua_isfaction(L, -1)) { 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(L); /* Bad Parameter */ /* No suitable planet found */ if ((rndplanet == NULL) && ((planets == NULL) || nplanets == 0)) return 0; /* Pick random planet */ else if (rndplanet == NULL) { rndplanet = planets[RNG(0,nplanets-1)]; 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; } planet.id = planet_index( pnt ); lua_pushplanet(L,planet); luasys.id = system_index( sys ); lua_pushsystem(L,luasys); return 2; }
/** * @brief Gets the current system. * * @usage sys = system.cur() -- Gets the current system * * @luatreturn System Current system. * @luafunc cur() */ static int systemL_cur( lua_State *L ) { lua_pushsystem(L,system_index( cur_system )); return 1; }
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; }
/** * @brief Parses the actual individual mission nodes. * * @param parent Parent node to parse. * @return 0 on success. */ static int missions_parseActive( xmlNodePtr parent ) { Mission *misn; MissionData *data; int m, i; char *buf; char *title; const char **items; int nitems; int id, sys, type; StarSystem *ssys; xmlNodePtr node, cur, nest; m = 0; /* start with mission 0 */ node = parent->xmlChildrenNode; do { if (xml_isNode(node,"mission")) { misn = player_missions[m]; /* process the attributes to create the mission */ xmlr_attr(node,"data",buf); data = mission_get(mission_getID(buf)); if (data == NULL) { WARN("Mission '%s' from savegame not found in game - ignoring.", buf); free(buf); continue; } else { if (mission_init( misn, data, 0, 0, NULL )) { WARN("Mission '%s' from savegame failed to load properly - ignoring.", buf); free(buf); continue; } misn->accepted = 1; } free(buf); /* this will orphan an identifier */ xmlr_attr(node,"id",buf); misn->id = atol(buf); free(buf); cur = node->xmlChildrenNode; do { xmlr_strd(cur,"title",misn->title); xmlr_strd(cur,"desc",misn->desc); xmlr_strd(cur,"reward",misn->reward); /* Get the markers. */ if (xml_isNode(cur,"markers")) { nest = cur->xmlChildrenNode; do { if (xml_isNode(nest,"marker")) { /* Get ID. */ xmlr_attr(nest,"id",buf); id = (buf != NULL) ? atoi(buf) : -1; if (buf != NULL) free(buf); /* Get type. */ xmlr_attr(nest,"type",buf); type = (buf != NULL) ? atoi(buf) : -1; if (buf != NULL) free(buf); /* Get system. */ ssys = system_get( xml_get( nest )); if (ssys == NULL) { WARN( "System Marker to '%s' does not exist", xml_get( nest ) ); continue; } sys = system_index( ssys ); mission_addMarker( misn, id, sys, type ); } } while (xml_nextNode(nest)); } /* Cargo. */ if (xml_isNode(cur,"cargos")) { nest = cur->xmlChildrenNode; do { if (xml_isNode(nest,"cargo")) mission_linkCargo( misn, xml_getLong(nest) ); } while (xml_nextNode(nest)); } /* OSD. */ if (xml_isNode(cur,"osd")) { xmlr_attr(cur,"nitems",buf); if (buf != NULL) { nitems = atoi(buf); free(buf); } else continue; xmlr_attr(cur,"title",title); items = malloc( nitems * sizeof(char*) ); i = 0; nest = cur->xmlChildrenNode; do { if (xml_isNode(nest,"msg")) { if (i > nitems) { WARN("Inconsistency with 'nitems' in savefile."); break; } items[i] = xml_get(nest); i++; } } while (xml_nextNode(nest)); /* Create the osd. */ misn->osd = osd_create( title, nitems, items, data->avail.priority ); free(items); free(title); /* Set active. */ xmlr_attr(cur,"active",buf); if (buf != NULL) { osd_active( misn->osd, atoi(buf) ); free(buf); } } /* Claims. */ if (xml_isNode(cur,"claims")) misn->claims = claim_xmlLoad( cur ); if (xml_isNode(cur,"lua")) /* start the unpersist routine */ nxml_unpersistLua( misn->L, cur ); } while (xml_nextNode(cur)); m++; /* next mission */ if (m >= MISSION_MAX) break; /* full of missions, must be an error */ } } while (xml_nextNode(node)); return 0; }
/** * @brief Unpersists Lua data. * * @param L State to unperisist data into. * @param parent Node containing all the Lua persisted data. * @return 0 on success. */ static int nxml_unpersistDataNode( lua_State *L, xmlNodePtr parent ) { LuaPlanet p; LuaSystem s; LuaFaction f; LuaShip sh; LuaTime lt; Planet *pnt; StarSystem *ss; xmlNodePtr node; char *name, *type, *buf, *num; int keynum; node = parent->xmlChildrenNode; do { if (xml_isNode(node,"data")) { /* Get general info. */ xmlr_attr(node,"name",name); xmlr_attr(node,"type",type); /* Check to see if key is a number. */ xmlr_attr(node,"keynum",num); if (num != NULL) { keynum = 1; lua_pushnumber(L, atof(name)); free(num); } else lua_pushstring(L, name); /* handle data types */ /* Recursive tables. */ if (strcmp(type,"table")==0) { xmlr_attr(node,"name",buf); /* Create new table. */ lua_newtable(L); /* Save data. */ nxml_unpersistDataNode(L,node); /* Set table. */ free(buf); } else if (strcmp(type,"number")==0) lua_pushnumber(L,xml_getFloat(node)); else if (strcmp(type,"bool")==0) lua_pushboolean(L,xml_getInt(node)); else if (strcmp(type,"string")==0) lua_pushstring(L,xml_get(node)); else if (strcmp(type,"planet")==0) { pnt = planet_get(xml_get(node)); if (pnt != NULL) { p.id = planet_index(pnt); lua_pushplanet(L,p); } else WARN("Failed to load unexistent planet '%s'", xml_get(node)); } else if (strcmp(type,"system")==0) { ss = system_get(xml_get(node)); if (ss != NULL) { s.id = system_index( ss ); lua_pushsystem(L,s); } else WARN("Failed to load unexistent system '%s'", xml_get(node)); } else if (strcmp(type,"faction")==0) { f.f = faction_get(xml_get(node)); lua_pushfaction(L,f); } else if (strcmp(type,"ship")==0) { sh.ship = ship_get(xml_get(node)); lua_pushship(L,sh); } else if (strcmp(type,"time")==0) { lt.t = xml_getLong(node); lua_pushtime(L,lt); } else { WARN("Unknown lua data type!"); lua_pop(L,1); return -1; } /* Set field. */ lua_settable(L, -3); /* cleanup */ free(type); free(name); } } while (xml_nextNode(node)); return 0; }