/** * @brief Sets the weapon set as sane. * * @param p Pilot to set weapons as sane. */ void pilot_weaponSane( Pilot *p ) { int i, j; int n, l; PilotWeaponSet *ws; for (j=0; j<PILOT_WEAPON_SETS; j++) { ws = &p->weapon_sets[j]; if (ws->slots == NULL) continue; l = array_size(ws->slots); n = 0; for (i=0; i<l; i++) { if (ws->slots[i].slot->outfit != NULL) continue; /* Move down. */ memmove( &ws->slots[i], &ws->slots[i+1], sizeof(PilotWeaponSetOutfit) * (l-i-1) ); n++; } /* Remove surplus. */ if (n > 0) array_erase( &ws->slots, &ws->slots[l-n], &ws->slots[l] ); /* See if we must overwrite levels. */ if ((ws->type == WEAPSET_TYPE_WEAPON) || (ws->type == WEAPSET_TYPE_ACTIVE)) for (i=0; i<array_size(ws->slots); i++) ws->slots[i].level = 0; } /* Update range. */ pilot_weapSetUpdateRange( ws ); }
/** * @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; } }
/** * @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 ); }
/** * @brief Cleans up a weapon set. * * @param p Pilot who owns the weapon set. * @param id ID of the weapon set to clean up. */ void pilot_weapSetCleanup( Pilot* p, int id ) { PilotWeaponSet *ws; ws = pilot_weapSet(p,id); if (ws->slots != NULL) array_free( ws->slots ); ws->slots = NULL; /* Update range. */ pilot_weapSetUpdateRange( ws ); }
/** * @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 ); }
/** * @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; } }
/** * @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 ] ); }
/** * @brief Actually handles the shooting, how often the player.p can shoot and such. * * @param p Pilot that is shooting. * @param w Pilot's outfit to shoot. * @param time Expected flight time. * @return 0 if nothing was shot and 1 if something was shot. */ static int pilot_shootWeapon( Pilot* p, PilotOutfitSlot* w, double time ) { Vector2d vp, vv; double rate_mod, energy_mod; double energy; int j; /* Make sure weapon has outfit. */ if (w->outfit == NULL) return 0; /* Reset beam shut-off if needed. */ if (outfit_isBeam(w->outfit) && w->outfit->u.bem.min_duration) w->stimer = INFINITY; /* check to see if weapon is ready */ if (w->timer > 0.) return 0; /* Calculate rate modifier. */ pilot_getRateMod( &rate_mod, &energy_mod, p, w->outfit ); /* Get weapon mount position. */ pilot_getMount( p, w, &vp ); vp.x += p->solid->pos.x; vp.y += p->solid->pos.y; /* Modify velocity to take into account the rotation. */ vect_cset( &vv, p->solid->vel.x + vp.x*p->solid->dir_vel, p->solid->vel.y + vp.y*p->solid->dir_vel ); /* * regular bolt weapons */ if (outfit_isBolt(w->outfit)) { /* enough energy? */ if (outfit_energy(w->outfit)*energy_mod > p->energy) return 0; energy = outfit_energy(w->outfit)*energy_mod; p->energy -= energy; pilot_heatAddSlot( p, w ); weapon_add( w->outfit, w->heat_T, p->solid->dir, &vp, &p->solid->vel, p, p->target, time ); } /* * Beam weapons. */ else if (outfit_isBeam(w->outfit)) { /* Don't fire if the existing beam hasn't been destroyed yet. */ if (w->u.beamid > 0) return 0; /* Check if enough energy to last a second. */ if (outfit_energy(w->outfit)*energy_mod > p->energy) return 0; /** @todo Handle warmup stage. */ w->state = PILOT_OUTFIT_ON; w->u.beamid = beam_start( w->outfit, p->solid->dir, &vp, &p->solid->vel, p, p->target, w ); w->timer = w->outfit->u.bem.duration; return 1; /* Return early due to custom timer logic. */ } /* * missile launchers * * must be a secondary weapon */ else if (outfit_isLauncher(w->outfit)) { /* Shooter can't be the target - sanity check for the player.p */ if ((w->outfit->u.lau.ammo->u.amm.ai != AMMO_AI_DUMB) && (p->id==p->target)) return 0; /* Must have ammo left. */ if ((w->u.ammo.outfit == NULL) || (w->u.ammo.quantity <= 0)) return 0; /* enough energy? */ if (outfit_energy(w->u.ammo.outfit)*energy_mod > p->energy) return 0; energy = outfit_energy(w->u.ammo.outfit)*energy_mod; p->energy -= energy; pilot_heatAddSlot( p, w ); weapon_add( w->outfit, w->heat_T, p->solid->dir, &vp, &p->solid->vel, p, p->target, time ); w->u.ammo.quantity -= 1; /* we just shot it */ p->mass_outfit -= w->u.ammo.outfit->mass; p->solid->mass -= w->u.ammo.outfit->mass; pilot_updateMass( p ); /* If last ammo was shot, update the range */ if (w->u.ammo.quantity <= 0) { for (j=0; j<PILOT_WEAPON_SETS; j++) pilot_weapSetUpdateRange( &p->weapon_sets[j] ); } } /* * Fighter bays. */ else if (outfit_isFighterBay(w->outfit)) { /* Must have ammo left. */ if ((w->u.ammo.outfit == NULL) || (w->u.ammo.quantity <= 0)) return 0; /* Create the escort. */ escort_create( p, w->u.ammo.outfit->u.fig.ship, &vp, &p->solid->vel, p->solid->dir, ESCORT_TYPE_BAY, 1 ); w->u.ammo.quantity -= 1; /* we just shot it */ p->mass_outfit -= w->u.ammo.outfit->mass; w->u.ammo.deployed += 1; /* Mark as deployed. */ pilot_updateMass( p ); } else WARN(_("Shooting unknown weapon type: %s"), w->outfit->name); /* Reset timer. */ w->timer += rate_mod * outfit_delay( w->outfit ); return 1; }