/** * @brief Sets the fire mode. */ static void weapons_fire( unsigned int wid, char *str ) { int i, state; /* Set state. */ state = window_checkboxState( wid, str ); pilot_weapSetMode( player.p, info_eq_weaps.weapons, state ); /* Check to see if they are all fire groups. */ for (i=0; i<PILOT_WEAPON_SETS; i++) if (!pilot_weapSetModeCheck( 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_weapSetMode( player.p, info_eq_weaps.weapons, 0 ); window_checkboxSet( wid, str, 0 ); } /* Set default if needs updating. */ pilot_weaponSetDefault( player.p ); }
/** * @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'. */ } } }