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-rw-r--r--src/uqm/planets/generate/genvault.c130
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diff --git a/src/uqm/planets/generate/genvault.c b/src/uqm/planets/generate/genvault.c
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+++ b/src/uqm/planets/generate/genvault.c
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+//Copyright Paul Reiche, Fred Ford. 1992-2002
+
+/*
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+#include "genall.h"
+#include "../lander.h"
+#include "../planets.h"
+#include "../../globdata.h"
+#include "../../nameref.h"
+#include "../../resinst.h"
+#include "libs/mathlib.h"
+
+
+static bool GenerateVault_generateOrbital (SOLARSYS_STATE *solarSys,
+ PLANET_DESC *world);
+static COUNT GenerateVault_generateEnergy (const SOLARSYS_STATE *,
+ const PLANET_DESC *world, COUNT whichNode, NODE_INFO *);
+static bool GenerateVault_pickupEnergy (SOLARSYS_STATE *solarSys,
+ PLANET_DESC *world, COUNT whichNode);
+
+
+const GenerateFunctions generateVaultFunctions = {
+ /* .initNpcs = */ GenerateDefault_initNpcs,
+ /* .reinitNpcs = */ GenerateDefault_reinitNpcs,
+ /* .uninitNpcs = */ GenerateDefault_uninitNpcs,
+ /* .generatePlanets = */ GenerateDefault_generatePlanets,
+ /* .generateMoons = */ GenerateDefault_generateMoons,
+ /* .generateName = */ GenerateDefault_generateName,
+ /* .generateOrbital = */ GenerateVault_generateOrbital,
+ /* .generateMinerals = */ GenerateDefault_generateMinerals,
+ /* .generateEnergy = */ GenerateVault_generateEnergy,
+ /* .generateLife = */ GenerateDefault_generateLife,
+ /* .pickupMinerals = */ GenerateDefault_pickupMinerals,
+ /* .pickupEnergy = */ GenerateVault_pickupEnergy,
+ /* .pickupLife = */ GenerateDefault_pickupLife,
+};
+
+
+static bool
+GenerateVault_generateOrbital (SOLARSYS_STATE *solarSys, PLANET_DESC *world)
+{
+ if (matchWorld (solarSys, world, 0, 0))
+ {
+ LoadStdLanderFont (&solarSys->SysInfo.PlanetInfo);
+ solarSys->PlanetSideFrame[1] =
+ CaptureDrawable (LoadGraphic (VAULT_MASK_PMAP_ANIM));
+ solarSys->SysInfo.PlanetInfo.DiscoveryString =
+ CaptureStringTable (LoadStringTable (VAULT_STRTAB));
+ if (GET_GAME_STATE (SHIP_VAULT_UNLOCKED))
+ {
+ solarSys->SysInfo.PlanetInfo.DiscoveryString =
+ SetAbsStringTableIndex (
+ solarSys->SysInfo.PlanetInfo.DiscoveryString, 2);
+ }
+ else if (GET_GAME_STATE (SYREEN_SHUTTLE_ON_SHIP))
+ {
+ solarSys->SysInfo.PlanetInfo.DiscoveryString =
+ SetAbsStringTableIndex (
+ solarSys->SysInfo.PlanetInfo.DiscoveryString, 1);
+ }
+ }
+
+ GenerateDefault_generateOrbital (solarSys, world);
+ return true;
+}
+
+static COUNT
+GenerateVault_generateEnergy (const SOLARSYS_STATE *solarSys,
+ const PLANET_DESC *world, COUNT whichNode, NODE_INFO *info)
+{
+ if (matchWorld (solarSys, world, 0, 0))
+ {
+ return GenerateDefault_generateArtifact (solarSys, whichNode, info);
+ }
+
+ return 0;
+}
+
+static bool
+GenerateVault_pickupEnergy (SOLARSYS_STATE *solarSys, PLANET_DESC *world,
+ COUNT whichNode)
+{
+ if (matchWorld (solarSys, world, 0, 0))
+ {
+ assert (whichNode == 0);
+
+ if (GET_GAME_STATE (SHIP_VAULT_UNLOCKED))
+ { // Give the final report, "omg empty" and whatnot
+ GenerateDefault_landerReportCycle (solarSys);
+ }
+ else if (GET_GAME_STATE (SYREEN_SHUTTLE_ON_SHIP))
+ {
+ GenerateDefault_landerReportCycle (solarSys);
+ SetLanderTakeoff ();
+
+ SET_GAME_STATE (SHIP_VAULT_UNLOCKED, 1);
+ SET_GAME_STATE (SYREEN_SHUTTLE_ON_SHIP, 0);
+ SET_GAME_STATE (SYREEN_HOME_VISITS, 0);
+ }
+ else
+ {
+ GenerateDefault_landerReport (solarSys);
+
+ if (!GET_GAME_STATE (KNOW_SYREEN_VAULT))
+ {
+ SET_GAME_STATE (KNOW_SYREEN_VAULT, 1);
+ }
+ }
+
+ // The Vault cannot be "picked up". It is always on the surface.
+ return false;
+ }
+
+ (void) whichNode;
+ return false;
+}