[Add] Modification/Upgrades to ships.
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@ -141,4 +141,28 @@
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</damage>
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</specific>
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</outfit>
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<outfit name="Battery">
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<general>
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<max>10</max>
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<tech>3</tech>
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<mass>2</mass>
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<price>22500</price>
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<description>A heavy battery that will increase your ships energy allowing you to pack more firepower.</description>
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</general>
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<specific type="15">
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<energy>75</energy>
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</specific>
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</outfit>
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<outfit name="Solar Panel">
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<general>
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<max>3</max>
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<tech>5</tech>
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<mass>3</mass>
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<price>55000</price>
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<description>A big panel that will generate energy based off solar energy. This will allow ships to regenerate it's enrgy supplies faster.</description>
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</general>
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<specific type="15">
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<energy_regen>125</energy_regen>
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</specific>
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</outfit>
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</Outfits>
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45
src/outfit.c
45
src/outfit.c
@ -28,6 +28,7 @@ static Outfit* outfit_parse(const xmlNodePtr parent);
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static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent);
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static void outfit_parseSLauncher(Outfit* tmp, const xmlNodePtr parent);
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static void outfit_parseSAmmo(Outfit* tmp, const xmlNodePtr parent);
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static void outfit_parseSMod(Outfit* tmp, const xmlNodePtr parent);
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// Return an outfit.
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Outfit* outfit_get(const char* name) {
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@ -89,6 +90,10 @@ int outfit_isTurret(const Outfit* o) {
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(o->type == OUTFIT_TYPE_TURRET_BEAM));
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}
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int outfit_isMod(const Outfit* o) {
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return (o->type == OUTFIT_TYPE_MODIFICATION);
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}
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// Get the outfit graphics.
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glTexture* outfit_gfx(const Outfit* o) {
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if(outfit_isWeapon(o)) return o->u.blt.gfx_space;
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@ -148,7 +153,8 @@ const char* outfit_typename[] = {
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"Smart Swarm Missile",
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"Smart Swarm Missile Ammunition Pack",
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"Bolt Turret",
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"Beam Turret"
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"Beam Turret",
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"Modification"
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};
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// Return the broad outfit type.
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@ -157,7 +163,8 @@ const char* outfit_typenamebroad[] = {
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"Weapon",
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"Launcher",
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"Ammo",
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"Turret"
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"Turret",
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"Modification"
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};
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const char* outfit_getTypeBroad(const Outfit* o) {
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@ -166,6 +173,7 @@ const char* outfit_getTypeBroad(const Outfit* o) {
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else if(outfit_isLauncher(o)) i = 2;
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else if(outfit_isAmmo(o)) i = 3;
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else if(outfit_isTurret(o)) i = 4;
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else if(outfit_isMod(o)) i = 5;
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return outfit_typenamebroad[i];
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}
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@ -284,6 +292,37 @@ static void outfit_parseSAmmo(Outfit* tmp, const xmlNodePtr parent) {
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#undef MELEMENT
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}
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static void outfit_parseSMod(Outfit* tmp, const xmlNodePtr parent) {
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xmlNodePtr node;
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node = parent->xmlChildrenNode;
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// Load all the data.
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do {
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// Movement.
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if(xml_isNode(node, "thrust"))
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tmp->u.mod.thrust = xml_getFloat(node);
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else if(xml_isNode(node, "turn"))
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tmp->u.mod.turn = xml_getFloat(node);
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else if(xml_isNode(node, "speed"))
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tmp->u.mod.speed = xml_getFloat(node);
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// Health.
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if(xml_isNode(node, "armour"))
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tmp->u.mod.armour = xml_getFloat(node);
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else if(xml_isNode(node, "shield"))
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tmp->u.mod.shield = xml_getFloat(node);
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else if(xml_isNode(node, "energy"))
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tmp->u.mod.energy = xml_getFloat(node);
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else if(xml_isNode(node, "armour_regen"))
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tmp->u.mod.armour_regen = xml_getFloat(node)/60.0;
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else if(xml_isNode(node, "shield_regen"))
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tmp->u.mod.shield_regen = xml_getFloat(node)/60.0;
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else if(xml_isNode(node, "energy_regen"))
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tmp->u.mod.energy_regen = xml_getFloat(node)/60.0;
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} while((node = node->next));
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}
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// Parse and return Outfits from parent node.
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static Outfit* outfit_parse(const xmlNodePtr parent) {
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Outfit* tmp = CALLOC_L(Outfit);
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@ -332,6 +371,8 @@ static Outfit* outfit_parse(const xmlNodePtr parent) {
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outfit_parseSAmmo(tmp, node);
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else if(outfit_isTurret(tmp))
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outfit_parseSWeapon(tmp, node);
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else if(outfit_isMod(tmp))
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outfit_parseSMod(tmp, node);
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}
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} while((node = node->next));
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#define MELEMENT(o,s) if(o) WARN("Outfit '%s' missing '"s"' element", tmp->name)
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13
src/outfit.h
13
src/outfit.h
@ -22,7 +22,8 @@ typedef enum OutfitType_ {
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OUTFIT_TYPE_MISSILE_SWARM_SMART = 11,
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OUTFIT_TYPE_MISSILE_SWARM_SMART_AMMO = 12,
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OUTFIT_TYPE_TURRET_BOLT = 13,
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OUTFIT_TYPE_TURRET_BEAM = 14
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OUTFIT_TYPE_TURRET_BEAM = 14,
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OUTFIT_TYPE_MODIFICATION = 15
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} OutfitType;
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// An outfit depends a lot on the type.
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@ -80,6 +81,15 @@ typedef struct Outfit_ {
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int spfx; // Special effect on hit.
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unsigned int lockon; // Time taken to lock on the target.
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} amm;
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struct { // Modification.
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// Movement.
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double thrust, turn, speed;
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// Health.
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double armour, armour_regen;
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double shield, shield_regen;
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double energy, energy_regen;
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} mod;
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} u;
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} Outfit;
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@ -91,6 +101,7 @@ int outfit_isWeapon(const Outfit* o);
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int outfit_isLauncher(const Outfit* o);
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int outfit_isAmmo(const Outfit* o);
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int outfit_isTurret(const Outfit* o);
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int outfit_isMod(const Outfit* o);
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const char* outfit_getType(const Outfit* o);
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const char* outfit_getTypeBroad(const Outfit* o);
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