コード例 #1
0
ファイル: nlua_system.c プロジェクト: JKtheSlacker/naev
/**
 * @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;
}
コード例 #2
0
ファイル: claim.c プロジェクト: Anatolis/naev
/**
 * @brief Clears the claims on all systems.
 */
void claim_clear (void)
{
   StarSystem *sys;
   int nsys;
   int i;

   /* Clears all the flags. */
   sys = system_getAll( &nsys );
   for (i=0; i<nsys; i++)
      sys_rmFlag( &sys[i], SYSTEM_CLAIMED );
}
コード例 #3
0
ファイル: nlua_system.c プロジェクト: reynir/naev
/**
 * @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).
 * @luafunc setKnown( s, b )
 */
static int systemL_setknown( lua_State *L )
{
    int b;
    StarSystem *sys;

    sys = luaL_validsystem(L, 1);
    b   = lua_toboolean(L, 2);

    if (b)
        sys_setFlag( sys, SYSTEM_KNOWN );
    else
        sys_rmFlag( sys, SYSTEM_KNOWN );
    return 0;
}
コード例 #4
0
ファイル: nlua_system.c プロジェクト: nenau/naev
/**
 * @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;
}