/** * @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); } }
/** * @brief Updates the mission list. * @param wid Window of the mission computer. * @param str Unused. */ static void misn_update( unsigned int wid, char* str ) { (void) str; char *active_misn; Mission* misn; char txt[256], *buf; /* Clear computer markers. */ space_clearComputerMarkers(); /* Update date stuff. */ buf = ntime_pretty( 0, 2 ); snprintf( txt, sizeof(txt), "%s\n%d Tons", buf, player.p->cargo_free ); free(buf); window_modifyText( wid, "txtDate", txt ); active_misn = toolkit_getList( wid, "lstMission" ); if (strcmp(active_misn,"No Missions")==0) { window_modifyText( wid, "txtReward", "None" ); window_modifyText( wid, "txtDesc", "There are no missions available here." ); window_disableButton( wid, "btnAcceptMission" ); return; } misn = &mission_computer[ toolkit_getListPos( wid, "lstMission" ) ]; mission_sysComputerMark( misn ); if (misn->markers != NULL) map_center( system_getIndex( misn->markers[0].sys )->name ); window_modifyText( wid, "txtReward", misn->reward ); window_modifyText( wid, "txtDesc", misn->desc ); window_enableButton( wid, "btnAcceptMission" ); }
/** * @brief Updates the mission menu mission information based on what's selected. * @param str Unused. */ static void mission_menu_update( unsigned int wid, char* str ) { (void)str; char *active_misn; Mission* misn; active_misn = toolkit_getList( wid, "lstMission" ); if ((active_misn==NULL) || (strcmp(active_misn,"No Missions")==0)) { window_modifyText( wid, "txtReward", "None" ); window_modifyText( wid, "txtDesc", "You currently have no active missions." ); window_disableButton( wid, "btnAbortMission" ); return; } /* Modify the text. */ misn = &player_missions[ toolkit_getListPos(wid, "lstMission" ) ]; window_modifyText( wid, "txtReward", misn->reward ); window_modifyText( wid, "txtDesc", misn->desc ); window_enableButton( wid, "btnAbortMission" ); /* Select the system. */ if (misn->markers != NULL) map_center( system_getIndex( misn->markers[0].sys )->name ); }
/** * @brief Updates the keybindings menu. * * @param wid Window to update. * @param name Unused. */ static void menuKeybinds_update( unsigned int wid, char *name ) { (void) name; int selected; const char *keybind; const char *desc; SDLKey key; KeybindType type; SDLMod mod; char buf[1024]; char binding[64]; /* Get the keybind. */ selected = toolkit_getListPos( wid, "lstKeybinds" ); /* Remove the excess. */ keybind = keybind_info[selected][0]; opt_selectedKeybind = keybind; window_modifyText( wid, "txtName", keybind ); /* Get information. */ desc = input_getKeybindDescription( keybind ); key = input_getKeybind( keybind, &type, &mod ); /* Create the text. */ switch (type) { case KEYBIND_NULL: snprintf(binding, sizeof(binding), "Not bound"); break; case KEYBIND_KEYBOARD: /* SDL_GetKeyName returns lowercase which is ugly. */ if (nstd_isalpha(key)) snprintf(binding, sizeof(binding), "keyboard: %s%s%c", (mod != KMOD_NONE) ? input_modToText(mod) : "", (mod != KMOD_NONE) ? " + " : "", nstd_toupper(key)); else snprintf(binding, sizeof(binding), "keyboard: %s%s%s", (mod != KMOD_NONE) ? input_modToText(mod) : "", (mod != KMOD_NONE) ? " + " : "", SDL_GetKeyName(key)); break; case KEYBIND_JAXISPOS: snprintf(binding, sizeof(binding), "joy axis pos: <%d>", key ); break; case KEYBIND_JAXISNEG: snprintf(binding, sizeof(binding), "joy axis neg: <%d>", key ); break; case KEYBIND_JBUTTON: snprintf(binding, sizeof(binding), "joy button: <%d>", key); break; } /* Update text. */ snprintf(buf, 1024, "%s\n\n%s\n", desc, binding); window_modifyText( wid, "txtDesc", buf ); }
/** * @brief Updates the player's cargo in the cargo menu. * @param str Unused. */ static void cargo_update( unsigned int wid, char* str ) { (void)str; int pos; if (player->ncommodities==0) return; /* No cargo */ pos = toolkit_getListPos( wid, "lstCargo" ); /* Can jettison all but mission cargo when not landed*/ if (landed || (player->commodities[pos].id != 0)) window_disableButton( wid, "btnJettisonCargo" ); else window_enableButton( wid, "btnJettisonCargo" ); }
/** * @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(); } }
/** * @brief Makes the player jettison the currently selected cargo. * @param str Unused. */ static void cargo_jettison( unsigned int wid, char* str ) { (void)str; int pos; if (player->ncommodities==0) return; /* No cargo, redundant check */ pos = toolkit_getListPos( wid, "lstCargo" ); /* Remove the cargo */ commodity_Jettison( player->id, player->commodities[pos].commodity, player->commodities[pos].quantity ); pilot_rmCargo( player, player->commodities[pos].commodity, player->commodities[pos].quantity ); /* We reopen the menu to recreate the list now. */ window_destroy( wid ); info_cargo_menu(0, NULL); }
/** * @brief Updates the weapon sets. */ static void weapons_update( unsigned int wid, char *str ) { (void) str; int pos; /* Update the position. */ pos = toolkit_getListPos( wid, "lstWeapSets" ); info_eq_weaps.weapons = pos; /* Update fire mode. */ window_checkboxSet( wid, "chkFire", (pilot_weapSetTypeCheck( player.p, pos ) == WEAPSET_TYPE_WEAPON) ); /* Update inrange. */ window_checkboxSet( wid, "chkInrange", pilot_weapSetInrangeCheck( player.p, pos ) ); /* Update autoweap. */ window_checkboxSet( wid, "chkAutoweap", player.p->autoweap ); }
/** * @brief Updates the standings menu. */ static void standings_update( unsigned int wid, char* str ) { (void) str; int p, y; glTexture *t; int w, h, lw; char buf[128]; int m; /* Get dimensions. */ info_getDim( wid, &w, &h, &lw ); /* Get faction. */ p = toolkit_getListPos( wid, "lstStandings" ); y = 0; /* Render logo. */ t = faction_logoSmall( info_factions[p] ); if (t != NULL) { window_modifyImage( wid, "imgLogo", t, 0, 0 ); y = -40; window_moveWidget( wid, "imgLogo", lw+40 + (w-(lw+60)-t->w)/2, y ); y -= t->h; } else { window_modifyImage( wid, "imgLogo", NULL, 0, 0 ); y = -20; } /* Modify text. */ y -= 20; window_modifyText( wid, "txtName", faction_longname( info_factions[p] ) ); window_moveWidget( wid, "txtName", lw+40, y ); y -= 40; m = round( faction_getPlayer( info_factions[p] ) ); snprintf( buf, sizeof(buf), "%+d%% [ %s ]", m, faction_getStanding( m ) ); window_modifyText( wid, "txtStanding", buf ); window_moveWidget( wid, "txtStanding", lw+40, y ); }
/** * @brief Generates the weapons list. */ static void weapons_genList( unsigned int wid ) { const char *str; char **buf, tbuf[256]; int i, n; int w, h; /* Get the dimensions. */ window_dimWindow( wid, &w, &h ); /* Destroy widget if needed. */ if (widget_exists( wid, "lstWeapSets" )) { window_destroyWidget( wid, "lstWeapSets" ); n = toolkit_getListPos( wid, "lstWeapSets" ); } else n = -1; /* List */ buf = malloc( sizeof(char*) * PILOT_WEAPON_SETS ); for (i=0; i<PILOT_WEAPON_SETS; i++) { str = pilot_weapSetName( info_eq_weaps.selected, i ); if (str == NULL) snprintf( tbuf, sizeof(tbuf), "%d - ??", (i+1)%10 ); else snprintf( tbuf, sizeof(tbuf), "%d - %s", (i+1)%10, str ); buf[i] = strdup( tbuf ); } window_addList( wid, 20+180+20, -40, w - (20+180+20+20), 160, "lstWeapSets", buf, PILOT_WEAPON_SETS, 0, weapons_update ); /* Restore position. */ if (n >= 0) toolkit_setListPos( wid, "lstWeapSets", n ); }
/** * @brief Tries to set the key from an event. */ static int opt_setKeyEvent( unsigned int wid, SDL_Event *event ) { unsigned int parent; KeybindType type; int key; SDLMod mod, ev_mod; const char *str; int pos, off; /* See how to handle it. */ switch (event->type) { case SDL_KEYDOWN: key = event->key.keysym.sym; /* If control key make player hit twice. */ if (((key == SDLK_NUMLOCK) || (key == SDLK_CAPSLOCK) || (key == SDLK_SCROLLOCK) || (key == SDLK_RSHIFT) || (key == SDLK_LSHIFT) || (key == SDLK_RCTRL) || (key == SDLK_LCTRL) || (key == SDLK_RALT) || (key == SDLK_LALT) || (key == SDLK_RMETA) || (key == SDLK_LMETA) || (key == SDLK_LSUPER) || (key == SDLK_RSUPER)) && (opt_lastKeyPress != key)) { opt_lastKeyPress = key; return 0; } type = KEYBIND_KEYBOARD; if (window_checkboxState( wid, "chkAny" )) mod = NMOD_ALL; else { ev_mod = event->key.keysym.mod; mod = 0; if (ev_mod & (KMOD_LSHIFT | KMOD_RSHIFT)) mod |= NMOD_SHIFT; if (ev_mod & (KMOD_LCTRL | KMOD_RCTRL)) mod |= NMOD_CTRL; if (ev_mod & (KMOD_LALT | KMOD_RALT)) mod |= NMOD_ALT; if (ev_mod & (KMOD_LMETA | KMOD_RMETA)) mod |= NMOD_META; } /* Set key. */ opt_lastKeyPress = key; break; case SDL_JOYAXISMOTION: if (event->jaxis.value > 0) type = KEYBIND_JAXISPOS; else if (event->jaxis.value < 0) type = KEYBIND_JAXISNEG; else return 0; /* Not handled. */ key = event->jaxis.axis; mod = NMOD_ALL; break; case SDL_JOYBUTTONDOWN: type = KEYBIND_JBUTTON; key = event->jbutton.button; mod = NMOD_ALL; break; /* Not handled. */ default: return 0; } /* Warn if already bound. */ str = input_keyAlreadyBound( type, key, mod ); if ((str != NULL) && strcmp(str, opt_selectedKeybind)) dialogue_alert( "Key '%s' overlaps with key '%s' that was just set. " "You may want to correct this.", str, opt_selectedKeybind ); /* Set keybinding. */ input_setKeybind( opt_selectedKeybind, type, key, mod ); /* Close window. */ window_close( wid, NULL ); /* Update parent window. */ parent = window_getParent( wid ); pos = toolkit_getListPos( parent, "lstKeybinds" ); off = toolkit_getListOffset( parent, "lstKeybinds" ); window_destroyWidget( parent, "lstKeybinds" ); menuKeybinds_genList( parent ); toolkit_setListPos( parent, "lstKeybinds", pos ); toolkit_setListOffset( parent, "lstKeybinds", off ); return 0; }
static void dialogue_listClose( unsigned int wid, char* str ) { dialogue_listSelected = toolkit_getListPos( wid, "lstDialogue" ); dialogue_close( wid, str ); }
/** * @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 ); }