/** * @brief Sets the fire mode. */ static void weapons_fire( unsigned int wid, char *str ) { int i, state, t, c; /* Set state. */ state = window_checkboxState( wid, str ); /* See how to handle. */ t = pilot_weapSetTypeCheck( player.p, info_eq_weaps.weapons ); if (t == WEAPSET_TYPE_ACTIVE) return; if (state) c = WEAPSET_TYPE_WEAPON; else c = WEAPSET_TYPE_CHANGE; pilot_weapSetType( player.p, info_eq_weaps.weapons, c ); /* Check to see if they are all fire groups. */ for (i=0; i<PILOT_WEAPON_SETS; i++) if (!pilot_weapSetTypeCheck( player.p, i )) break; /* Not able to set them all to fire groups. */ if (i >= PILOT_WEAPON_SETS) { dialogue_alert( "You can not set all your weapon sets to fire groups!" ); pilot_weapSetType( player.p, info_eq_weaps.weapons, WEAPSET_TYPE_CHANGE ); window_checkboxSet( wid, str, 0 ); } /* Set default if needs updating. */ pilot_weaponSetDefault( player.p ); /* Must regen. */ weapons_genList( wid ); }
/** * @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 ] ); }