Exemple #1
0
/**
 * @brief Recalculates the pilot's stats based on his outfits.
 *
 *    @param pilot Pilot to recalculate his stats.
 */
void pilot_calcStats( Pilot* pilot )
{
   int i;
   Outfit* o;
   PilotOutfitSlot *slot;
   double ac, sc, ec, fc; /* temporary health coefficients to set */
   ShipStats amount, *s, *default_s;

   /*
    * set up the basic stuff
    */
   /* mass */
   pilot->solid->mass   = pilot->ship->mass;
   pilot->base_mass     = pilot->solid->mass;
   /* cpu */
   pilot->cpu           = 0.;
   /* movement */
   pilot->thrust_base   = pilot->ship->thrust;
   pilot->turn_base     = pilot->ship->turn;
   pilot->speed_base    = pilot->ship->speed;
   /* crew */
   pilot->crew          = pilot->ship->crew;
   /* cargo */
   pilot->cap_cargo     = pilot->ship->cap_cargo;
   /* fuel_consumption. */
   pilot->fuel_consumption = pilot->ship->fuel_consumption;
   /* health */
   ac = (pilot->armour_max > 0.) ? pilot->armour / pilot->armour_max : 0.;
   sc = (pilot->shield_max > 0.) ? pilot->shield / pilot->shield_max : 0.;
   ec = (pilot->energy_max > 0.) ? pilot->energy / pilot->energy_max : 0.;
   fc = (pilot->fuel_max   > 0.) ? pilot->fuel   / pilot->fuel_max   : 0.;
   pilot->armour_max    = pilot->ship->armour;
   pilot->shield_max    = pilot->ship->shield;
   pilot->fuel_max      = pilot->ship->fuel;
   pilot->armour_regen  = pilot->ship->armour_regen;
   pilot->shield_regen  = pilot->ship->shield_regen;
   /* Absorption. */
   pilot->dmg_absorb    = pilot->ship->dmg_absorb;
   /* Energy. */
   pilot->energy_max    = pilot->ship->energy;
   pilot->energy_regen  = pilot->ship->energy_regen;
   pilot->energy_loss   = 0.; /* Initially no net loss. */
   /* Stats. */
   s = &pilot->stats;
   memcpy( s, &pilot->ship->stats_array, sizeof(ShipStats) );
   memset( &amount, 0, sizeof(ShipStats) );

   /*
    * Now add outfit changes
    */
   pilot->mass_outfit   = 0.;
   pilot->jamming       = 0;
   for (i=0; i<pilot->noutfits; i++) {
      slot = pilot->outfits[i];
      o    = slot->outfit;

      /* Outfit must exist. */
      if (o==NULL)
         continue;

      /* Modify CPU. */
      pilot->cpu           += outfit_cpu(o);

      /* Add mass. */
      pilot->mass_outfit   += o->mass;

      /* Keep a separate counter for required (core) outfits. */
      if (sp_required( o->slot.spid ))
         pilot->base_mass += o->mass;

      /* Add ammo mass. */
      if (outfit_ammo(o) != NULL)
         if (slot->u.ammo.outfit != NULL)
            pilot->mass_outfit += slot->u.ammo.quantity * slot->u.ammo.outfit->mass;

      if (outfit_isAfterburner(o)) /* Afterburner */
         pilot->afterburner = pilot->outfits[i]; /* Set afterburner */

      /* Active outfits must be on to affect stuff. */
      if (slot->active && !(slot->state==PILOT_OUTFIT_ON))
         continue;

      if (outfit_isMod(o)) { /* Modification */
         /* Movement. */
         pilot->thrust_base   += o->u.mod.thrust;
         pilot->turn_base     += o->u.mod.turn;
         pilot->speed_base    += o->u.mod.speed;
         /* Health. */
         pilot->dmg_absorb    += o->u.mod.absorb;
         pilot->armour_max    += o->u.mod.armour;
         pilot->armour_regen  += o->u.mod.armour_regen;
         pilot->shield_max    += o->u.mod.shield;
         pilot->shield_regen  += o->u.mod.shield_regen;
         pilot->energy_max    += o->u.mod.energy;
         pilot->energy_regen  += o->u.mod.energy_regen;
         pilot->energy_loss   += o->u.mod.energy_loss;
         /* Fuel. */
         pilot->fuel_max      += o->u.mod.fuel;
         /* Misc. */
         pilot->cap_cargo     += o->u.mod.cargo;
         pilot->mass_outfit   += o->u.mod.mass_rel * pilot->ship->mass;
         pilot->crew          += o->u.mod.crew_rel * pilot->ship->crew;
         /*
          * Stats.
          */
         ss_statsModFromList( s, o->u.mod.stats, &amount );

      }
      else if (outfit_isAfterburner(o)) { /* Afterburner */
         pilot_setFlag( pilot, PILOT_AFTERBURNER ); /* We use old school flags for this still... */
         pilot->energy_loss += pilot->afterburner->outfit->u.afb.energy; /* energy loss */
      }
      else if (outfit_isJammer(o)) { /* Jammer */
         pilot->jamming        = 1;
         pilot->energy_loss   += o->u.jam.energy;
      }
   }

   if (!pilot_isFlag( pilot, PILOT_AFTERBURNER ))
      pilot->solid->speed_max = pilot->speed;

   /* Slot voodoo. */
   s = &pilot->stats;
   default_s = &pilot->ship->stats_array;

   /* Fire rate:
    *  amount = p * exp( -0.15 * (n-1) )
    *  1x 15% -> 15%
    *  2x 15% -> 25.82%
    *  3x 15% -> 33.33%
    *  6x 15% -> 42.51%
    */
   if (amount.fwd_firerate > 0) {
      s->fwd_firerate = default_s->fwd_firerate + (s->fwd_firerate-default_s->fwd_firerate) * exp( -0.15 * (double)(MAX(amount.fwd_firerate-1.,0)) );
   }
   /* Cruiser. */
   if (amount.tur_firerate > 0) {
      s->tur_firerate = default_s->tur_firerate + (s->tur_firerate-default_s->tur_firerate) * exp( -0.15 * (double)(MAX(amount.tur_firerate-1.,0)) );
   }
   /*
    * Electronic warfare setting base parameters.
    */
   s->ew_hide           = default_s->ew_hide + (s->ew_hide-default_s->ew_hide)                      * exp( -0.2 * (double)(MAX(amount.ew_hide-1.,0)) );
   s->ew_detect         = default_s->ew_detect + (s->ew_detect-default_s->ew_detect)                * exp( -0.2 * (double)(MAX(amount.ew_detect-1.,0)) );
   s->ew_jump_detect    = default_s->ew_jump_detect + (s->ew_jump_detect-default_s->ew_jump_detect) * exp( -0.2 * (double)(MAX(amount.ew_jump_detect-1.,0)) );

   /* Square the internal values to speed up comparisons. */
   pilot->ew_base_hide   = pow2( s->ew_hide );
   pilot->ew_detect      = pow2( s->ew_detect );
   pilot->ew_jump_detect = pow2( s->ew_jump_detect );

   /*
    * Relative increases.
    */
   /* Movement. */
   pilot->thrust_base  *= s->thrust_mod;
   pilot->turn_base    *= s->turn_mod;
   pilot->speed_base   *= s->speed_mod;
   /* Health. */
   pilot->armour_max   *= s->armour_mod;
   pilot->armour_regen *= s->armour_regen_mod;
   pilot->shield_max   *= s->shield_mod;
   pilot->shield_regen *= s->shield_regen_mod;
   pilot->energy_max   *= s->energy_mod;
   pilot->energy_regen *= s->energy_regen_mod;
   /* cpu */
   pilot->cpu_max       = (int)floor((float)(pilot->ship->cpu + s->cpu_max)*s->cpu_mod);
   pilot->cpu          += pilot->cpu_max; /* CPU is negative, this just sets it so it's based off of cpu_max. */
   /* Misc. */
   pilot->dmg_absorb    = MAX( 0., pilot->dmg_absorb );
   pilot->crew         *= s->crew_mod;
   pilot->cap_cargo    *= s->cargo_mod;
   s->engine_limit     *= s->engine_limit_rel;

   /*
    * Flat increases.
    */
   pilot->energy_max   += s->energy_flat;
   pilot->energy       += s->energy_flat;
   pilot->energy_regen -= s->energy_usage;

   /* Give the pilot his health proportion back */
   pilot->armour = ac * pilot->armour_max;
   pilot->shield = sc * pilot->shield_max;
   pilot->energy = ec * pilot->energy_max;
   pilot->fuel   = fc * pilot->fuel_max;

   /* Set final energy tau. */
   pilot->energy_tau = pilot->energy_max / pilot->energy_regen;

   /* Cargo has to be reset. */
   pilot_cargoCalc(pilot);

   /* Calculate mass. */
   pilot->solid->mass = s->mass_mod*pilot->ship->mass + pilot->stats.cargo_inertia*pilot->mass_cargo + pilot->mass_outfit;

   /* Calculate the heat. */
   pilot_heatCalc( pilot );

   /* Modulate by mass. */
   pilot_updateMass( pilot );

   /* Update GUI as necessary. */
   gui_setGeneric( pilot );
}
Exemple #2
0
/**
 * @brief Docks the pilot on its target pilot.
 *
 *    @param p Pilot that wants to dock.
 *    @param target Pilot to dock on.
 *    @param deployed Was pilot already deployed?
 *    @return 0 on successful docking.
 */
int pilot_dock( Pilot *p, Pilot *target, int deployed )
{
   int i;
   Outfit *o = NULL;

   /* Must be close. */
   if (vect_dist(&p->solid->pos, &target->solid->pos) >
         target->ship->gfx_space->sw * PILOT_SIZE_APROX )
      return -1;

   /* Cannot be going much faster. */
   if ((pow2(VX(p->solid->vel)-VX(target->solid->vel)) +
            pow2(VY(p->solid->vel)-VY(target->solid->vel))) >
         (double)pow2(MAX_HYPERSPACE_VEL))
      return -1;

   /* Check to see if target has an available bay. */
   for (i=0; i<target->noutfits; i++) {

      /* Must have outfit. */
      if (target->outfits[i]->outfit == NULL)
         continue;

      /* Must be fighter bay. */
      if (!outfit_isFighterBay(target->outfits[i]->outfit))
         continue;

      /* Must have deployed. */
      if (deployed && (target->outfits[i]->u.ammo.deployed <= 0))
         continue;

      o = outfit_ammo(target->outfits[i]->outfit);

      /* Try to add fighter. */
      if (outfit_isFighter(o) &&
            (strcmp(p->ship->name,o->u.fig.ship)==0)) {
         if (deployed)
            target->outfits[i]->u.ammo.deployed -= 1;
         break;
      }
   }
   if ((o==NULL) || (i >= target->noutfits))
      return -1;

   /* Add the pilot's outfit. */
   if (pilot_addAmmo(target, target->outfits[i], o, 1) != 1)
      return -1;

   /* Remove from pilot's escort list. */
   if (deployed) {
      for (i=0; i<target->nescorts; i++) {
         if ((target->escorts[i].type == ESCORT_TYPE_BAY) &&
               (target->escorts[i].id == p->id))
            break;
      }
      /* Not found as pilot's escorts. */
      if (i >= target->nescorts)
         return -1;
      /* Free if last pilot. */
      if (target->nescorts == 1) {
         free(target->escorts);
         target->escorts   = NULL;
         target->nescorts  = 0;
      }
      else {
         memmove( &target->escorts[i], &target->escorts[i+1],
               sizeof(Escort_t) * (target->nescorts-i-1) );
         target->nescorts--;
      }
   }

   /* Destroy the pilot. */
   pilot_delete(p);

   return 0;
}
Exemple #3
0
/**
 * @brief Recalculates the pilot's stats based on his outfits.
 *
 *    @param pilot Pilot to recalculate his stats.
 */
void pilot_calcStats( Pilot* pilot )
{
   int i;
   Outfit* o;
   PilotOutfitSlot *slot;
   double ac, sc, ec, fc; /* temporary health coefficients to set */
   double arel, srel, erel; /* relative health bonuses. */
   ShipStats amount, *s;

   /* @TODO remove old school PILOT_AFTERBURN flags. */
   pilot_rmFlag( pilot, PILOT_AFTERBURNER );

   /*
    * set up the basic stuff
    */
   /* mass */
   pilot->solid->mass   = pilot->ship->mass;
   /* movement */
   pilot->thrust        = pilot->ship->thrust;
   pilot->turn_base     = pilot->ship->turn;
   pilot->speed         = pilot->ship->speed;
   /* cpu */
   pilot->cpu_max       = pilot->ship->cpu;
   pilot->cpu           = pilot->cpu_max;
   /* crew */
   pilot->crew          = pilot->ship->crew;
   /* health */
   ac = pilot->armour / pilot->armour_max;
   sc = pilot->shield / pilot->shield_max;
   ec = pilot->energy / pilot->energy_max;
   fc = pilot->fuel   / pilot->fuel_max;
   pilot->armour_max    = pilot->ship->armour;
   pilot->shield_max    = pilot->ship->shield;
   pilot->fuel_max      = pilot->ship->fuel;
   pilot->armour_regen  = pilot->ship->armour_regen;
   pilot->shield_regen  = pilot->ship->shield_regen;
   /* Absorption. */
   pilot->dmg_absorb    = pilot->ship->dmg_absorb;
   /* Energy. */
   pilot->energy_max    = pilot->ship->energy;
   pilot->energy_regen  = pilot->ship->energy_regen;
   pilot->energy_loss   = 0.; /* Initially no net loss. */
   /* Stats. */ 
   memcpy( &pilot->stats, &pilot->ship->stats_array, sizeof(ShipStats) );
   memset( &amount, 0, sizeof(ShipStats) );

   /* cargo has to be reset */
   pilot_cargoCalc(pilot);

   /* Slot voodoo. */
   s        = &pilot->stats;
   /*
    * Electronic warfare setting base parameters.
    * @TODO ew_hide and ew_detect should be squared so XML-sourced values are linear.
    */
   s->ew_hide           = 1. + (s->ew_hide-1.) * exp( -0.2 * (double)(MAX(amount.ew_hide-1,0)) );
   s->ew_detect         = 1. + (s->ew_detect-1.) * exp( -0.2 * (double)(MAX(amount.ew_detect-1,0)) );
   s->ew_jumpDetect     = 1. + (s->ew_jumpDetect-1.) * exp( -0.2 * (double)(MAX(amount.ew_jumpDetect-1,0)) );
   pilot->ew_base_hide  = s->ew_hide;
   pilot->ew_detect     = s->ew_detect;
   pilot->ew_jumpDetect = pow2(s->ew_jumpDetect);

   /*
    * now add outfit changes
    */
   pilot->mass_outfit   = 0.;
   pilot->jamming       = 0;
   arel                 = 0.;
   srel                 = 0.;
   erel                 = 0.;
   for (i=0; i<pilot->noutfits; i++) {
      slot = pilot->outfits[i];
      o    = slot->outfit;

      /* Outfit must exist. */
      if (o==NULL)
         continue;

      /* Subtract CPU. */
      pilot->cpu           -= outfit_cpu(o);
      if (outfit_cpu(o) < 0.)
         pilot->cpu_max    -= outfit_cpu(o);

      /* Add mass. */
      pilot->mass_outfit   += o->mass;

      /* Add ammo mass. */
      if (outfit_ammo(o) != NULL)
         if (slot->u.ammo.outfit != NULL)
            pilot->mass_outfit += slot->u.ammo.quantity * slot->u.ammo.outfit->mass;

      /* Set afterburner. */
      if (outfit_isAfterburner(o))
         pilot->afterburner = pilot->outfits[i];

      /* Active outfits must be on to affect stuff. */
      if (slot->active && !(slot->state==PILOT_OUTFIT_ON))
         continue;

      if (outfit_isMod(o)) { /* Modification */
         /* movement */
         pilot->thrust        += o->u.mod.thrust * pilot->ship->mass;
         pilot->thrust        += o->u.mod.thrust_rel * pilot->ship->thrust;
         pilot->turn_base     += o->u.mod.turn;
         pilot->turn_base     += o->u.mod.turn_rel * pilot->ship->turn;
         pilot->speed         += o->u.mod.speed;
         pilot->speed         += o->u.mod.speed_rel * pilot->ship->speed;
         /* health */
         pilot->armour_max    += o->u.mod.armour;
         pilot->armour_regen  += o->u.mod.armour_regen;
         arel                 += o->u.mod.armour_rel;
         pilot->shield_max    += o->u.mod.shield;
         pilot->shield_regen  += o->u.mod.shield_regen;
         srel                 += o->u.mod.shield_rel;
         pilot->energy_max    += o->u.mod.energy;
         pilot->energy_regen  += o->u.mod.energy_regen;
         erel                 += o->u.mod.energy_rel;
         /* fuel */
         pilot->fuel_max      += o->u.mod.fuel;
         /* misc */
         pilot->cargo_free    += o->u.mod.cargo;
         pilot->mass_outfit   += o->u.mod.mass_rel * pilot->ship->mass;
         pilot->crew          += o->u.mod.crew_rel * pilot->ship->crew;
         pilot->ew_base_hide  += o->u.mod.hide_rel * pilot->ew_base_hide;
         /*
          * Stats.
          */
         ss_statsModFromList( &pilot->stats, o->u.mod.stats, &amount );
     
      }
      else if (outfit_isAfterburner(o)) { /* Afterburner */
         pilot_setFlag( pilot, PILOT_AFTERBURNER ); /* We use old school flags for this still... */
         pilot->energy_loss += pilot->afterburner->outfit->u.afb.energy; /* energy loss */
         pilot->solid->speed_max = pilot->speed +
               pilot->speed * pilot->afterburner->outfit->u.afb.speed *
               MIN( 1., pilot->afterburner->outfit->u.afb.mass_limit/pilot->solid->mass);
      }
      else if (outfit_isJammer(o)) { /* Jammer */
         pilot->jamming        = 1;
         pilot->energy_loss   += o->u.jam.energy;
      }
   }

   if (!pilot_isFlag( pilot, PILOT_AFTERBURNER ))
      pilot->solid->speed_max = pilot->speed;

   /* Set final energy tau. */
   pilot->energy_tau = pilot->energy_max / pilot->energy_regen;

   /* Fire rate:
    *  amount = p * exp( -0.15 * (n-1) )
    *  1x 15% -> 15%
    *  2x 15% -> 25.82%
    *  3x 15% -> 33.33%
    *  6x 15% -> 42.51%
    */
   if (amount.fwd_firerate > 0) {
      s->fwd_firerate = 1. + (s->fwd_firerate-1.) * exp( -0.15 * (double)(MAX(amount.fwd_firerate-1,0)) );
   }
   /* Cruiser. */
   if (amount.tur_firerate > 0) {
      s->tur_firerate = 1. + (s->tur_firerate-1.) * exp( -0.15 * (double)(MAX(amount.tur_firerate-1,0)) );
   }

   /* Increase health by relative bonuses. */
   pilot->armour_max += arel * pilot->ship->armour;
   pilot->armour_max *= pilot->stats.armour_mod;
   pilot->shield_max += srel * pilot->ship->shield;
   pilot->shield_max *= pilot->stats.shield_mod;
   pilot->energy_max += erel * pilot->ship->energy;
   /* pilot->energy_max *= pilot->stats.energy_mod; */

   /* Give the pilot his health proportion back */
   pilot->armour = ac * pilot->armour_max;
   pilot->shield = sc * pilot->shield_max;
   pilot->energy = ec * pilot->energy_max;
   pilot->fuel   = fc * pilot->fuel_max;

   /* Calculate the heat. */
   pilot_heatCalc( pilot );

   /* Modulate by mass. */
   pilot_updateMass( pilot );

   /* Update GUI as necessary. */
   gui_setGeneric( pilot );
}
Exemple #4
0
/**
 * @brief Recalculates the pilot's stats based on his outfits.
 *
 *    @param pilot Pilot to recalculate his stats.
 */
void pilot_calcStats( Pilot* pilot )
{
   int i;
   double q;
   Outfit* o;
   PilotOutfitSlot *slot;
   double ac, sc, ec, fc; /* temporary health coefficients to set */
   double arel, srel, erel; /* relative health bonuses. */
   ShipStats *s, *os;
   int nfirerate_turret, nfirerate_forward;
   int njammers;
   int ew_ndetect, ew_nhide;

   /* Comfortability. */
   s = &pilot->stats;

   /*
    * set up the basic stuff
    */
   /* mass */
   pilot->solid->mass   = pilot->ship->mass;
   /* movement */
   pilot->thrust        = pilot->ship->thrust;
   pilot->turn_base     = pilot->ship->turn;
   pilot->speed         = pilot->ship->speed;
   /* cpu */
   pilot->cpu_max       = pilot->ship->cpu;
   pilot->cpu           = pilot->cpu_max;
   /* crew */
   pilot->crew          = pilot->ship->crew;
   /* health */
   ac = pilot->armour / pilot->armour_max;
   sc = pilot->shield / pilot->shield_max;
   ec = pilot->energy / pilot->energy_max;
   fc = pilot->fuel   / pilot->fuel_max;
   pilot->armour_max    = pilot->ship->armour;
   pilot->shield_max    = pilot->ship->shield;
   pilot->fuel_max      = pilot->ship->fuel;
   pilot->armour_regen  = pilot->ship->armour_regen;
   pilot->shield_regen  = pilot->ship->shield_regen;
   /* Absorption. */
   pilot->dmg_absorb    = pilot->ship->dmg_absorb;
   /* Energy. */
   pilot->energy_max    = pilot->ship->energy;
   pilot->energy_regen  = pilot->ship->energy_regen;
   /* Jamming */
   pilot->jam_range     = 0.;
   pilot->jam_chance    = 0.;
   /* Stats. */
   memcpy( s, &pilot->ship->stats, sizeof(ShipStats) );

   /* cargo has to be reset */
   pilot_cargoCalc(pilot);

   /*
    * now add outfit changes
    */
   nfirerate_forward = nfirerate_turret = 0;
   pilot->mass_outfit   = 0.;
   njammers             = 0;
   ew_ndetect           = 0;
   ew_nhide             = 0;
   pilot->jam_range     = 0.;
   pilot->jam_chance    = 0.;
   arel                 = 0.;
   srel                 = 0.;
   erel                 = 0.;
   for (i=0; i<pilot->noutfits; i++) {
      slot = pilot->outfits[i];
      o    = slot->outfit;

      if (o==NULL)
         continue;

      q = (double) slot->quantity;

      /* Subtract CPU. */
      pilot->cpu           -= outfit_cpu(o) * q;
      if (outfit_cpu(o) < 0.)
         pilot->cpu_max    -= outfit_cpu(o) * q;

      /* Add mass. */
      pilot->mass_outfit   += o->mass;

      if (outfit_isMod(o)) { /* Modification */
         /* movement */
         pilot->thrust        += o->u.mod.thrust * pilot->ship->mass * q;
         pilot->thrust        += o->u.mod.thrust_rel * pilot->ship->thrust * q;
         pilot->turn_base     += o->u.mod.turn * q;
         pilot->turn_base     += o->u.mod.turn_rel * pilot->ship->turn * q;
         pilot->speed         += o->u.mod.speed * q;
         pilot->speed         += o->u.mod.speed_rel * pilot->ship->speed * q;
         /* health */
         pilot->armour_max    += o->u.mod.armour * q;
         pilot->armour_regen  += o->u.mod.armour_regen * q;
         arel                 += o->u.mod.armour_rel * q;
         pilot->shield_max    += o->u.mod.shield * q;
         pilot->shield_regen  += o->u.mod.shield_regen * q;
         srel                 += o->u.mod.shield_rel * q;
         pilot->energy_max    += o->u.mod.energy * q;
         pilot->energy_regen  += o->u.mod.energy_regen * q;
         erel                 += o->u.mod.energy_rel * q;
         /* fuel */
         pilot->fuel_max      += o->u.mod.fuel * q;
         /* misc */
         pilot->cargo_free    += o->u.mod.cargo * q;
         pilot->mass_outfit   += o->u.mod.mass_rel * pilot->ship->mass * q;
         pilot->crew          += o->u.mod.crew_rel * pilot->ship->crew * q;
         /*
          * Stats.
          */
         os = &o->u.mod.stats;
         /* Freighter. */
         s->jump_delay        += os->jump_delay * q;
         s->jump_range        += os->jump_range * q;
         s->cargo_inertia     += os->cargo_inertia * q;
         /* Scout. */
         if (os->ew_hide != 0.) {
            s->ew_hide           += os->ew_hide * q;
            ew_nhide++;
         }
         if (os->ew_detect != 0.) {
            s->ew_detect         += os->ew_detect * q;
            ew_ndetect++;
         }
         s->jam_range         += os->jam_range * q;
         /* Military. */
         s->heat_dissipation  += os->heat_dissipation * q;
         /* Bomber. */
         s->launch_rate       += os->launch_rate * q;
         s->launch_range      += os->launch_range * q;
         s->jam_counter       += os->jam_counter * q;
         s->ammo_capacity     += os->ammo_capacity * q;
         /* Fighter. */
         s->heat_forward      += os->heat_forward * q;
         s->damage_forward    += os->damage_forward * q;
         s->energy_forward    += os->energy_forward * q;
         if (os->firerate_forward != 0.) {
            s->firerate_forward  += os->firerate_forward * q;
            nfirerate_forward    += q;
         }
         /* Cruiser. */
         s->heat_turret       += os->heat_turret * q;
         s->damage_turret     += os->damage_turret * q;
         s->energy_turret     += os->energy_turret * q;
         if (os->firerate_turret != 0.) {
            s->firerate_turret   += os->firerate_turret * q;
            if (os->firerate_turret > 0.) /* Only modulate bonuses. */
               nfirerate_turret     += q;
         }
         /* Misc. */
         s->nebula_dmg_shield += os->nebula_dmg_shield * q;
         s->nebula_dmg_armour += os->nebula_dmg_armour * q;
      }
      else if (outfit_isAfterburner(o)) /* Afterburner */
         pilot->afterburner = pilot->outfits[i]; /* Set afterburner */
      else if (outfit_isJammer(o)) { /* Jammer */
         pilot->jam_range        += o->u.jam.range * q;
         pilot->jam_chance       += o->u.jam.chance * q;
         pilot->energy_regen     -= o->u.jam.energy * q;
         njammers                += q;;
      }

      /* Add ammo mass. */
      if (outfit_ammo(o) != NULL) {
         if (slot->u.ammo.outfit != NULL)
            pilot->mass_outfit += slot->u.ammo.quantity * slot->u.ammo.outfit->mass;
      }
   }

   /* Set final energy tau. */
   pilot->energy_tau = pilot->energy_max / pilot->energy_regen;

   /*
    * Electronic warfare setting base parameters.
    */
   s->ew_hide           = 1. + s->ew_hide/100. * exp( -0.2 * (double)(MAX(ew_nhide-1,0)) );
   s->ew_detect         = 1. + s->ew_detect/100. * exp( -0.2 * (double)(MAX(ew_ndetect-1,0)) );
   pilot->ew_base_hide  = s->ew_hide;
   pilot->ew_detect     = s->ew_detect;

   /*
    * Normalize stats.
    */
   /* Freighter. */
   s->jump_range        = s->jump_range/100. + 1.;
   s->jump_delay        = s->jump_delay/100. + 1.;
   s->cargo_inertia     = s->cargo_inertia/100. + 1.;
   /* Scout. */
   s->jam_range         = s->jam_range/100. + 1.;
   /* Military. */
   s->heat_dissipation  = s->heat_dissipation/100. + 1.;
   /* Bomber. */
   s->launch_rate       = s->launch_rate/100. + 1.;
   s->launch_range      = s->launch_range/100. + 1.;
   s->jam_counter       = s->jam_counter/100. + 1.;
   s->ammo_capacity     = s->ammo_capacity/100. + 1.;
   /* Fighter. */
   s->heat_forward      = s->heat_forward/100. + 1.;
   s->damage_forward    = s->damage_forward/100. + 1.;
   s->energy_forward    = s->energy_forward/100. + 1.;
   /* Fire rate:
    *  amount = p * exp( -0.15 * (n-1) )
    *  1x 15% -> 15%
    *  2x 15% -> 25.82%
    *  3x 15% -> 33.33%
    *  6x 15% -> 42.51%
    */
   s->firerate_forward  = s->firerate_forward/100.;
   if (nfirerate_forward > 0)
      s->firerate_forward *= exp( -0.15 * (double)(MAX(nfirerate_forward-1,0)) );
   s->firerate_forward += 1.;
   /* Cruiser. */
   s->heat_turret       = s->heat_turret/100. + 1.;
   s->damage_turret     = s->damage_turret/100. + 1.;
   s->energy_turret     = s->energy_turret/100. + 1.;
   s->firerate_turret   = s->firerate_turret/100.;
   if (nfirerate_turret > 0)
      s->firerate_turret  *= exp( -0.15 * (double)(MAX(nfirerate_turret-1,0)) );
   s->firerate_turret  += 1.;
   /* Misc. */
   s->nebula_dmg_shield = s->nebula_dmg_shield/100. + 1.;
   s->nebula_dmg_armour = s->nebula_dmg_armour/100. + 1.;

   /*
    * Calculate jammers.
    *
    * Range is averaged.
    * Diminishing return on chance.
    *  chance = p * exp( -0.2 * (n-1) )
    *  1x 20% -> 20%
    *  2x 20% -> 32%
    *  2x 40% -> 65%
    *  6x 40% -> 88%
    */
   if (njammers > 1) {
      pilot->jam_range  /= (double)njammers;
      pilot->jam_range  *= s->jam_range;
      pilot->jam_chance *= exp( -0.2 * (double)(MAX(njammers-1,0)) );
   }

   /* Increase health by relative bonuses. */
   pilot->armour_max += arel * pilot->ship->armour;
   pilot->shield_max += srel * pilot->ship->shield;
   pilot->energy_max += erel * pilot->ship->energy;

   /* Give the pilot his health proportion back */
   pilot->armour = ac * pilot->armour_max;
   pilot->shield = sc * pilot->shield_max;
   pilot->energy = ec * pilot->energy_max;
   pilot->fuel   = fc * pilot->fuel_max;

   /* Calculate mass. */
   pilot->solid->mass = pilot->ship->mass + s->cargo_inertia*pilot->mass_cargo + pilot->mass_outfit;

   /* Calculate the heat. */
   pilot_heatCalc( pilot );

   /* Modulate by mass. */
   pilot_updateMass( pilot );

   /* Update GUI as necessary. */
   gui_setGeneric( pilot );
}
Exemple #5
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_weapSetMode( p, 0, 0 );
   pilot_weapSetMode( p, 1, 0 );
   pilot_weapSetMode( p, 2, 0 );
   pilot_weapSetMode( p, 3, 0 );
   pilot_weapSetMode( p, 4, 1 );
   pilot_weapSetMode( p, 5, 1 );
   pilot_weapSetMode( p, 6, 0 );
   pilot_weapSetMode( p, 7, 0 );
   pilot_weapSetMode( p, 8, 0 );
   pilot_weapSetMode( p, 9, 0 );

   /* Set names. */
   pilot_weapSetNameSet( p, 0, "All" );
   pilot_weapSetNameSet( p, 1, "Forward" );
   pilot_weapSetNameSet( p, 2, "Turret" );
   pilot_weapSetNameSet( p, 3, "Fwd/Tur" );
   pilot_weapSetNameSet( p, 4, "Seekers" );
   pilot_weapSetNameSet( p, 5, "Fighter Bays" );
   pilot_weapSetNameSet( p, 6, "Weaponset 7" );
   pilot_weapSetNameSet( p, 7, "Weaponset 8" );
   pilot_weapSetNameSet( p, 8, "Weaponset 9" );
   pilot_weapSetNameSet( p, 9, "Weaponset 0" );

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

      /* Must have outfit. */
      if (o == NULL) {
         slot->level = -1; /* Clear level. */
         continue;
      }

      /* Bolts and beams. */
      if (outfit_isBolt(o) || outfit_isBeam(o) ||
            (outfit_isLauncher(o) && !outfit_isSeeker(o->u.lau.ammo))) {
         id    = outfit_isTurret(o) ? 2 : 1;
         level = (outfit_ammo(o) != NULL) ? 1 : 0;
      }
      /* Seekers. */
      else if (outfit_isLauncher(o) && outfit_isSeeker(o->u.lau.ammo)) {
         id    = 4;
         level = 1;
      }
      /* Fighter bays. */
      else if (outfit_isFighterBay(o)) {
         id    = 5;
         level = 0;
      }
      /* Ignore rest. */
      else
         continue;
   
      /* Add to it's 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'. */
      }
   }
}