Example #1
0
/**
 * @brief Gives the pilot a default weapon set.
 */
void pilot_weaponSetDefault( Pilot *p )
{
   int i;

   /* If current set isn't a fire group no need to worry. */
   if (p->weapon_sets[ p->active_set ].type != WEAPSET_TYPE_CHANGE) {
      /* Update active weapon set. */
      pilot_weapSetUpdateOutfits( p, &p->weapon_sets[ p->active_set ] );
      return;
   }

   /* Find first fire group. */
   for (i=0; i<PILOT_WEAPON_SETS; i++)
      if (p->weapon_sets[i].type == WEAPSET_TYPE_CHANGE)
         break;

   /* Set active set to first if all fire groups or first non-fire group. */
   if (i >= PILOT_WEAPON_SETS)
      p->active_set = 0;
   else
      p->active_set = i;

   /* Update active weapon set. */
   pilot_weapSetUpdateOutfits( p, &p->weapon_sets[ p->active_set ] );
}
Example #2
0
/**
 * @brief Adds an outfit to a weapon set.
 *
 *    @param p Pilot to manipulate.
 *    @param id ID of the weapon set.
 *    @param o Outfit to add.
 *    @param level Level of the trigger.
 */
void pilot_weapSetAdd( Pilot* p, int id, PilotOutfitSlot *o, int level )
{
   PilotWeaponSet *ws;
   PilotWeaponSetOutfit *slot;
   Outfit *oo;
   int i, j;
   double r;

   ws = pilot_weapSet(p,id);

   /* Make sure outfit is valid. */
   oo = o->outfit;
   if (oo == NULL)
      return;

   /* Make sure outfit type is weapon (or usable). */
   if (!outfit_isActive(oo))
      return;

   /* Create if needed. */
   if (ws->slots == NULL)
      ws->slots = array_create( PilotWeaponSetOutfit );

   /* Check if already there. */
   for (i=0; i<array_size(ws->slots); i++) {
      if (ws->slots[i].slot == o) {
         ws->slots[i].level = level;

         /* Update if needed. */
         if (id == p->active_set)
            pilot_weapSetUpdateOutfits( p, ws );
         return;
      }
   }

   /* Add it. */
   slot        = &array_grow( &ws->slots );
   slot->level = level;
   slot->slot  = o;
   r           = outfit_range(oo);
   if (r > 0)
      slot->range2 = pow2(r);

   /* Updated cached weapset. */
   o->weapset = -1;
   for (j=0; j<PILOT_WEAPON_SETS; j++) {
      if (pilot_weapSetCheck(p, j, o) != -1) {
         o->weapset = j;
         break;
      }
   }

   /* Update range. */
   pilot_weapSetUpdateRange( ws );

   /* Update if needed. */
   if (id == p->active_set)
      pilot_weapSetUpdateOutfits( p, ws );
}
Example #3
0
/**
 * @brief Removes a slot from a weapon set.
 *
 *    @param p Pilot who owns the weapon set.
 *    @param id ID of the weapon set.
 *    @param o Outfit to remove.
 */
void pilot_weapSetRm( Pilot* p, int id, PilotOutfitSlot *o )
{
   PilotWeaponSet *ws;
   int i;

   /* Make sure it has slots. */
   ws = pilot_weapSet(p,id);
   if (ws->slots == NULL)
      return;

   /* Find the slot. */
   for (i=0; i<array_size(ws->slots); i++) {
      if (ws->slots[i].slot != o)
         continue;

      array_erase( &ws->slots, &ws->slots[i], &ws->slots[i+1] );

      /* Update range. */
      pilot_weapSetUpdateRange( ws );

      /* Update if needed. */
      if (id == p->active_set)
         pilot_weapSetUpdateOutfits( p, ws );
      return;
   }
}
Example #4
0
/**
 * @brief Adds an outfit to a weapon set.
 *
 *    @param p Pilot to manipulate.
 *    @param id ID of the weapon set.
 *    @param o Outfit to add.
 *    @param level Level of the trigger.
 */
void pilot_weapSetAdd( Pilot* p, int id, PilotOutfitSlot *o, int level )
{
   PilotWeaponSet *ws;
   PilotWeaponSetOutfit *slot;
   Outfit *oo;
   int i;

   ws = pilot_weapSet(p,id);

   /* Make sure outfit is valid. */
   oo = o->outfit;
   if (oo == NULL)
      return;

   /* Make sure outfit type is weapon (or usable). */
   if (!(outfit_isBeam(oo) || outfit_isBolt(oo) ||
            outfit_isLauncher(oo) || outfit_isFighterBay(oo)))
      return;

   /* Create if needed. */
   if (ws->slots == NULL)
      ws->slots = array_create( PilotWeaponSetOutfit );

   /* Check if already there. */
   for (i=0; i<array_size(ws->slots); i++) {
      if (ws->slots[i].slot == o) {
         ws->slots[i].level = level;

         /* Update if needed. */
         if (id == p->active_set)
            pilot_weapSetUpdateOutfits( p, ws );
         return;
      }
   }

   /* Add it. */
   slot        = &array_grow( &ws->slots );
   slot->level = level;
   slot->slot  = o;

   /* Update range. */
   pilot_weapSetUpdateRange( ws );

   /* Update if needed. */
   if (id == p->active_set)
      pilot_weapSetUpdateOutfits( p, ws );
}
Example #5
0
/**
 * @brief Executes a weapon set.
 *
 *    @param p Pilot to manipulate.
 *    @param id ID of the weapon set.
 *    @param 1 if is keydown, -1 if is keyup, 0 if should be dry.
 */
void pilot_weapSetExec( Pilot* p, int id )
{
   PilotWeaponSet *ws;

   ws = pilot_weapSet(p,id);
   if (ws->fire) {
      pilot_weapSetFire( p, ws, -1 );
   }
   else {
      if (id != p->active_set)
         pilot_weapSetUpdateOutfits( p, ws );
      p->active_set = id;
   }
}
Example #6
0
/**
 * @brief Removes a slot from a weapon set.
 *
 *    @param p Pilot who owns the weapon set.
 *    @param id ID of the weapon set.
 *    @param o Outfit to remove.
 */
void pilot_weapSetRm( Pilot* p, int id, PilotOutfitSlot *o )
{
   PilotWeaponSet *ws;
   int i, j;

   /* Make sure it has slots. */
   ws = pilot_weapSet(p,id);
   if (ws->slots == NULL)
      return;

   /* Find the slot. */
   for (i=0; i<array_size(ws->slots); i++) {
      if (ws->slots[i].slot != o)
         continue;

      array_erase( &ws->slots, &ws->slots[i], &ws->slots[i+1] );

      /* Update range. */
      pilot_weapSetUpdateRange( ws );

      /* Update if needed. */
      if (id == p->active_set)
         pilot_weapSetUpdateOutfits( p, ws );

      /* Updated cached weapset. */
      o->weapset = -1;
      for (j=0; j<PILOT_WEAPON_SETS; j++) {
         if (pilot_weapSetCheck(p, j, o) != -1) {
            o->weapset = j;
            break;
         }
      }

      return;
   }
}
Example #7
0
/**
 * @brief Handles a weapon set press.
 *
 *    @param p Pilot the weapon set belongs to.
 *    @param id ID of the weapon set.
 *    @param type Is +1 if it's a press or -1 if it's a release.
 */
void pilot_weapSetPress( Pilot* p, int id, int type )
{
   int i, l, on, n;
   PilotWeaponSet *ws;

   ws = pilot_weapSet(p,id);
   /* Case no outfits. */
   if (ws->slots == NULL)
      return;

   /* Handle fire groups. */
   switch (ws->type) {
      case WEAPSET_TYPE_CHANGE:
         /* On press just change active weapon set to whatever is available. */
         if (type > 0) {
            if (id != p->active_set)
               pilot_weapSetUpdateOutfits( p, ws );
            p->active_set = id;
         }
         break;

      case WEAPSET_TYPE_WEAPON:
         /* Activation philosophy here is to turn on while pressed and off
          * when it's not held anymore. */
         if (type > 0)
            ws->active = 1;
         else if (type < 0)
            ws->active = 0;
         break;

      case WEAPSET_TYPE_ACTIVE:
         /* The behaviour here is more complex. What we do is consider a group
          * to be entirely off if not all outfits are either on or cooling down.
          * In the case it's deemed to be off, all outfits that are off get turned
          * on, otherwise all outfits that are on are turrned to cooling down. */
         /* Only care about presses. */
         if (type < 0)
            break;

         /* Must not be disabled or cooling down. */
         if ((pilot_isDisabled(p)) || (pilot_isFlag(p, PILOT_COOLDOWN)))
            return;

         /* Decide what to do. */
         on = 1;
         l  = array_size(ws->slots);
         for (i=0; i<l; i++) {
            if (ws->slots[i].slot->state == PILOT_OUTFIT_OFF) {
               on = 0;
               break;
            }
         }

         /* Turn them off. */
         n = 0;
         if (on) {
            for (i=0; i<l; i++) {
               if (ws->slots[i].slot->state != PILOT_OUTFIT_ON)
                  continue;

               n += pilot_outfitOff( p, ws->slots[i].slot );
            }
         }
         /* Turn them on. */
         else {
            for (i=0; i<l; i++) {
               if (ws->slots[i].slot->state != PILOT_OUTFIT_OFF)
                  continue;
               if (outfit_isAfterburner(ws->slots[i].slot->outfit))
                  pilot_afterburn( p );
               else {
                  ws->slots[i].slot->state  = PILOT_OUTFIT_ON;
                  ws->slots[i].slot->stimer = outfit_duration( ws->slots[i].slot->outfit );
               }
               n++;
            }
         }
         /* Must recalculate stats. */
         if (n > 0)
            pilot_calcStats( p );

         break;
   }
}
Example #8
0
/**
 * @brief Tries to automatically set and create the pilot's weapon set.
 *
 * Weapon set 0 is for all weapons. <br />
 * Weapon set 1 is for forward weapons. Ammo using weapons are secondaries. <br />
 * Weapon set 2 is for turret weapons. Ammo using weapons are secondaries. <br />
 * Weapon set 3 is for all weapons. Forwards are primaries and turrets are secondaries. <br />
 * Weapon set 4 is for seeking weapons. High payload variants are secondaries. <br />
 * Weapon set 5 is for fighter bays. <br />
 *
 *    @param p Pilot to automagically generate weapon lists.
 */
void pilot_weaponAuto( Pilot *p )
{
   PilotOutfitSlot *slot;
   Outfit *o;
   int i, level, id;

   /* Clear weapons. */
   pilot_weaponClear( p );

   /* Set modes. */
   pilot_weapSetType( p, 0, WEAPSET_TYPE_CHANGE );
   pilot_weapSetType( p, 1, WEAPSET_TYPE_CHANGE );
   pilot_weapSetType( p, 2, WEAPSET_TYPE_CHANGE );
   pilot_weapSetType( p, 3, WEAPSET_TYPE_CHANGE );
   pilot_weapSetType( p, 4, WEAPSET_TYPE_WEAPON );
   pilot_weapSetType( p, 5, WEAPSET_TYPE_WEAPON );
   pilot_weapSetType( p, 6, WEAPSET_TYPE_ACTIVE );
   pilot_weapSetType( p, 7, WEAPSET_TYPE_ACTIVE );
   pilot_weapSetType( p, 8, WEAPSET_TYPE_ACTIVE );
   pilot_weapSetType( p, 9, WEAPSET_TYPE_ACTIVE );

   /* All should be inrange. */
   if (!pilot_isPlayer(p))
      for (i=0; i<PILOT_WEAPON_SETS; i++){
         pilot_weapSetInrange( p, i, 1 );
         /* Update range and speed (at 0)*/
         pilot_weapSetUpdateRange( &p->weapon_sets[i] );
      }

   /* Iterate through all the outfits. */
   for (i=0; i<p->noutfits; i++) {
      slot = p->outfits[i];
      o    = slot->outfit;

      /* Must be non-empty, and a weapon or active outfit. */
      if ((o == NULL) || !outfit_isActive(o)) {
         slot->level   = -1; /* Clear level. */
         slot->weapset = -1;
         continue;
      }

      /* Manually defined group preempts others. */
      if (o->group) {
         id    = o->group;
      }
      /* Bolts and beams. */
      else if (outfit_isBolt(o) || outfit_isBeam(o) ||
            (outfit_isLauncher(o) && !outfit_isSeeker(o->u.lau.ammo))) {
         id    = outfit_isTurret(o) ? 2 : 1;
      }
      /* Seekers. */
      else if (outfit_isLauncher(o) && outfit_isSeeker(o->u.lau.ammo)) {
         id    = 4;
      }
      /* Fighter bays. */
      else if (outfit_isFighterBay(o)) {
         id    = 5;
      }
      /* Ignore rest. */
      else {
         slot->level = -1;
         continue;
      }

      /* Set level based on secondary flag. */
      level = outfit_isSecondary(o);

      /* Add to its base group. */
      pilot_weapSetAdd( p, id, slot, level );

      /* Also add another copy to another group. */
      if (id == 1) { /* Forward. */
         pilot_weapSetAdd( p, 0, slot, level ); /* Also get added to 'All'. */
         pilot_weapSetAdd( p, 3, slot, 0 );     /* Also get added to 'Fwd/Tur'. */
      }
      else if (id == 2) { /* Turrets. */
         pilot_weapSetAdd( p, 0, slot, level ); /* Also get added to 'All'. */
         pilot_weapSetAdd( p, 3, slot, 1 );     /* Also get added to 'Fwd/Tur'. */
      }
      else if (id == 4) /* Seekers */
         pilot_weapSetAdd( p, 0, slot, level ); /* Also get added to 'All'. */
   }

   /* Update active weapon set. */
   pilot_weapSetUpdateOutfits( p, &p->weapon_sets[ p->active_set ] );
}