/** * @brief Gets the slot name and size of an outfit. * * @usage slot_name, slot_size = o:slot() -- Gets the slot information of an outfit * * @luaparam o Outfit to get information of. * @luareturn The name and the size in human readable strings. * @luafunc slot( o ) */ static int outfitL_slot( lua_State *L ) { Outfit *o = luaL_validoutfit(L,1); lua_pushstring(L, outfit_slotName(o)); lua_pushstring(L, outfit_slotSize(o)); return 2; }
/** * @brief Gets the slot name, size and property of an outfit. * * @usage slot_name, slot_size, slot_prop = o:slot() -- Gets an outfit's slot info * * @luaparam o Outfit to get information of. * @luareturn The name, size and property in human readable strings. * @luafunc slot( o ) */ static int outfitL_slot( lua_State *L ) { Outfit *o = luaL_validoutfit(L,1); lua_pushstring(L, outfit_slotName(o)); lua_pushstring(L, outfit_slotSize(o)); lua_pushstring(L, sp_display( o->slot.spid )); return 3; }
/** * @brief Dumps the bolt weapon data to csv. */ void dout_csvBolt( const char *path ) { Outfit *o, *o_all; int i, n, l; SDL_RWops *rw; char buf[ 1024 ]; Damage *dmg; /* File to output to. */ rw = SDL_RWFromFile( path, "w" ); if (rw == NULL) { WARN("Unable to open '%s' for writing: %s", path, SDL_GetError()); return; } /* Write "header" */ l = nsnprintf( buf, sizeof(buf), "name,type,slot,license," "mass,price," "delay,speed,range,falloff," "lockon,energy,heatup,cpu," "track,swivel," "penetrate,dtype,damage,disable\n" ); SDL_RWwrite( rw, buf, l, 1 ); o_all = outfit_getAll( &n ); for (i=0; i<n; i++) { o = &o_all[i]; /* Only handle bolt weapons. */ if (!outfit_isBolt(o)) continue; dmg = &o->u.blt.dmg; l = nsnprintf( buf, sizeof(buf), "%s,%s,%s,%s," "%f,%"CREDITS_PRI"," "%f,%f,%f,%f," "%f,%f,%f,%f," "%f,%f," "%f,%s,%f,%f\n", o->name, outfit_getType(o), outfit_slotName(o), o->license, o->mass, o->price, o->u.blt.delay*1000., o->u.blt.speed, o->u.blt.range, o->u.blt.falloff, o->u.blt.ew_lockon, o->u.blt.energy, o->u.blt.heatup, o->u.blt.cpu, o->u.blt.track, o->u.blt.swivel * 180. / M_PI, dmg->penetration*100, dtype_damageTypeToStr(dmg->type), dmg->damage, dmg->disable ); SDL_RWwrite( rw, buf, l, 1 ); } /* Close file. */ SDL_RWclose( rw ); }
/** * @brief Dumps the bolt weapon data to csv. */ void dout_csvBolt( const char *path ) { Outfit *o, *o_all; int i, n, l; SDL_RWops *rw; char buf[ 1024 ]; /* File to output to. */ rw = SDL_RWFromFile( path, "w" ); /* Write "header" */ l = snprintf( buf, sizeof(buf), "name,type,slot,license," "mass,price," "delay,speed,range,falloff," "lockon,energy,heatup,cpu," "track,swivel," "dtype,damage\n" ); SDL_RWwrite( rw, buf, l, 1 ); o_all = outfit_getAll( &n ); for (i=0; i<n; i++) { o = &o_all[i]; /* Only handle bolt weapons. */ if (!outfit_isBolt(o)) continue; l = snprintf( buf, sizeof(buf), "%s,%s,%s,%s," "%f,%"CREDITS_PRI"," "%f,%f,%f,%f," "%f,%f,%f,%f," "%f,%f," "%s,%f\n", o->name, outfit_getType(o), outfit_slotName(o), o->license, o->mass, o->price, o->u.blt.delay*1000., o->u.blt.speed, o->u.blt.range, o->u.blt.falloff, o->u.blt.ew_lockon, o->u.blt.energy, o->u.blt.heatup, o->u.blt.cpu, o->u.blt.track, o->u.blt.swivel * 180. / M_PI, outfit_damageTypeToStr(o->u.blt.dtype), o->u.blt.damage ); SDL_RWwrite( rw, buf, l, 1 ); } /* Close file. */ SDL_RWclose( rw ); }
/** * @brief Dumps launcher data to CSV. */ void dout_csvLauncher( const char *path ) { Outfit *o, *o_all; int i, n, l; SDL_RWops *rw; char buf[ 1024 ]; /* File to output to. */ rw = SDL_RWFromFile( path, "w" ); if (rw == NULL) { WARN("Unable to open '%s' for writing: %s", path, SDL_GetError()); return; } /* Write "header" */ l = nsnprintf( buf, sizeof(buf), "name,type,slot,size," "license,mass,price,cpu," "delay,ammo_name,amount," "lockon,ew_target,arc\n" ); SDL_RWwrite( rw, buf, l, 1 ); o_all = outfit_getAll( &n ); for (i=0; i<n; i++) { o = &o_all[i]; /* Only handle launchers. */ if (!outfit_isLauncher(o)) continue; l = nsnprintf( buf, sizeof(buf), "%s,%s,%s,%s," "%s,%f,%"CREDITS_PRI",%f," "%f,%s,%d," "%f,%f,%f\n", o->name, outfit_getType(o), outfit_slotName(o), outfit_slotSize(o), o->license, o->mass, o->price, o->cpu, o->u.lau.delay, o->u.lau.ammo_name, o->u.lau.amount, o->u.lau.lockon, o->u.lau.ew_target, o->u.lau.arc * 180 / M_PI ); SDL_RWwrite( rw, buf, l, 1 ); } /* Close file. */ SDL_RWclose( rw ); }
/** * @brief Opens the outfit exchange center window. */ void outfits_open( unsigned int wid ) { int i; Outfit **outfits; char **soutfits; glTexture **toutfits; int noutfits; int w, h; int iw, ih; int bw, bh; glColour *bg, blend; const glColour *c; char **slottype; const char *slotname; /* Get dimensions. */ outfits_getSize( wid, &w, &h, &iw, &ih, &bw, &bh ); /* will allow buying from keyboard */ window_setAccept( wid, outfits_buy ); /* buttons */ window_addButton( wid, -20, 20, bw, bh, "btnCloseOutfits", "Takeoff", land_buttonTakeoff ); window_addButton( wid, -40-bw, 20, bw, bh, "btnSellOutfit", "Sell", outfits_sell ); window_addButton( wid, -60-bw*2, 20, bw, bh, "btnBuyOutfit", "Buy", outfits_buy ); /* fancy 128x128 image */ window_addRect( wid, 19 + iw + 20, -50, 128, 129, "rctImage", &cBlack, 0 ); window_addImage( wid, 20 + iw + 20, -50-128, 0, 0, "imgOutfit", NULL, 1 ); /* cust draws the modifier */ window_addCust( wid, -40-bw, 60+2*bh, bw, bh, "cstMod", 0, outfits_renderMod, NULL, NULL ); /* the descriptive text */ window_addText( wid, 20 + iw + 20 + 128 + 20, -60, 320, 160, 0, "txtOutfitName", &gl_defFont, &cBlack, NULL ); window_addText( wid, 20 + iw + 20 + 128 + 20, -60 - gl_defFont.h - 20, 320, 160, 0, "txtDescShort", &gl_smallFont, &cBlack, NULL ); window_addText( wid, 20 + iw + 20, -60-128-10, 60, 160, 0, "txtSDesc", &gl_smallFont, &cDConsole, "Owned:\n" "\n" "Slot:\n" "Size:\n" "Mass:\n" "\n" "Price:\n" "Money:\n" "License:\n" ); window_addText( wid, 20 + iw + 20 + 60, -60-128-10, 250, 160, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL ); window_addText( wid, 20 + iw + 20, -60-128-10-160, w-(iw+80), 180, 0, "txtDescription", &gl_smallFont, NULL, NULL ); /* set up the outfits to buy/sell */ outfits = tech_getOutfit( land_planet->tech, &noutfits ); if (noutfits <= 0) { /* No outfits */ soutfits = malloc(sizeof(char*)); soutfits[0] = strdup("None"); toutfits = malloc(sizeof(glTexture*)); toutfits[0] = NULL; noutfits = 1; bg = NULL; slottype = NULL; } else { /* Create the outfit arrays. */ soutfits = malloc(sizeof(char*)*noutfits); toutfits = malloc(sizeof(glTexture*)*noutfits); bg = malloc(sizeof(glColour)*noutfits); slottype = malloc(sizeof(char*)*noutfits ); for (i=0; i<noutfits; i++) { soutfits[i] = strdup(outfits[i]->name); toutfits[i] = outfits[i]->gfx_store; /* Background colour. */ c = outfit_slotSizeColour( &outfits[i]->slot ); if (c == NULL) c = &cBlack; col_blend( &blend, c, &cGrey70, 0.4 ); memcpy( &bg[i], &blend, sizeof(glColour) ); /* Get slot name. */ slotname = outfit_slotName(outfits[i]); if ((strcmp(slotname,"NA") != 0) && (strcmp(slotname,"NULL") != 0)) { slottype[i] = malloc( 2 ); slottype[i][0] = outfit_slotName(outfits[i])[0]; slottype[i][1] = '\0'; } else slottype[i] = NULL; } free(outfits); } window_addImageArray( wid, 20, 20, iw, ih, "iarOutfits", 64, 64, toutfits, soutfits, noutfits, outfits_update, outfits_rmouse ); /* write the outfits stuff */ outfits_update( wid, NULL ); outfits_updateQuantities( wid ); toolkit_setImageArraySlotType( wid, "iarOutfits", slottype ); toolkit_setImageArrayBackground( wid, "iarOutfits", bg ); }
/** * @brief Updates the outfits in the outfit window. * @param wid Window to update the outfits in. * @param str Unused. */ void outfits_update( unsigned int wid, char* str ) { (void)str; char *outfitname; Outfit* outfit; char buf[PATH_MAX], buf2[ECON_CRED_STRLEN], buf3[ECON_CRED_STRLEN]; double th; int iw, ih; int w, h; /* Get dimensions. */ outfits_getSize( wid, &w, &h, &iw, &ih, NULL, NULL ); /* Get and set parameters. */ outfitname = toolkit_getImageArray( wid, "iarOutfits" ); if (strcmp(outfitname,"None")==0) { /* No outfits */ window_modifyImage( wid, "imgOutfit", NULL, 0, 0 ); window_disableButton( wid, "btnBuyOutfit" ); window_disableButton( wid, "btnSellOutfit" ); snprintf( buf, PATH_MAX, "NA\n" "\n" "NA\n" "NA\n" "NA\n" "\n" "NA\n" "NA\n" "NA\n" ); window_modifyText( wid, "txtDDesc", buf ); window_modifyText( wid, "txtOutfitName", "None" ); window_modifyText( wid, "txtDescShort", NULL ); /* Reposition. */ window_moveWidget( wid, "txtSDesc", 20+iw+20, -60 ); window_moveWidget( wid, "txtDDesc", 20+iw+20+60, -60 ); window_moveWidget( wid, "txtDescription", 20+iw+40, -240 ); return; } outfit = outfit_get( outfitname ); /* new image */ window_modifyImage( wid, "imgOutfit", outfit->gfx_store, 0, 0 ); if (outfit_canBuy(outfit,1,0) > 0) window_enableButton( wid, "btnBuyOutfit" ); else window_disableButton( wid, "btnBuyOutfit" ); /* gray out sell button */ if (outfit_canSell(outfit,1,0) > 0) window_enableButton( wid, "btnSellOutfit" ); else window_disableButton( wid, "btnSellOutfit" ); /* new text */ window_modifyText( wid, "txtDescription", outfit->description ); credits2str( buf2, outfit->price, 2 ); credits2str( buf3, player.p->credits, 2 ); snprintf( buf, PATH_MAX, "%d\n" "\n" "%s\n" "%s\n" "%.0f tons\n" "\n" "%s credits\n" "%s credits\n" "%s\n", player_outfitOwned(outfit), outfit_slotName(outfit), outfit_slotSize(outfit), outfit->mass, buf2, buf3, (outfit->license != NULL) ? outfit->license : "None" ); window_modifyText( wid, "txtDDesc", buf ); window_modifyText( wid, "txtOutfitName", outfit->name ); window_modifyText( wid, "txtDescShort", outfit->desc_short ); th = MAX( 128, gl_printHeightRaw( &gl_smallFont, 320, outfit->desc_short ) ); window_moveWidget( wid, "txtSDesc", 40+iw+20, -60-th-20 ); window_moveWidget( wid, "txtDDesc", 40+iw+20+60, -60-th-20 ); th += gl_printHeightRaw( &gl_smallFont, 250, buf ); window_moveWidget( wid, "txtDescription", 20+iw+40, -60-th-20 ); }
/** * @brief Dumps the modification data to csv. * * Note that this function is primarily intended for balancing core outfits. * * To that end, it omits a number of seldom-used properties, and is primarily * concerned with those that are common to most types of modifications, or at * least one category of core outfit. */ void dout_csvMod( const char *path ) { Outfit *o, *o_all; int i, n, l; SDL_RWops *rw; char buf[ 1024 ]; ShipStats base, stats; /* File to output to. */ rw = SDL_RWFromFile( path, "w" ); if (rw == NULL) { WARN("Unable to open '%s' for writing: %s", path, SDL_GetError()); return; } /* Write "header" */ l = nsnprintf( buf, sizeof(buf), "name,type,slot,size," "license,mass,price,cpu," "thrust,turn,speed,fuel,energy_usage," "armour,armour_regen," "shield,shield_regen," "energy,energy_regen," "absorb,cargo,ew_hide\n" ); SDL_RWwrite( rw, buf, l, 1 ); ss_statsInit( &base ); o_all = outfit_getAll( &n ); for (i=0; i<n; i++) { o = &o_all[i]; /* Only handle modifications. */ if (!outfit_isMod(o)) continue; memcpy( &stats, &base, sizeof(ShipStats) ); ss_statsModFromList( &stats, o->u.mod.stats, NULL ); l = nsnprintf( buf, sizeof(buf), "%s,%s,%s,%s," "%s,%f,%"CREDITS_PRI",%f," "%f,%f,%f,%f,%f," "%f,%f," "%f,%f," "%f,%f," "%f,%f,%f\n", o->name, outfit_getType(o), outfit_slotName(o), outfit_slotSize(o), o->license, o->mass, o->price, o->cpu, o->u.mod.thrust, o->u.mod.turn * 180. / M_PI, o->u.mod.speed, o->u.mod.fuel, stats.energy_usage, o->u.mod.armour, o->u.mod.armour_regen, o->u.mod.shield, o->u.mod.shield_regen, o->u.mod.energy, o->u.mod.energy_regen, o->u.mod.absorb,o->u.mod.cargo, stats.ew_hide - 1. ); SDL_RWwrite( rw, buf, l, 1 ); } /* Close file. */ SDL_RWclose( rw ); }