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equipment.c
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equipment.c
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/*
* See Licensing and Copyright notice in naev.h
*/
/**
* @file equipment.c
*
* @brief Handles equipping ships.
*/
#include "equipment.h"
#include "naev.h"
#include <stdlib.h>
#include <stdio.h>
#include "nstring.h"
#include <math.h>
#include "log.h"
#include "land.h"
#include "toolkit.h"
#include "dialogue.h"
#include "player.h"
#include "mission.h"
#include "ntime.h"
#include "opengl_vbo.h"
#include "conf.h"
#include "gui.h"
#include "land_outfits.h"
#include "info.h"
#include "shipstats.h"
#include "map.h"
#include "tk/toolkit_priv.h" /* Yes, I'm a bad person, abstractions be damned! */
/* global/main window */
#define BUTTON_WIDTH 200 /**< Default button width. */
#define BUTTON_HEIGHT 40 /**< Default button height. */
#define SHIP_ALT_MAX 256 /**< Maximum ship alt text. */
/*
* equipment stuff
*/
static CstSlotWidget eq_wgt; /**< Equipment widget. */
static double equipment_dir = 0.; /**< Equipment dir. */
static unsigned int equipment_lastick = 0; /**< Last tick. */
static gl_vbo *equipment_vbo = NULL; /**< The VBO. */
/*
* prototypes
*/
static void equipment_getDim( unsigned int wid, int *w, int *h,
int *sw, int *sh, int *ow, int *oh,
int *ew, int *eh,
int *cw, int *ch, int *bw, int *bh );
/* Widget. */
static void equipment_genLists( unsigned int wid );
static void equipment_renderColumn( double x, double y, double w, double h,
int n, PilotOutfitSlot *lst, const char *txt,
int selected, Outfit *o, Pilot *p, CstSlotWidget *wgt );
static void equipment_renderSlots( double bx, double by, double bw, double bh, void *data );
static void equipment_renderMisc( double bx, double by, double bw, double bh, void *data );
static void equipment_renderOverlayColumn( double x, double y, double w, double h,
int n, PilotOutfitSlot *lst, int mover, CstSlotWidget *wgt );
static void equipment_renderOverlaySlots( double bx, double by, double bw, double bh,
void *data );
static void equipment_renderShip( double bx, double by,
double bw, double bh, double x, double y, Pilot *p );
static int equipment_mouseInColumn( double y, double h, int n, double my );
static void equipment_mouseSlots( unsigned int wid, SDL_Event* event,
double x, double y, double w, double h, void *data );
/* Misc. */
static char eq_qCol( double cur, double base, int inv );
static int equipment_swapSlot( unsigned int wid, Pilot *p, PilotOutfitSlot *slot );
static void equipment_sellShip( unsigned int wid, char* str );
static void equipment_renameShip( unsigned int wid, char *str );
static void equipment_transChangeShip( unsigned int wid, char* str );
static void equipment_changeShip( unsigned int wid );
static void equipment_transportShip( unsigned int wid );
static void equipment_unequipShip( unsigned int wid, char* str );
static credits_t equipment_transportPrice( char *shipname );
static void equipment_rightClickOutfits( unsigned int wid, char* str );
/**
* @brief Handles right-click on unequipped outfit.
* @param wid Window to update.
* @param str Widget name. Must be EQUIPMENT_OUTFITS.
* @param clicked_outfit Name of the outfit the user right-clicked on.
*/
void equipment_rightClickOutfits( unsigned int wid, char* str )
{
(void)str;
Outfit* o;
int i;
int outfit_n;
PilotOutfitSlot* slots;
Pilot *p;
const char* clicked_outfit = toolkit_getImageArray( wid, EQUIPMENT_OUTFITS );
/* Did the user click on background? */
if (clicked_outfit == NULL)
return;
/* Can't do anything with None. */
if (strcmp(clicked_outfit,"None")==0)
return;
o = outfit_get(clicked_outfit);
if (o == NULL)
return;
/* Figure out which slot this stuff fits into */
switch (o->slot.type) {
case OUTFIT_SLOT_STRUCTURE:
outfit_n = eq_wgt.selected->outfit_nstructure;
slots = eq_wgt.selected->outfit_structure;
break;
case OUTFIT_SLOT_UTILITY:
outfit_n = eq_wgt.selected->outfit_nutility;
slots = eq_wgt.selected->outfit_utility;
break;
case OUTFIT_SLOT_WEAPON:
outfit_n = eq_wgt.selected->outfit_nweapon;
slots = eq_wgt.selected->outfit_weapon;
break;
default:
return;
}
/* Loop through outfit slots of the right type, try to find an empty one */
for (i=0; i < outfit_n; i++) {
/* Slot full. */
if (slots[i].outfit != NULL)
continue;
/* Must fit the slot. */
if (!outfit_fitsSlot( o, &slots[i].slot))
continue;
/* Bingo! */
eq_wgt.outfit = o;
p = eq_wgt.selected;
equipment_swapSlot( wid, p, &slots[i] );
return;
}
}
/**
* @brief Gets the window dimensions.
*/
static void equipment_getDim( unsigned int wid, int *w, int *h,
int *sw, int *sh, int *ow, int *oh,
int *ew, int *eh,
int *cw, int *ch, int *bw, int *bh )
{
/* Get window dimensions. */
window_dimWindow( wid, w, h );
/* Calculate image array dimensions. */
if (sw != NULL)
*sw = 200 + (*w-800);
if (sh != NULL)
*sh = (*h - 100)/2;
if (ow != NULL)
*ow = (sw!=NULL) ? *sw : 0;
if (oh != NULL)
*oh = (sh!=NULL) ? *sh : 0;
/* Calculate slot widget. */
if (ew != NULL)
*ew = 180.;
if (eh != NULL)
*eh = *h - 100;
/* Calculate custom widget. */
if (cw != NULL)
*cw = *w - 20 - (sw!=NULL?*sw:0) - 20 - (ew!=NULL?*ew:0) - 20.;
if (ch != NULL)
*ch = *h - 100;
/* Calculate button dimensions. */
if (bw != NULL)
*bw = (*w - 20 - (sw!=NULL?*sw:0) - 40 - 20 - 60) / 5;
if (bh != NULL)
*bh = BUTTON_HEIGHT;
}
/**
* @brief Opens the player's equipment window.
*/
void equipment_open( unsigned int wid )
{
int i;
int w, h;
int sw, sh;
int ow, oh;
int bw, bh;
int ew, eh;
int cw, ch;
int x, y;
GLfloat colour[4*4];
const char *buf;
/* Create the vbo if necessary. */
if (equipment_vbo == NULL) {
equipment_vbo = gl_vboCreateStream( (sizeof(GLshort)*2 + sizeof(GLfloat)*4)*4, NULL );
for (i=0; i<4; i++) {
colour[i*4+0] = cRadar_player.r;
colour[i*4+1] = cRadar_player.g;
colour[i*4+2] = cRadar_player.b;
colour[i*4+3] = cRadar_player.a;
}
gl_vboSubData( equipment_vbo, sizeof(GLshort)*2*4, sizeof(colour), colour );
}
/* Get dimensions. */
equipment_getDim( wid, &w, &h, &sw, &sh, &ow, &oh,
&ew, &eh, &cw, &ch, &bw, &bh );
/* Sane defaults. */
equipment_lastick = SDL_GetTicks();
equipment_dir = 0.;
eq_wgt.selected = NULL;
/* Add ammo. */
equipment_addAmmo();
/* buttons */
window_addButtonKey( wid, -20, 20,
bw, bh, "btnCloseEquipment",
"Take Off", land_buttonTakeoff, SDLK_t );
window_addButtonKey( wid, -20 - (15+bw), 20,
bw, bh, "btnRenameShip",
"Rename", equipment_renameShip, SDLK_r );
window_addButtonKey( wid, -20 - (15+bw)*2, 20,
bw, bh, "btnSellShip",
"Sell Ship", equipment_sellShip, SDLK_s );
window_addButtonKey( wid, -20 - (15+bw)*3, 20,
bw, bh, "btnChangeShip",
"Swap Ship", equipment_transChangeShip, SDLK_p );
window_addButtonKey( wid, -20 - (15+bw)*4, 20,
bw, bh, "btnUnequipShip",
"Unequip", equipment_unequipShip, SDLK_u );
/* text */
buf = "Name:\n"
"Model:\n"
"Class:\n"
"Value:\n"
"\n"
"Mass:\n"
"Jump Time:\n"
"Thrust:\n"
"Speed:\n"
"Turn:\n"
"\n"
"Shield:\n"
"Armour:\n"
"Energy:\n"
"Cargo Space:\n"
"Fuel:\n"
"\n"
"Transportation:\n"
"Location:";
x = 20 + sw + 20 + 180 + 20 + 30;
y = -190;
window_addText( wid, x, y,
100, h+y, 0, "txtSDesc", &gl_smallFont, &cDConsole, buf );
x += 100;
window_addText( wid, x, y,
w - x - 20, h+y, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL );
/* Generate lists. */
window_addText( wid, 30, -20,
130, 200, 0, "txtShipTitle", &gl_smallFont, &cBlack, "Available Ships" );
window_addText( wid, 30, -40-sh-20,
130, 200, 0, "txtOutfitTitle", &gl_smallFont, &cBlack, "Available Outfits" );
equipment_genLists( wid );
/* Separator. */
window_addRect( wid, 20 + sw + 20, -40, 2, h-60, "rctDivider", &cGrey50, 0 );
/* Slot widget. */
equipment_slotWidget( wid, 20 + sw + 40, -40, ew, eh, &eq_wgt );
eq_wgt.canmodify = 1;
/* Custom widget (ship information). */
window_addCust( wid, 20 + sw + 40 + ew + 20, -40, cw, ch, "cstMisc", 0,
equipment_renderMisc, NULL, NULL );
/* Set default keyboard focuse to the list */
/* setting the focuse to EQUIPMENT_SHIPS instead of EQUIPMENT_OUTFITS because
* there is nothing to do with the keyboard in the outfits ia (yet?)*/
window_setFocus( wid , EQUIPMENT_SHIPS );
}
/**
* @brief Creates the slot widget and initializes it.
*
* @param x X position to put it at.
* @param y Y position to put it at.
* @param w Width.
* @param h Height;
* @param data Dataset to use.
*/
void equipment_slotWidget( unsigned int wid,
double x, double y, double w, double h,
CstSlotWidget *data )
{
/* Initialize data. */
memset( data, 0, sizeof(CstSlotWidget) );
data->slot = -1;
data->mouseover = -1;
data->weapons = -1;
/* Create the widget. */
window_addCust( wid, x, y, w, h, "cstEquipment", 0,
equipment_renderSlots, equipment_mouseSlots, data );
window_custSetClipping( wid, "cstEquipment", 0 );
window_custSetOverlay( wid, "cstEquipment", equipment_renderOverlaySlots );
}
/**
* @brief Renders an outfit column.
*/
static void equipment_renderColumn( double x, double y, double w, double h,
int n, PilotOutfitSlot *lst, const char *txt,
int selected, Outfit *o, Pilot *p, CstSlotWidget *wgt )
{
int i, level;
const glColour *c, *dc;
glColour bc;
/* Render text. */
if ((o != NULL) && (lst[0].slot.type == o->slot.type))
c = &cDConsole;
else
c = &cBlack;
gl_printMidRaw( &gl_smallFont, 60.,
x-15., y+h+10., c, txt );
/* Iterate for all the slots. */
for (i=0; i<n; i++) {
/* Choose default colour. */
if (wgt->weapons >= 0) {
level = pilot_weapSetCheck( p, wgt->weapons, &lst[i] );
if (level == 0)
dc = &cFontRed;
else if (level == 1)
dc = &cFontYellow;
else if (lst[i].active)
dc = &cFontBlue;
else
dc = &cInert;
}
else
dc = outfit_slotSizeColour( &lst[i].slot );
/* Choose colours based on size. */
if (i==selected && dc == NULL)
dc = &cGrey60;
/* Draw background. */
memcpy( &bc, dc, sizeof(bc) );
bc.a = 0.4;
if (i==selected)
c = &cDConsole;
else
c = &bc;
toolkit_drawRect( x, y, w, h, c, NULL );
if (lst[i].outfit != NULL) {
/* Draw bugger. */
gl_blitScale( lst[i].outfit->gfx_store,
x, y, w, h, NULL );
c = &cBlack; /* Ensures nice uniform outlines. */
}
else {
if ((o != NULL) &&
(lst[i].slot.type == o->slot.type)) {
if (pilot_canEquip( p, &lst[i], o, 1 ) != NULL)
c = &cRed;
else
c = &cDConsole;
}
else
c = &cBlack;
gl_printMidRaw( &gl_smallFont, w,
x, y + (h-gl_smallFont.h)/2., c, "None" );
}
/* Draw outline. */
toolkit_drawOutlineThick( x, y, w, h, 1, 3, dc, NULL );
toolkit_drawOutline( x-1, y-1, w+3, h+3, 0, c, NULL );
/* Go to next one. */
y -= h+20;
}
}
/**
* @brief Calculates the size the slots need to be for a given window.
*
* @param p Pilot to calculate the slots of.
* @param bw Base widget width.
* @param bh Base window height.
* @param w Width to use.
* @param h Height to use.
* @param n Number of columns.
* @param m Number of rows.
*/
static void equipment_calculateSlots( Pilot *p, double bw, double bh,
double *w, double *h, int *n, int *m )
{
double tw, th, s;
int tm;
/* Calculate size. */
tm = MAX( MAX( p->outfit_nweapon, p->outfit_nutility ), p->outfit_nstructure );
th = bh / (double)tm;
tw = bw / 3.;
s = MIN( th, tw ) - 20.;
th = s;
tw = s;
/* Return. */
*w = tw;
*h = th;
*n = 3;
*m = tm;
}
/**
* @brief Renders the equipment slots.
*
* @param bx Base X position of the widget.
* @param by Base Y position of the widget.
* @param bw Width of the widget.
* @param bh Height of the widget.
* @param data Custom widget data.
*/
static void equipment_renderSlots( double bx, double by, double bw, double bh, void *data )
{
double x, y;
double w, h;
double tw;
int n, m;
CstSlotWidget *wgt;
Pilot *p;
int selected;
/* Get data. */
wgt = (CstSlotWidget*) data;
p = wgt->selected;
selected = wgt->slot;
/* Must have selected ship. */
if (p == NULL)
return;
/* Get dimensions. */
equipment_calculateSlots( p, bw, bh, &w, &h, &n, &m );
tw = bw / (double)n;
/* Draw weapon outfits. */
x = bx + (tw-w)/2;
y = by + bh - (h+20) + (h+20-h)/2;
equipment_renderColumn( x, y, w, h,
p->outfit_nweapon, p->outfit_weapon, "Weapon",
selected, wgt->outfit, wgt->selected, wgt );
/* Draw systems outfits. */
selected -= p->outfit_nweapon;
x += tw;
y = by + bh - (h+20) + (h+20-h)/2;
equipment_renderColumn( x, y, w, h,
p->outfit_nutility, p->outfit_utility, "Utility",
selected, wgt->outfit, wgt->selected, wgt );
/* Draw structure outfits. */
selected -= p->outfit_nutility;
x += tw;
y = by + bh - (h+20) + (h+20-h)/2;
equipment_renderColumn( x, y, w, h,
p->outfit_nstructure, p->outfit_structure, "Structure",
selected, wgt->outfit, wgt->selected, wgt );
}
/**
* @brief Renders the custom equipment widget.
*
* @param bx Base X position of the widget.
* @param by Base Y position of the widget.
* @param bw Width of the widget.
* @param bh Height of the widget.
* @param data Custom widget data.
*/
static void equipment_renderMisc( double bx, double by, double bw, double bh, void *data )
{
(void) data;
Pilot *p;
double percent;
double x, y;
double w, h;
const glColour *lc, *c, *dc;
/* Must have selected ship. */
if (eq_wgt.selected == NULL)
return;
p = eq_wgt.selected;
/* Render CPU and energy bars. */
lc = &cWhite;
c = &cGrey80;
dc = &cGrey60;
w = 30;
h = 70;
x = bx + (40-w)/2 + 10;
y = by + bh - 30 - h;
percent = (p->cpu_max > 0.) ? p->cpu / p->cpu_max : 0.;
gl_printMidRaw( &gl_smallFont, w,
x, y + h + gl_smallFont.h + 10.,
&cBlack, "CPU" );
toolkit_drawRect( x, y, w, h*percent, &cGreen, NULL );
toolkit_drawRect( x, y+h*percent, w, h*(1.-percent), &cRed, NULL );
toolkit_drawOutline( x, y, w, h, 1., lc, c );
toolkit_drawOutline( x, y, w, h, 2., dc, NULL );
gl_printMid( &gl_smallFont, 70,
x - 20, y - 10 - gl_smallFont.h,
&cBlack, "%.0f / %.0f", p->cpu, p->cpu_max );
/* Render ship graphic. */
equipment_renderShip( bx, by, bw, bh, x, y, p );
}
/**
* @brief Renders an outfit column.
*
* @param x X position to render at.
* @param y Y position to render at.
* @param w Width.
* @param h Height.
* @param n Number of elements.
* @param lst List of elements.
* @param mover Slot for which mouseover is active
* @param wgt Widget rendering.
*/
static void equipment_renderOverlayColumn( double x, double y, double w, double h,
int n, PilotOutfitSlot *lst, int mover, CstSlotWidget *wgt )
{
int i;
const glColour *c;
glColour tc;
int text_width, xoff, yoff, top;
const char *display;
int subtitle;
/* Iterate for all the slots. */
for (i=0; i<n; i++) {
subtitle = 0;
if (lst[i].outfit != NULL) {
/* See if needs a subtitle. */
if ((outfit_isLauncher(lst[i].outfit) ||
(outfit_isFighterBay(lst[i].outfit))) &&
((lst[i].u.ammo.outfit == NULL) ||
(lst[i].u.ammo.quantity < outfit_amount(lst[i].outfit))))
subtitle = 1;
}
/* Draw bottom. */
if ((i==mover) || subtitle) {
display = NULL;
if ((i==mover) && (wgt->canmodify)) {
if (lst[i].outfit != NULL) {
top = 1;
display = pilot_canEquip( wgt->selected, &lst[i], lst[i].outfit, 0 );
if (display != NULL)
c = &cRed;
else {
display = "Right click to remove";
c = &cDConsole;
}
}
else if ((wgt->outfit != NULL) &&
(lst->slot.type == wgt->outfit->slot.type)) {
top = 0;
display = pilot_canEquip( wgt->selected, &lst[i], wgt->outfit, 1 );
if (display != NULL)
c = &cRed;
else {
display = "Right click to add";
c = &cDConsole;
}
}
}
else if (lst[i].outfit != NULL) {
top = 1;
if (outfit_isLauncher(lst[i].outfit) ||
(outfit_isFighterBay(lst[i].outfit))) {
if ((lst[i].u.ammo.outfit == NULL) ||
(lst[i].u.ammo.quantity == 0)) {
if (outfit_isFighterBay(lst[i].outfit))
display = "Bay empty";
else
display = "Out of ammo";
c = &cRed;
}
else if (lst[i].u.ammo.quantity + lst[i].u.ammo.deployed <
outfit_amount(lst[i].outfit)) {
if (outfit_isFighterBay(lst[i].outfit))
display = "Bay low";
else
display = "Low ammo";
c = &cYellow;
}
}
}
if (display != NULL) {
text_width = gl_printWidthRaw( &gl_smallFont, display );
xoff = -(text_width - w)/2;
if (top)
yoff = h + 2;
else
yoff = -gl_smallFont.h - 3;
tc.r = 1.;
tc.g = 1.;
tc.b = 1.;
tc.a = 0.5;
toolkit_drawRect( x+xoff-5, y -3. + yoff,
text_width+10, gl_smallFont.h+5,
&tc, NULL );
gl_printMaxRaw( &gl_smallFont, text_width,
x+xoff, y + yoff,
c, display );
}
}
/* Go to next one. */
y -= h+20;
}
}
/**
* @brief Renders the equipment overlay.
*
* @param bx Base X position of the widget.
* @param by Base Y position of the widget.
* @param bw Width of the widget.
* @param bh Height of the widget.
* @param data Custom widget data.
*/
static void equipment_renderOverlaySlots( double bx, double by, double bw, double bh,
void *data )
{
(void) bw;
Pilot *p;
int mover;
double x, y;
double w, h;
double tw;
int n, m;
PilotOutfitSlot *slot;
char alt[512];
int pos;
Outfit *o;
CstSlotWidget *wgt;
/* Get data. */
wgt = (CstSlotWidget*) data;
p = wgt->selected;
/* Must have selected ship. */
if (wgt->selected == NULL)
return;
/* Get dimensions. */
equipment_calculateSlots( p, bw, bh, &w, &h, &n, &m );
tw = bw / (double)n;
/* Get selected. */
mover = wgt->mouseover;
/* Render weapon outfits. */
x = bx + (tw-w)/2;
y = by + bh - (h+20) + (h+20-h)/2;
equipment_renderOverlayColumn( x, y, w, h,
p->outfit_nweapon, p->outfit_weapon, mover, wgt );
mover -= p->outfit_nweapon;
x += tw;
y = by + bh - (h+20) + (h+20-h)/2;
equipment_renderOverlayColumn( x, y, w, h,
p->outfit_nutility, p->outfit_utility, mover, wgt );
mover -= p->outfit_nutility;
x += tw;
y = by + bh - (h+20) + (h+20-h)/2;
equipment_renderOverlayColumn( x, y, w, h,
p->outfit_nstructure, p->outfit_structure, mover, wgt );
/* Mouse must be over something. */
if (wgt->mouseover < 0)
return;
/* Get the slot. */
if (wgt->mouseover < p->outfit_nweapon)
slot = &p->outfit_weapon[wgt->mouseover];
else if (wgt->mouseover < p->outfit_nweapon + p->outfit_nutility)
slot = &p->outfit_utility[ wgt->mouseover - p->outfit_nweapon ];
else
slot = &p->outfit_structure[ wgt->mouseover -
p->outfit_nweapon - p->outfit_nutility ];
/* For comfortability. */
o = slot->outfit;
/* Slot is empty. */
if (o == NULL)
return;
/* Get text. */
if (o->desc_short == NULL)
return;
pos = nsnprintf( alt, sizeof(alt),
"%s\n"
"\n"
"%s",
o->name,
o->desc_short );
if (o->mass > 0.)
pos += nsnprintf( &alt[pos], sizeof(alt)-pos,
"\n%.0f Tons",
o->mass );
/* Draw the text. */
toolkit_drawAltText( bx + wgt->altx, by + wgt->alty, alt );
}
/**
* @brief Renders the ship in the equipment window.
*
* @param bx Base X position of the widget.
* @param by Base Y position of the widget.
* @param bw Width of the widget.
* @param bh Height of the widget.
* @param x X position to render at.
* @param y Y position to render at.
* @param p Pilot to render.
*/
static void equipment_renderShip( double bx, double by,
double bw, double bh, double x, double y, Pilot* p )
{
int sx, sy;
const glColour *lc, *c, *dc;
unsigned int tick;
double dt;
double px, py;
double pw, ph;
double w, h;
Vector2d v;
GLshort vertex[2*4];
tick = SDL_GetTicks();
dt = (double)(tick - equipment_lastick)/1000.;
equipment_lastick = tick;
equipment_dir += p->turn * dt;
if (equipment_dir > 2*M_PI)
equipment_dir = fmod( equipment_dir, 2*M_PI );
gl_getSpriteFromDir( &sx, &sy, p->ship->gfx_space, equipment_dir );
/* Render ship graphic. */
if (p->ship->gfx_space->sw > 128) {
pw = 128;
ph = 128;
}
else {
pw = p->ship->gfx_space->sw;
ph = p->ship->gfx_space->sh;
}
w = 128;
h = 128;
px = (x+30) + (bx+bw - (x+30) - pw)/2;
py = by + bh - 30 - h + (h-ph)/2 + 30;
x = (x+30) + (bx+bw - (x+30) - w)/2;
y = by + bh - 30 - h + 30;
toolkit_drawRect( x-5, y-5, w+10, h+10, &cBlack, NULL );
gl_blitScaleSprite( p->ship->gfx_space,
px, py, sx, sy, pw, ph, NULL );
if ((eq_wgt.slot >= 0) && (eq_wgt.slot < p->outfit_nweapon)) {
p->tsx = sx;
p->tsy = sy;
pilot_getMount( p, &p->outfit_weapon[eq_wgt.slot], &v );
px += pw/2;
py += ph/2;
v.x *= pw / p->ship->gfx_space->sw;
v.y *= ph / p->ship->gfx_space->sh;
/* Render it. */
vertex[0] = px + v.x + 0.;
vertex[1] = py + v.y - 7;
vertex[2] = vertex[0];
vertex[3] = py + v.y + 7;
vertex[4] = px + v.x - 7.;
vertex[5] = py + v.y + 0.;
vertex[6] = px + v.x + 7.;
vertex[7] = vertex[5];
glLineWidth( 3. );
gl_vboSubData( equipment_vbo, 0, sizeof(vertex), vertex );
gl_vboActivateOffset( equipment_vbo, GL_VERTEX_ARRAY, 0, 2, GL_SHORT, 0 );
gl_vboActivateOffset( equipment_vbo, GL_COLOR_ARRAY,
sizeof(vertex), 4, GL_FLOAT, 0 );
glDrawArrays( GL_LINES, 0, 4 );
gl_vboDeactivate();
glLineWidth( 1. );
}
lc = toolkit_colLight;
c = toolkit_col;
dc = toolkit_colDark;
toolkit_drawOutline( x - 4., y-4., w+7., h+2., 1., lc, c );
toolkit_drawOutline( x - 4., y-4., w+7., h+2., 2., dc, NULL );
}
/**
* @brief Handles a mouse press in column.
*
* @param y Y position of the column.
* @param h Height of column.
* @param n Number of elements in column.
* @param my Mouse press position.
* @return Number pressed (or -1 if none).
*/
static int equipment_mouseInColumn( double y, double h, int n, double my )
{
int i;
for (i=0; i<n; i++) {
if ((my > y) && (my < y+h+20))
return i;
y -= h+20;
}
return -1;
}
/**
* @brief Handles a mouse press in a column.
*
* @param wid Parent window id.
* @param event Mouse input event.
* @param mx Mouse X event position.
* @param my Mouse Y event position.
* @param y Y position of the column.
* @param h Height of the column.
* @param n Number of elements in the column.
* @param os Pointer to elements in the column.
* @param p Pilot to which the elements belong.
* @param selected Currently selected element.
* @param wgt Slot widget.
*/
static int equipment_mouseColumn( unsigned int wid, SDL_Event* event,
double mx, double my, double y, double h, int n, PilotOutfitSlot* os,
Pilot *p, int selected, CstSlotWidget *wgt )
{
int ret, exists, level;
ret = equipment_mouseInColumn( y, h, n, my );
if (ret < 0)
return 0;
if (event->type == SDL_MOUSEBUTTONDOWN) {
/* Normal mouse usage. */
if (wgt->weapons < 0) {
if (event->button.button == SDL_BUTTON_LEFT)
wgt->slot = selected + ret;
else if ((event->button.button == SDL_BUTTON_RIGHT) &&
wgt->canmodify)
equipment_swapSlot( wid, p, &os[ret] );
}
/* Viewing weapon slots. */
else {
/* See if it exists. */
exists = pilot_weapSetCheck( p, wgt->weapons, &os[ret] );
/* Get the level of the selection. */
if (event->button.button== SDL_BUTTON_LEFT)
level = 0;
else if (event->button.button== SDL_BUTTON_RIGHT)
level = 1;
else
return 0; /* We ignore this type of click. */
/* See if we should add it or remove it. */
if (exists==level)
pilot_weapSetRm( p, wgt->weapons, &os[ret] );
else {
/* This is a bloody awful place to do this. I hate it. HATE!. */
/* Case active outfit, convert the weapon group to active outfit. */
if ((os->slot.type == OUTFIT_SLOT_STRUCTURE) ||
(os->slot.type == OUTFIT_SLOT_UTILITY)) {
pilot_weapSetRmSlot( p, wgt->weapons, OUTFIT_SLOT_WEAPON );
pilot_weapSetAdd( p, wgt->weapons, &os[ret], 0 );
pilot_weapSetType( p, wgt->weapons, WEAPSET_TYPE_ACTIVE );
}
/* Case change weapon groups or active weapon. */
else {
pilot_weapSetRmSlot( p, wgt->weapons, OUTFIT_SLOT_STRUCTURE );
pilot_weapSetRmSlot( p, wgt->weapons, OUTFIT_SLOT_UTILITY );
if (pilot_weapSetTypeCheck( p, wgt->weapons) == WEAPSET_TYPE_CHANGE)
pilot_weapSetType( p, wgt->weapons, WEAPSET_TYPE_CHANGE );
else {
pilot_weapSetType( p, wgt->weapons, WEAPSET_TYPE_WEAPON );
level = 0;
}
pilot_weapSetAdd( p, wgt->weapons, &os[ret], level );
}
}
p->autoweap = 0; /* Disable autoweap. */
info_update(); /* Need to update weapons. */
}
}
else {
wgt->mouseover = selected + ret;
wgt->altx = mx;
wgt->alty = my;
}
return 1;
}
/**
* @brief Does mouse input for the custom equipment widget.
*
* @param wid Parent window id.
* @param event Mouse input event.
* @param mx Mouse X event position.
* @param my Mouse Y event position.
* @param bw Base window width.
* @param bh Base window height.
* @param data Custom widget data.
*/
static void equipment_mouseSlots( unsigned int wid, SDL_Event* event,
double mx, double my, double bw, double bh, void *data )
{
(void) bw;
Pilot *p;
int selected, ret;
double x, y;
double w, h;
double tw;
CstSlotWidget *wgt;
int n, m;
/* Get data. */
wgt = (CstSlotWidget*) data;
p = wgt->selected;
/* Must have selected ship. */
if (p == NULL)
return;
/* Must be left click for now. */
if ((event->type != SDL_MOUSEBUTTONDOWN) &&
(event->type != SDL_MOUSEMOTION))
return;
/* Get dimensions. */
equipment_calculateSlots( p, bw, bh, &w, &h, &n, &m );
tw = bw / (double)n;
/* Render weapon outfits. */
selected = 0;
x = (tw-w)/2;
y = bh - (h+20) + (h+20-h)/2 - 10;
if ((mx > x-10) && (mx < x+w+10)) {
ret = equipment_mouseColumn( wid, event, mx, my, y, h,
p->outfit_nweapon, p->outfit_weapon, p, selected, wgt );
if (ret)
return;
}
selected += p->outfit_nweapon;
x += tw;
if ((mx > x-10) && (mx < x+w+10)) {
ret = equipment_mouseColumn( wid, event, mx, my, y, h,
p->outfit_nutility, p->outfit_utility, p, selected, wgt );
if (ret)
return;
}
selected += p->outfit_nutility;
x += tw;
if ((mx > x-10) && (mx < x+w+10)) {
ret = equipment_mouseColumn( wid, event, mx, my, y, h,
p->outfit_nstructure, p->outfit_structure, p, selected, wgt );
if (ret)
return;
}
/* Not over anything. */
wgt->mouseover = -1;
}
/**
* @brief Swaps an equipment slot.