/** * @file pilot.c * * @brief Handles the pilot stuff. */ #include #include #include #include "lephisto.h" #include "log.h" #include "weapon.h" #include "pack.h" #include "xml.h" #include "spfx.h" #include "rng.h" #include "hook.h" #include "map.h" #include "explosion.h" #include "escort.h" #include "pilot.h" #define XML_ID "Fleets" /**< XML document identifier. */ #define XML_FLEET "fleet" /**< XML individual fleet identifier. */ #define FLEET_DATA "../dat/fleet.xml" /**< Where to find fleet data. */ #define PILOT_CHUNK 32 /**< Chunks to increment pilot_stack by. */ /* ID generators. */ static unsigned int pilot_id = PLAYER_ID; /**< Stack of pilod ids to assure uniqueness. */ static unsigned int mission_cargo_id = 0; /**< ID generator for specail mission cargo. */ /* Stack of pilots. */ Pilot** pilot_stack = NULL; /**< Not static, it is used in player.c and weapon.c and ai.c */ int pilot_nstack = 0; /**< Same. */ static int pilot_mstack = 0; /** Memory allocated for pilot_stack. */ extern Pilot* player; extern double player_crating; /**< Players combat rating. */ extern void player_abortAutonav(void); /* Stack of fleets. */ static Fleet* fleet_stack = NULL; /** Fleet stack. */ static int nfleets = 0; /** Number of fleets. */ /* External. */ /* AI. */ extern AI_Profile* ai_pinit(Pilot* p, char* ai); extern void ai_destroy(Pilot* p); extern void ai_think(Pilot* pilot); /* Player. */ extern void player_think(Pilot* pilot); extern void player_brokeHyperspace(void); extern double player_faceHyperspace(void); extern void player_dead(void); extern void player_destroyed(void); extern int gui_load(const char* name); /* Internal. */ static int pilot_getStackPos(const unsigned int id); static void pilot_shootWeapon(Pilot* p, PilotOutfit* w); static void pilot_update(Pilot* pilot, const double dt); static void pilot_hyperspace(Pilot* pilot); void pilot_render(Pilot* pilot); static void pilot_calcCargo(Pilot* pilot); void pilot_free(Pilot* p); static Fleet* fleet_parse(const xmlNodePtr parent); static void pilot_dead(Pilot* p); /** * @fn static int pilot_getStackPos(const unsigned int id) * * @brief Get the pilots position in the stack. * @param id ID of the pilot to get. * @return Position of pilot in stack or -1 if not found. */ static int pilot_getStackPos(const unsigned int id) { /* Binary search. */ int l, m, h; l = 0; h = pilot_nstack-1; while(l <= h) { m = (l+h) >> 1; /* For impossible overflow returning negative value. */ if(pilot_stack[m]->id > id) h = m-1; else if(pilot_stack[m]->id < id) l = m+1; else return m; } /* Not found. */ return -1; } /** * @fn unsinged int pilot_getNextID(const unsigned int id) * * @brief Get the next pilot on id. * @param id ID of current pilot. * @return ID of next pilot of PLAYER_ID if no next pilot. */ unsigned int pilot_getNextID(const unsigned int id) { int m; m = pilot_getStackPos(id); if((m == (pilot_nstack-1)) || (m == -1)) return PLAYER_ID; else return pilot_stack[m+1]->id; } /** * @fn unsigned int pilot_getPrevID(const unsigned int id) * * @brief Get the previous pilot based on ID. * @param id ID of the current pilot. * @return ID of previous pilot or PLAYER_ID if no previous pilot. */ unsigned int pilot_getPrevID(const unsigned int id) { int m; m = pilot_getStackPos(id); if(m == -1) return PLAYER_ID; else if(m == 0) return pilot_stack[pilot_nstack-1]->id; else return pilot_stack[m-1]->id; } /** * @brief Get the nearest enemy to the pilot. * @param p Pilot to get his nearest enemy. * @param ID of her nearest enemy. */ unsigned int pilot_getNearestEnemy(const Pilot* p) { unsigned int tp; int i; double d, td; for(tp = 0, d = 0., i = 0; i < pilot_nstack; i++) { /* Must not be bribed. */ if((pilot_stack[i]->id == PLAYER_ID) && pilot_isFlag(p, PILOT_BRIBED)) continue; if(areEnemies(p->faction, pilot_stack[i]->faction) || ((pilot_stack[i]->id == PLAYER_ID) && (pilot_isFlag(p, PILOT_HOSTILE)))) { td = vect_dist(&pilot_stack[i]->solid->pos, &p->solid->pos); if(!pilot_isDisabled(pilot_stack[i]) && ((!tp) || (td < d))) { d = td; tp = pilot_stack[i]->id; } } } return tp; } /** * @fn unsinged int pilot_getNearesetPilot(const Pilot* p) * * @brief Get the nearest pilot to a pilot. * @param p Pilot to get her nearest pilot. * @return The nearest pilot. */ unsigned int pilot_getNearestPilot(const Pilot* p) { unsigned int tp; int i; double d, td; tp = PLAYER_ID; d = 0; for(i = 0; i < pilot_nstack; i++) if(pilot_stack[i] != p) { td = vect_dist(&pilot_stack[i]->solid->pos, &player->solid->pos); if(!pilot_isDisabled(pilot_stack[i]) && ((tp == PLAYER_ID) || (td < d))) { d = td; tp = pilot_stack[i]->id; } } return tp; } /* Pull a pilot out of the pilot_stack based on id. */ Pilot* pilot_get(const unsigned int id) { int m; if(id == PLAYER_ID) return player; /* Special case player. */ m = pilot_getStackPos(id); if(m == -1) return NULL; else return pilot_stack[m]; } /* Grab a fleet out of the stack. */ Fleet* fleet_get(const char* name) { int i; for(i = 0; i < nfleets; i++) if(strcmp(fleet_stack[i].name, name)==0) return &fleet_stack[i]; WARN("Fleet '%s' not found in stack", name); return NULL; } /* Attempt to turn the pilot to face dir. */ double pilot_face(Pilot* p, const double dir) { double diff, turn; diff = angle_diff(p->solid->dir, dir); turn = -10.*diff; if(turn > 1.) turn = 1.; else if(turn < -1.) turn = -1.; p->solid->dir_vel = 0.; if(turn) p->solid->dir_vel -= p->turn * turn; return diff; } /* Get the amount of jumps the pilot has left. */ int pilot_getJumps(const Pilot* p) { return (int)(p->fuel) / HYPERSPACE_FUEL; } /* Return quantity of a pilot outfit. */ int pilot_oquantity(Pilot* p, PilotOutfit* w) { return (outfit_isAmmo(w->outfit) && p->secondary) ? p->secondary->quantity : w->quantity; } /* Get pilot's free weapon space. */ int pilot_freeSpace(Pilot* p) { int i, s; s = p->ship->cap_weapon; for(i = 0; i < p->noutfits; i++) s -= p->outfits[i].quantity * p->outfits[i].outfit->mass; return s; } /* Mkay, this is how we shoot. Listen up. */ void pilot_shoot(Pilot* p, const int secondary) { int i; Outfit* o; if(!p->outfits) return; /* No outfits. */ if(!secondary) { /* Primary weapons. */ for(i = 0; i < p->noutfits; i++) { o = p->outfits[i].outfit; if(!outfit_isProp(o, OUTFIT_PROP_WEAP_SECONDARY) && (outfit_isBolt(o) || outfit_isBeam(o) || outfit_isFighterBay(o))) /** @todo Possibly make this neater. */ pilot_shootWeapon(p, &p->outfits[i]); } } else { if(!p->secondary) return; /* No secondary weapon. */ pilot_shootWeapon(p, p->secondary); } } /** * @fn void pilot_shootStop(Pilot* p, const int secondary) * * @brief */ void pilot_shootStop(Pilot* p, const int secondary) { int i; Outfit* o; if(!p->outfits) return; /* No outfits. */ if(!secondary) { /* Primary weapons. */ for(i = 0; i < p->noutfits; i++) { /* cycle through outfits to find primary weapons. */ o = p->outfits[i].outfit; if(!outfit_isProp(o, OUTFIT_PROP_WEAP_SECONDARY) && outfit_isBeam(o)) /** @todo Possibly make this neater. */ if(p->outfits[i].beamid > 0) { p->outfits[i].beamid = 0; } } } else { /* Secondary weapons. */ if(p->secondary == NULL) return; /* No secondary weapon. */ o = p->secondary->outfit; if(outfit_isBeam(o) && (p->secondary->beamid > 0)) { beam_end(p->id, p->secondary->beamid); p->secondary->beamid = 0; } } } /** * @fn static void pilot_shootWeapon(Pilot* p, PilotOutfit* w) * * @brief Actually handles the shooting, how often the player can shoot and such. * @param p Pilot that is shooting. * @param w Pilot's outfit to shoot. * @param t Pilot's target. */ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w) { int quantity, delay; /* WElll... Trying to shoot when you have no ammo?? FUUU */ quantity = pilot_oquantity(p,w); delay = outfit_delay(w->outfit); /* Check to see if weapon is ready. */ if((w->timer > 0) && (SDL_GetTicks() - w->timer) < (unsigned int)(delay/quantity)) return; /* Regular bolt weapons. */ if(outfit_isBolt(w->outfit)) { /* Enough energy? */ if(outfit_energy(w->outfit) > p->energy) return; p->energy -= outfit_energy(w->outfit); weapon_add(w->outfit, p->solid->dir, &p->solid->pos, &p->solid->vel, p->id, p->target); } /* Beam Weapons. */ else if(outfit_isBeam(w->outfit)) { if(outfit_energy(w->outfit) > p->energy) return; /** @todo Handle warmup stage. */ w->state = PILOT_OUTFIT_ON; w->beamid = beam_start(w->outfit, p->solid->dir, &p->solid->pos, &p->solid->vel, p->id, p->target); } /* * Missile Launchers. * * Must be a secondary weapon. */ else if(outfit_isLauncher(w->outfit) && (w == p->secondary)) { /* Shooter can't be the target - Sanity check for the player. */ if((w->outfit->type != OUTFIT_TYPE_MISSILE_DUMB) && (p->id == p->target)) return; /* Must have ammo left. */ if(p->ammo && (p->ammo->quantity <= 0)) return; /* Enough energy? */ if(outfit_energy(w->outfit) > p->energy) return; p->energy -= outfit_energy(w->outfit); weapon_add(p->ammo->outfit, p->solid->dir, &p->solid->pos, &p->solid->vel, p->id, p->target); p->ammo->quantity -= 1; /* There's no getting this one back. */ if(p->ammo->quantity <= 0) /* Out of ammo. */ pilot_rmOutfit(p, p->ammo->outfit, 0); /* It'll set p->ammo to NULL. */ } /* * Fighter bays. * * Must be secondary weapon. */ else if(outfit_isFighterBay(w->outfit) && (w == p->secondary)) { /* Must have ammo left. */ if((p->ammo == NULL) || (p->ammo->quantity <= 0)) return; /* Create escort. */ escort_create(p->id, p->ammo->outfit->u.fig.ship, &p->solid->pos, &p->solid->vel, 1); p->ammo->quantity -= 1; /* We just shot it. */ if(p->ammo->quantity <= 0) /* Out of ammo. */ pilot_rmOutfit(p, p->ammo->outfit, 0); /* It'll set p->ammo to NULL. */ } else { WARN("Shooting unknown weapon type: %s", w->outfit->name); } /* Update the weapon last used timer. */ w->timer = SDL_GetTicks(); } /** * @fn void pilot_switchSecondary(Pilot* p, int i) * * @brief */ void pilot_switchSecondary(Pilot* p, int i) { PilotOutfit* cur; cur = player->secondary; if((i < 0) || (i >= player->noutfits)) player->secondary = NULL; else player->secondary = &player->outfits[i]; /* Check for weapon change. */ if((cur != NULL) && (player->secondary != cur)) { if(outfit_isBeam(cur->outfit) && (cur->beamid > 0)) { beam_end(p->id, cur->beamid); cur->beamid = 0; } } } /** * @fn void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter, * const DamageType dtype, const double damage) * * @brief Damages the pilot. * @param p Pilot that is taking damage. * @param w Solid that is hitting pilot. * @param shooter Attacker that shot the pilot. * @param dtype type of damage. * @param damage Amount of damage. */ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter, const DamageType dtype, const double damage) { int mod; double damage_shield, damage_armour, knockback, dam_mod; Pilot* pshooter; /* Calculate the damage. */ outfit_calcDamage(&damage_shield, &damage_armour, &knockback, dtype, damage); if(p->id == PLAYER_ID) player_abortAutonav(); if(p->shield - damage_shield > 0.) { /* Shields take the whole blow. */ p->shield -= damage_shield; dam_mod = damage_shield/p->shield_max; } else if(p->shield > 0.) { /* Shields can take part of the blow. */ p->armour -= p->shield/damage_shield*damage_armour; p->shield = 0.; dam_mod = (damage_shield+damage_armour) / (p->shield_max + p->armour_max); } else if(p->armour-damage_armour > 0.) { p->armour -= damage_armour; dam_mod = damage_armour/p->armour_max; /* Shake us up a bit. */ if(p->id == PLAYER_ID) spfx_shake(dam_mod*100.); } else { /* We are officially dead. */ p->armour = 0.; dam_mod = 0.; if(!pilot_isFlag(p, PILOT_DEAD)) { pilot_dead(p); /* Adjust the combat rating based on pilot mass and ditto faction. */ pshooter = pilot_get(shooter); if((pshooter != NULL) && (pshooter->faction == FACTION_PLAYER)) { mod = sqrt(p->ship->mass) / 5; player_crating += 2*mod; /* Crating chanes faster. */ faction_modPlayer(p->faction, -mod); } } } if(shooter != 0) /* Knock back effect is dependent on both damage and mass of the weapon. */ /* should probably turn it into a partial conservative collision.. */ vect_cadd(&p->solid->vel, knockback * (w->vel.x * (dam_mod/6. + w->mass/p->solid->mass/6.)), knockback * (w->vel.y * (dam_mod/6. + w->mass/p->solid->mass/6.))); } /** * @fn void pilot_dead(Pilot* p) * * @brief Pilot is dead, now will slowly explode. * @param p Pilot that just died. */ void pilot_dead(Pilot* p) { if(pilot_isFlag(p, PILOT_DEAD)) return; /* She's already dead. */ /* Basically just set the timers.. */ if(p->id == PLAYER_ID) player_dead(); p->timer[0] = SDL_GetTicks(); /* No need for AI anymore. */ p->ptimer = p->timer[0] + 1000 + (unsigned int)sqrt(10*p->armour_max*p->shield_max); p->timer[1] = p->timer[0]; /* Explosion timer. */ /* Flag cleanup - fixes some issues. */ if(pilot_isFlag(p, PILOT_HYP_PREP)) pilot_rmFlag(p, PILOT_HYP_PREP); if(pilot_isFlag(p, PILOT_HYP_BEGIN)) pilot_rmFlag(p, PILOT_HYP_BEGIN); if(pilot_isFlag(p, PILOT_HYPERSPACE)) pilot_rmFlag(p, PILOT_HYPERSPACE); /* Our pilot is now deadz. */ pilot_setFlag(p, PILOT_DEAD); /* Run hook if pilot has a death hook. */ pilot_runHook(p, PILOT_HOOK_DEATH); } /** * @fn static void pilot_runHook(Pilot* p, int hook_type) * * @brief Tries to run a pilot hook if she has it. * @param p Pilot to run the hook. * @param hook_type Type of hook to run. */ void pilot_runHook(Pilot* p, int hook_type) { int i; for(i = 0; i < PILOT_HOOKS; i++) { if(p->hook_type[i] == hook_type) hook_runID(p->hook[i]); } } /** * @fn void pilot_setSecondary(Pilot* p, const char* secondary) * * @brief Set the pilots secondary weapon based on its name. * @param p Pilot to set secondary weapon. * @param secondary Name of the secondary weapon to set. */ void pilot_setSecondary(Pilot* p, const char* secondary) { int i; /* No need for ammo if there is no secondary. */ if(secondary == NULL) { p->secondary = NULL; p->ammo = NULL; return; } /* Find the secondary and set ammo appropriately. */ for(i = 0; i < p->noutfits; i++) { if(strcmp(secondary, p->outfits[i].outfit->name)==0) { p->secondary = &p->outfits[i]; pilot_setAmmo(p); return; } } p->secondary = NULL; p->ammo = NULL; } /** * @fn void pilot_setAmmo(Pilot* p) * * @param Set the pilots ammo based on their secondary weapon. * @param p Pilot to set ammo. */ void pilot_setAmmo(Pilot* p) { int i; Outfit* ammo; /* Weapon must use ammo. */ if((p->secondary == NULL) || (outfit_ammo(p->secondary->outfit)==NULL)) { p->ammo = NULL; return; } /* Find the ammo and set it. */ ammo = outfit_ammo(p->secondary->outfit); for(i = 0; i < p->noutfits; i++) if(p->outfits[i].outfit == ammo) { p->ammo = &p->outfits[i]; return; } /* None found, so we assume if doesn't need ammo. */ p->ammo = NULL; } /** * @fn int pilot_getAmmo(Pilot* p, Outfit* o) * @param p Pilot to get amount of ammo for. * @param o Outfit to get ammo for. * @return Amount of ammo for o on p. */ int pilot_getAmmo(Pilot* p, Outfit* o) { int i; Outfit* ammo; /* Must be a launcher. */ if(!outfit_isLauncher(o)) return 0; /* Try to find the ammo. */ ammo = o->u.lau.ammo; for(i = 0; i < p->noutfits; i++) if(p->outfits[i].outfit == ammo) return p->outfits[i].quantity; /* Assume none. */ return 0; } /** * @fn void pilot_setAfterburner(Pilot* p) * * @brief Set the pilots afterburner if she has one. * @param p Pilot to set afterburner. */ void pilot_setAfterburner(Pilot* p) { int i; for(i = 0; i < p->noutfits; i++) if(outfit_isAfterburner(p->outfits[i].outfit)) { p->afterburner = &p->outfits[i]; return; } p->afterburner = NULL; } /** * @fn int pilot_dock(Pilot* p, Pilot* target) * * @brief Dock the pilot on its target pilot. * @param p Pilot that wants to dock. * @param target Pilot to dock on. * @return 0 on successful docking. */ int pilot_dock(Pilot* p, Pilot* target) { int i; Outfit* o; /* Must be close. */ if(vect_dist(&p->solid->pos, &target->solid->pos) > 30.) return -1; /* Cannot be going much faster. */ if(vect_dist(&p->solid->vel, &target->solid->vel) > 2*MIN_VEL_ERR) return -1; /* Check to see if target has an available bay. */ for(i = 0; i < target->noutfits; i++) { if(outfit_isFighterBay(target->outfits[i].outfit)) { o = outfit_ammo(target->outfits[i].outfit); if(outfit_isFighter(o) && (strcmp(p->ship->name, o->u.fig.ship)==0)) break; } } if(i >= target->noutfits) return -1; /* Add the pilots outfit. */ if(pilot_addOutfit(target, o, 1) != 1) return -1; /* Destroy the pilot. */ pilot_setFlag(p, PILOT_DELETE); return 0; } /** */ void pilot_explode(double x, double y, double radius, DamageType dtype, double damage, unsigned int parent) { int i; double rx, ry; double dist, rad2; Pilot* p; Solid s; /* Only need to manipulate mass and vel. */ rad2 = radius*radius; for(i = 0; i < pilot_nstack; i++) { p = pilot_stack[i]; /* Calculate a bit. */ rx = p->solid->pos.x - x; ry = p->solid->pos.y - y; dist = pow2(rx) + pow2(ry); /* Pilot is hit. */ if(dist < rad2) { /* Impact settings. */ s.mass = (rad2 - dist) / 10.; s.vel.x = rx; s.vel.y = ry; /* Actual damage calculations. */ pilot_hit(p, &s, parent, dtype, damage); } } } /** * @fn void pilot_render(Pilot* p) * * @brief Render the pilot. * @param p Pilot to render. */ void pilot_render(Pilot* p) { gl_blitSprite(p->ship->gfx_space, p->solid->pos.x, p->solid->pos.y, p->tsx, p->tsy, NULL); } /** * @fn static void pilot_update(Pilot* pilot, const double dt) * * @brief Updates the pilot. * @param pilot Pilot to update. * @param dt Current delta tick. */ static void pilot_update(Pilot* pilot, const double dt) { int i; unsigned int t, l; double a, px, py, vx, vy; char buf[16]; /* She's dead D: */ if(pilot_isFlag(pilot, PILOT_DEAD)) { t = SDL_GetTicks(); if(t > pilot->ptimer) { /* Completely destroyed with final explosion. */ if(pilot->id == PLAYER_ID) /* Player handled differently. */ player_destroyed(); pilot_setFlag(pilot, PILOT_DELETE); /* It'll get deleted next frame. */ return; } /* Pilot death sound. */ if(!pilot_isFlag(pilot, PILOT_DEATH_SOUND) && (t > pilot->ptimer - 50)) { /* Play random explosion sound. */ snprintf(buf, 16, "explosion%d", RNG(0,2)); sound_playPos(sound_get(buf), pilot->solid->pos.x, pilot->solid->pos.y); pilot_setFlag(pilot, PILOT_DEATH_SOUND); } /* Final explosion. */ else if(!pilot_isFlag(pilot, PILOT_EXPLODED) && (t > pilot->ptimer - 200)) { /* Damage from explosion. */ a = sqrt(pilot->solid->mass); expl_explode(pilot->solid->pos.x, pilot->solid->pos.y, pilot->solid->vel.x, pilot->solid->vel.y, pilot->ship->gfx_space->sw / 2. + a, DAMAGE_TYPE_KINETIC, 2.*a - 20., 0, EXPL_MODE_SHIP); pilot_setFlag(pilot, PILOT_EXPLODED); /* Release cargo. */ for(i = 0; i < pilot->ncommodities; i++) commodity_Jettison(pilot->id, pilot->commodities[i].commodity, pilot->commodities[i].quantity); } /* Reset random explosion time. */ else if(t > pilot->timer[1]) { pilot->timer[1] = t + (unsigned int)(100*(double)(pilot->ptimer - pilot->timer[1]) / (double)(pilot->ptimer - pilot->timer[0])); /* Random position on ship. */ a = RNGF()*2.*M_PI; px = VX(pilot->solid->pos) + cos(a)*RNGF()*pilot->ship->gfx_space->sw/2.; py = VY(pilot->solid->pos) + sin(a)*RNGF()*pilot->ship->gfx_space->sh/2.; vx = VX(pilot->solid->vel); vy = VY(pilot->solid->vel); /* Set explosions. */ l = (pilot->id == PLAYER_ID) ? SPFX_LAYER_FRONT : SPFX_LAYER_BACK; if(RNGF() > 0.8) spfx_add(spfx_get("ExpM"), px, py, vx, vy, l); else spfx_add(spfx_get("ExpS"), px, py, vx, vy, l); } } else if(pilot->armour <= 0.) /* PWNED! */ pilot_dead(pilot); /* Start death stuff. */ /* Purpose fallthrough to get the movement similar to disabled. */ if((pilot != player) && (pilot->armour < PILOT_DISABLED_ARMOUR*pilot->armour_max)) { /* Disabled. */ /* First time pilot is disabled. */ if(!pilot_isFlag(pilot, PILOT_DISABLED)) { pilot_setFlag(pilot, PILOT_DISABLED); /* Set as disabled. */ /* Run hook. */ pilot_runHook(pilot, PILOT_HOOK_DISABLE); } /* Come to a halt slowly. */ vect_pset(&pilot->solid->vel, VMOD(pilot->solid->vel) * (1. - dt*0.10), VANGLE(pilot->solid->vel)); vectnull(&pilot->solid->force); /* No more accel. */ pilot->solid->dir_vel = 0.; /* Stop it from turning. */ /* Update the solid. */ pilot->solid->update(pilot->solid, dt); gl_getSpriteFromDir(&pilot->tsx, &pilot->tsy, pilot->ship->gfx_space, pilot->solid->dir); return; } /* We are still alive. */ else if(pilot->armour < pilot->armour_max) /* Regen armour. */ pilot->armour += pilot->armour_regen*dt; else /* And shields. */ pilot->shield += pilot->shield_regen*dt; /* Update energy. */ if((pilot->energy < 1.) && pilot_isFlag(pilot, PILOT_AFTERBURNER)) pilot_rmFlag(pilot, PILOT_AFTERBURNER); /* Break afterburner. */ pilot->energy += pilot->energy_regen * dt; /* Check limits. */ if(pilot->armour > pilot->armour_max) pilot->armour = pilot->armour_max; if(pilot->shield > pilot->shield_max) pilot->shield = pilot->shield_max; if(pilot->energy > pilot->energy_max) pilot->energy = pilot->energy_max; /* Update the solid. */ (*pilot->solid->update)(pilot->solid, dt); gl_getSpriteFromDir(&pilot->tsx, &pilot->tsy, pilot->ship->gfx_space, pilot->solid->dir); if(!pilot_isFlag(pilot, PILOT_HYPERSPACE)) { /* Limit the speed. */ /* Pilot is afterburning. */ if(pilot_isFlag(pilot, PILOT_AFTERBURNER) && /* Must have enough energy. */ (player->energy > pilot->afterburner->outfit->u.afb.energy * dt)) { limit_speed(&pilot->solid->vel, /* Limit is higher. */ pilot->speed * pilot->afterburner->outfit->u.afb.speed_perc + pilot->afterburner->outfit->u.afb.speed_abs, dt); if(pilot->id == PLAYER_ID) spfx_shake(SHAKE_DECAY*0.75 * dt); /* Shake goes down at half speed. */ pilot->energy -= pilot->afterburner->outfit->u.afb.energy * dt; /* Energy loss. */ } else /* Normal limit. */ limit_speed(&pilot->solid->vel, pilot->speed, dt); } } /* Pilot is getting ready or is in, hyperspace. */ static void pilot_hyperspace(Pilot* p) { double diff; /* Pilot is actually in hyperspace. */ if(pilot_isFlag(p, PILOT_HYPERSPACE)) { /* Has the jump happened? */ if(SDL_GetTicks() > p->ptimer) { if(p == player) { player_brokeHyperspace(); } else { pilot_runHook(p, PILOT_HOOK_JUMP); pilot_setFlag(p, PILOT_DELETE); /* Set flag to delete pilot. */ } return; } /* Keep accelerating - hyperspace uses much bigger accel. */ vect_pset(&p->solid->force, HYPERSPACE_THRUST*p->solid->mass, p->solid->dir); } /* Engines getting ready for the jump. */ else if(pilot_isFlag(p, PILOT_HYP_BEGIN)) { if(SDL_GetTicks() > p->ptimer) { /* Engines are ready. */ p->ptimer = SDL_GetTicks() + HYPERSPACE_FLY_DELAY; pilot_setFlag(p, PILOT_HYPERSPACE); } } else { /* Pilot is getting ready for hyperspace. */ /* Brake. */ if(VMOD(p->solid->vel) > MIN_VEL_ERR) { diff = pilot_face(p, VANGLE(p->solid->vel) + M_PI); if(ABS(diff) < MAX_DIR_ERR) vect_pset(&p->solid->force, p->thrust, p->solid->dir); } else { /* Face target. */ vectnull(&p->solid->force); /* Stop accelerating. */ /* Player should actually face the system she's headed to. */ if(p == player) diff = player_faceHyperspace(); else diff = pilot_face(p, VANGLE(p->solid->pos)); if(ABS(diff) < MAX_DIR_ERR) { /* We should prepare for the jump now. */ p->solid->dir_vel = 0.; p->ptimer = SDL_GetTicks() + HYPERSPACE_ENGINE_DELAY; pilot_setFlag(p, PILOT_HYP_BEGIN); } } } } /** * @fn void pilot_hyperspaceAbort(Pilot* p) * * @brief Stops the pilot from hyperspaceing. * * Can only stop in preperation mode. * @param p Pilot to handle stop hyperspace. */ void pilot_hyperspaceAbort(Pilot* p) { if(!pilot_isFlag(p, PILOT_HYPERSPACE)) { if(pilot_isFlag(p, PILOT_HYP_BEGIN)) pilot_rmFlag(p, PILOT_HYP_BEGIN); if(pilot_isFlag(p, PILOT_HYP_PREP)) pilot_rmFlag(p, PILOT_HYP_PREP); } } int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) { int i, q, free_space; char* osec; free_space = pilot_freeSpace(pilot); q = quantity; /* Special case if it's a map. */ if(outfit_isMap(outfit)) { map_map(NULL, outfit->u.map.radius); return 1; /* Must return 1 for paying purposes. */ } /* Mod quantity down if it doesn't fit. */ if(q*outfit->mass > free_space) q = free_space / outfit->mass; /* Can we actually add any? */ if(q == 0) return 0; /* Does outfit already exist? */ for(i = 0; i < pilot->noutfits; i++) if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) { pilot->outfits[i].quantity += q; /* Can't be over max. */ if(pilot->outfits[i].quantity > outfit->max) { q -= pilot->outfits[i].quantity - outfit->max; pilot->outfits[i].quantity = outfit->max; } /* Recalculate the stats. */ pilot_calcStats(pilot); return q; } /* Hacks in case it reallocs. */ osec = (pilot->secondary) ? pilot->secondary->outfit->name : NULL; /* No need for ammo since it's already handled in setSecondary, */ /* since pilot has only one afterburner it's handled at the end. */ /* Grow the outfits. */ pilot->outfits = realloc(pilot->outfits, (pilot->noutfits+1)*sizeof(PilotOutfit)); pilot->outfits[pilot->noutfits].outfit = outfit; pilot->outfits[pilot->noutfits].quantity = q; pilot->outfits[pilot->noutfits].timer = 0; pilot->outfits[pilot->noutfits].beamid = 0; /* Can't be over max. */ if(pilot->outfits[pilot->noutfits].quantity > outfit->max) { q -= pilot->outfits[pilot->noutfits].quantity - outfit->max; pilot->outfits[i].quantity = outfit->max; } pilot->outfits[pilot->noutfits].timer = 0; /* Reset time. */ (pilot->noutfits)++; if(outfit_isTurret(outfit)) /* Used to speed up AI. */ pilot_setFlag(pilot, PILOT_HASTURRET); if(outfit_isBeam(outfit)) /* Used to speed up some calculation. */ pilot_setFlag(pilot, PILOT_HASBEAMS); /* Hack due to realloc possibility. */ pilot_setSecondary(pilot, osec); pilot_setAfterburner(pilot); pilot_calcStats(pilot); return q; } /* Remove an outfit from the pilot. */ int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) { int i, q, c; char* osec; c = (outfit_isMod(outfit)) ? outfit->u.mod.cargo : 0; q = quantity; for(i = 0; i < pilot->noutfits; i++) if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) { pilot->outfits[i].quantity -= quantity; if(pilot->outfits[i].quantity <= 0) { /* We didn't actually remove the full amount. */ q += pilot->outfits[i].quantity; /* Hack in case it reallocs - Can happen even when shrinking. */ osec = (pilot->secondary) ? pilot->secondary->outfit->name : NULL; /* Remove the outfit. */ memmove(pilot->outfits+i, pilot->outfits+i+1, sizeof(PilotOutfit)*(pilot->noutfits-i-1)); pilot->noutfits--; pilot->outfits = realloc(pilot->outfits, sizeof(PilotOutfit)*(pilot->noutfits)); /* Set secondary and afterburner. */ pilot_setSecondary(pilot, osec); pilot_setAfterburner(pilot); } pilot_calcStats(pilot); /* Recalculate stats. */ pilot->cargo_free -= c; return q; } WARN("Failure attempting to remove %d '%s' from pilot '%s'", quantity, outfit->name, pilot->name); return 0; } /* Return all the outfits in a nice text form. */ char* pilot_getOutfits(Pilot* pilot) { int i; char buf[64], *str; str = malloc(sizeof(char)*1024); buf[0] = '\0'; /* First outfit. */ if(pilot->noutfits > 0) snprintf(str, 1024, "%dx %s", pilot->outfits[0].quantity, pilot->outfits[0].outfit->name); /* Rest of the outfits. */ for(i = 1; i < pilot->noutfits; i++) { snprintf(buf, 64, ", %dx %s", pilot->outfits[i].quantity, pilot->outfits[i].outfit->name); strcat(str, buf); } return str; } /* Recalculate the pilot's stats based on her outfits. */ void pilot_calcStats(Pilot* pilot) { int i; double q; double wrange, wspeed; int nweaps; Outfit* o; double ac, sc, ec, fc; /* Temp health coeficients to set. */ /* -- Set up the basic stuff. */ /* Movement. */ pilot->thrust = pilot->ship->thrust; pilot->turn = pilot->ship->turn; pilot->speed = pilot->ship->speed; /* 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->energy_max = pilot->ship->energy; pilot->fuel_max = pilot->ship->fuel; pilot->armour_regen = pilot->ship->armour_regen; pilot->shield_regen = pilot->ship->shield_regen; pilot->energy_regen = pilot->ship->energy_regen; /* Jamming. */ pilot->jam_range = 0.; pilot->jam_chance = 0.; /* Cargo has to be reset. */ pilot_calcCargo(pilot); /* Now add outfit changes. */ nweaps = 0; wrange = wspeed = 0.; for(i = 0; i < pilot->noutfits; i++) { o = pilot->outfits[i].outfit; q = (double) pilot->outfits[i].quantity; if(outfit_isMod(o)) { /* Modification. */ /* Movement. */ pilot->thrust += o->u.mod.thrust * q; pilot->turn += o->u.mod.turn * q; pilot->speed += o->u.mod.speed * q; /* Health. */ pilot->armour_max += o->u.mod.armour * q; pilot->armour_regen += o->u.mod.armour_regen * q; pilot->shield_max += o->u.mod.shield * q; pilot->shield_regen += o->u.mod.shield_regen * q; pilot->energy_max += o->u.mod.energy * q; pilot->energy_regen += o->u.mod.energy_regen * q; /* Fuel. */ pilot->fuel_max += o->u.mod.fuel * q; /* Misc. */ pilot->cargo_free += o->u.mod.cargo * q; } else if(outfit_isAfterburner(o)) /* Afterburner. */ pilot->afterburner = &pilot->outfits[i]; /* Set afterburner. */ else if(outfit_isJammer(o)) { /* Jammer. */ if(pilot->jam_chance < o->u.jam.chance) { /* Substitude. */ /* @todo Make more jammers improve overall. */ pilot->jam_range = o->u.jam.range; pilot->jam_chance = o->u.jam.chance; } pilot->energy_regen -= o->u.jam.energy; } else if((outfit_isWeapon(o) || outfit_isTurret(o)) && /* Primary weapon. */ !outfit_isProp(o, OUTFIT_PROP_WEAP_SECONDARY)) { nweaps++; wrange = MAX(wrange, outfit_range(o)); wspeed += outfit_speed(o); } } /* Set weapon range and speed. */ pilot->weap_range = wrange; /* Range is max. */ pilot->weap_speed = wspeed / (double)nweaps; /* Give the pilot her 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; } /* Pilot free cargo space. */ int pilot_cargoFree(Pilot* p) { return p->cargo_free; } /* Try to add quantity of cargo to pilot, return quantity actually added. */ int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity) { int i, q; /* Check if pilot has it first. */ q = quantity; for(i = 0; i < pilot->ncommodities; i++) if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) { if(pilot_cargoFree(pilot) < quantity) q = pilot_cargoFree(pilot); pilot->commodities[i].quantity += q; pilot->cargo_free -= q; pilot->solid->mass += q; return q; } /* Must add another one. */ pilot->commodities = realloc(pilot->commodities, sizeof(PilotCommodity) * (pilot->ncommodities+1)); pilot->commodities[pilot->ncommodities].commodity = cargo; if(pilot_cargoFree(pilot) < quantity) q = pilot_cargoFree(pilot); pilot->commodities[pilot->ncommodities].id = 0; pilot->commodities[pilot->ncommodities].quantity = q; pilot->cargo_free -= q; pilot->ncommodities++; return q; } /* Return the amount of cargo onboard the ship. */ int pilot_cargoUsed(Pilot* pilot) { int i, q; q = 0; for(i = 0; i < pilot->ncommodities; i++) q += pilot->commodities[i].quantity; return q; } /* Calculate how much cargo ship has left etc. */ static void pilot_calcCargo(Pilot* pilot) { int q; q = pilot_cargoUsed(pilot); pilot->cargo_free = pilot->ship->cap_cargo - q; /* Reduce space left. */ pilot->solid->mass = pilot->ship->mass + q; /* Cargo affects weight. */ } /** * @brief Add special mission cargo, can't sell it and such. * @param pilot Pilot to add it to. * @param cargo Comodity to add. * @param quantity Quantity to add. * @return The mission cargo ID of created cargo. */ unsigned int pilot_addMissionCargo(Pilot* pilot, Commodity* cargo, int quantity) { int q; q = quantity; pilot->commodities = realloc(pilot->commodities, sizeof(PilotCommodity) * (pilot->ncommodities+1)); pilot->commodities[pilot->ncommodities].commodity = cargo; if(pilot_cargoFree(pilot) < quantity) q = pilot_cargoFree(pilot); pilot->commodities[pilot->ncommodities].id = ++mission_cargo_id; pilot->commodities[pilot->ncommodities].quantity = q; pilot->cargo_free -= q; pilot->solid->mass += q; pilot->ncommodities++; return pilot->commodities[pilot->ncommodities-1].id; } /** * @brief Remove special mission cargo based on id. * @param pilot Pilot to remove cargo from. * @param cargo_id ID of the cargo to remove. * @return 0 on success (cargo removed). */ int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id) { int i; /* Check if pilot has it. */ for(i = 0; i < pilot->ncommodities; i++) if(pilot->commodities[i].id == cargo_id) break; if(i >= pilot->ncommodities) return 1; /* Pilot doesn't have it. */ /* Remove cargo. */ pilot->cargo_free += pilot->commodities[i].quantity; pilot->solid->mass -= pilot->commodities[i].quantity; memmove(&pilot->commodities[i], &pilot->commodities[i+1], sizeof(PilotCommodity) * (pilot->ncommodities-i-1)); pilot->ncommodities--; pilot->commodities = realloc(pilot->commodities, sizeof(PilotCommodity) * pilot->ncommodities); return 0; } /* Try to get rid of quantity cargo from pilot, */ /* return quantity actually removed. */ int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity) { int i, q; /* Check if pilot has it. */ q = quantity; for(i = 0; i < pilot->ncommodities; i++) /* Doesn't remove mission cargo. */ if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) { if(quantity >= pilot->commodities[i].quantity) { q = pilot->commodities[i].quantity; /* Remove cargo. */ memmove(pilot->commodities+i, pilot->commodities+i+1, sizeof(PilotCommodity)*(pilot->ncommodities-i)); pilot->ncommodities--; pilot->commodities = realloc(pilot->commodities, sizeof(PilotCommodity)*pilot->ncommodities); } else pilot->commodities[i].quantity -= q; pilot->cargo_free += q; pilot->solid->mass -= q; return q; } return 0; /* Pilot didn't have it. */ } /** * @fn void pilot_addHook(Pilot* pilot, int type, int hook) * * @brief Add a hook to the pilot. * @param pilot Pilot to add the hook to. * @param type Type of the hook to add. * @param hook ID of the hook to add. */ void pilot_addHook(Pilot* pilot, int type, int hook) { int i; for(i = 0; i < PILOT_HOOKS; i++) { if(pilot->hook_type[i] == PILOT_HOOK_NONE) { pilot->hook_type[i] = type; pilot->hook[i] = hook; return; } } WARN("Pilot has maximum amount of hooks, cannot add another."); } /** * @fn void pilot_init(Pilot* pilot, Ship* ship, char* name, int faction, * char* ai, const double dir, const Vec2* pos, * const Vec2* vel, const int flags) * * @brief Initialize pilot. * @param ship Ship pilot will be flying. * @param name Pilots name, if NULL ships name will be used. * @param faction Faction of the pilot. * @param ai Name of the AI profile to use for the pilot. * @param dir Initial direction to face (radians). * @param vel Initial velocity. * @param pos Initial position. * @param flags Used for tweaking the pilot. */ void pilot_init(Pilot* pilot, Ship* ship, char* name, int faction, char* ai, const double dir, const Vec2* pos, const Vec2* vel, const int flags) { ShipOutfit* so; /* Clear memory. */ memset(pilot, 0, sizeof(Pilot)); if(flags & PILOT_PLAYER) /* Player is ID 0 */ pilot->id = PLAYER_ID; else pilot->id = ++pilot_id; /* New unique pilot id based on pilot_id, Can't be 0. */ /* Basic information. */ pilot->ship = ship; pilot->name = strdup((name == NULL) ? ship->name : name); /* Faction. */ pilot->faction = faction; /* Solid. */ pilot->solid = solid_create(ship->mass, dir, pos, vel); /* Outfits. */ if(!(flags & PILOT_NO_OUTFITS)) { if(ship->outfit) { pilot->noutfits = 0; for(so = ship->outfit; so; so = so->next) { pilot->outfits = realloc(pilot->outfits, (pilot->noutfits+1)*sizeof(PilotOutfit)); pilot->outfits[pilot->noutfits].outfit = so->data; pilot->outfits[pilot->noutfits].quantity = so->quantity; pilot->outfits[pilot->noutfits].timer = 0; (pilot->noutfits)++; if(outfit_isTurret(so->data)) /* Used to speed up AI a bit. */ pilot_setFlag(pilot, PILOT_HASTURRET); } } } /* Cargo must be set before calcStats. */ pilot->cargo_free = pilot->ship->cap_cargo; /* should get redone with calcCargo. */ /* Set the pilot stats based on her ship and outfits. */ /* Hack to have full armour/shield/energy/fuel. */ pilot->armour = pilot->armour_max = 1.; pilot->shield = pilot->shield_max = 1.; pilot->energy = pilot->energy_max = 1.; pilot->fuel = pilot->fuel_max = 1.; pilot_calcStats(pilot); /* Set flags and functions. */ if(flags & PILOT_PLAYER) { pilot->think = player_think; /* Players don't need to thing! :P */ pilot->render = NULL; /* Render will be called from player_think */ pilot_setFlag(pilot, PILOT_PLAYER); /* It's a player! */ /* Bit of a hack. */ if(!(flags & PILOT_EMPTY)) { player = pilot; gui_load(pilot->ship->gui); /* Load the GUI. */ } } else { pilot->think = ai_think; pilot->render = pilot_render; } /* All update the same way. */ pilot->update = pilot_update; /* Escort stuff. */ if(flags & PILOT_ESCORT) { pilot_setFlag(pilot, PILOT_ESCORT); if(flags & PILOT_CARRIED) pilot_setFlag(pilot, PILOT_CARRIED); } /* AI. */ pilot->target = pilot->id; /* Self = no target. */ if(ai != NULL) ai_pinit(pilot, ai); /* Must run before ai_create. */ } /** * @fn unsigned int pilot_create(Ship* ship, char* name, int faction, * char* ai, const double dir, const Vec2* pos, * const Vec2* vel, const int flags) * * @brief Create a new pilot. * * See pilot_init for parameters. * @return Pilots id. * * @sa pilot_init */ unsigned int pilot_create(Ship* ship, char* name, int faction, char* ai, const double dir, const Vec2* pos, const Vec2* vel, const int flags) { Pilot* dyn; dyn = MALLOC_L(Pilot); if(dyn == NULL) { WARN("Unable to allocate memory."); return 0; } pilot_init(dyn, ship, name, faction, ai, dir, pos, vel, flags); /* See if memory needs to grow. */ if(pilot_nstack+1 > pilot_mstack) { /* Needs to grow. */ pilot_mstack += PILOT_CHUNK; pilot_stack = realloc(pilot_stack, pilot_mstack*sizeof(Pilot*)); } /* Set the pilot in the stack. */ pilot_stack[pilot_nstack] = dyn; pilot_nstack++; /* There's a new pilot. */ return dyn->id; } /** * @fn Pilot* pilot_CreateEmpty(Ship* ship, char* name, * int faction, char* ai, const int flags) * * @brief Create a pilot without adding it to the stack. * @param ship Ship for the pilot to use. * @param name Name of the pilot ship (NULL uses ship name). * @param faction Faction of the ship. * @param ai AI to use. * @param flags Flags for tweaking, PILOT_EMPTY is added. * @return Pointer to the new pilot (not added to stack). */ Pilot* pilot_createEmpty(Ship* ship, char* name, int faction, char* ai, const int flags) { Pilot* dyn; dyn = MALLOC_L(Pilot); pilot_init(dyn, ship, name, faction, ai, 0., NULL, NULL, flags | PILOT_EMPTY); return dyn; } /** * @fn Pilot* pilot_copy(Pilot* src) * * @brief Copies src pilot to dest. * @param src Pilot to copy. * @return Copy of src. */ Pilot* pilot_copy(Pilot* src) { Pilot* dest = malloc(sizeof(Pilot)); memcpy(dest, src, sizeof(Pilot)); if(src->name) dest->name = strdup(src->name); /* Solid. */ dest->solid = malloc(sizeof(Solid)); memcpy(dest->solid, src->solid, sizeof(Solid)); /* Copy outfits. */ dest->outfits = malloc(sizeof(PilotOutfit)*src->noutfits); memcpy(dest->outfits, src->outfits, sizeof(PilotOutfit)*src->noutfits); dest->secondary = NULL; dest->ammo = NULL; dest->afterburner = NULL; /* Copy commodities. */ dest->commodities = malloc(sizeof(PilotCommodity)*src->ncommodities); memcpy(dest->commodities, src->commodities, sizeof(PilotCommodity)*src->ncommodities); /* Ai is not copied. */ dest->task = NULL; /* Will set afterburner and correct stats. */ pilot_calcStats(dest); return dest; } /** * @fn void pilot_free(Pilot* p) * * @brief Free and cleans up a pilot. * @param p Pilot to free. */ void pilot_free(Pilot* p) { int i; /* Clear up pilot hooks. */ for(i = 0; i < PILOT_HOOKS; i++) if(p->hook_type[i] != PILOT_HOOK_NONE) hook_rm(p->hook[i]); /* Clean up data. */ if(p->ai != NULL) ai_destroy(p); /* Must be destroyed first if applicable. */ if(player == p) player = NULL; solid_free(p->solid); if(p->outfits) free(p->outfits); free(p->name); if(p->commodities) free(p->commodities); if(p->escorts) free(p->escorts); free(p); } /** * @fn void pilot_destroy(Pilot* p) * * @brief Destroy pilot from stack. * @param p Pilot to destroy. */ void pilot_destroy(Pilot* p) { int i; /* Find the pilot. */ for(i = 0; i < pilot_nstack; i++) if(pilot_stack[i] == p) break; /* Pilot is eliminated. */ pilot_free(p); pilot_nstack--; /* Copy other pilots down. */ memmove(&pilot_stack[i], &pilot_stack[i+1], (pilot_nstack-i)*sizeof(Pilot*)); } /** * @fn voud pilots_free(void) * * @brief Free the pilot stack. */ void pilots_free(void) { int i; for(i = 0; i < pilot_nstack; i++) pilot_free(pilot_stack[i]); free(pilot_stack); pilot_stack = NULL; player = NULL; pilot_nstack = 0; } /** * @fn void pilots_clean(void) * * @brief Clean up the pilot stack - Leave the player. */ void pilots_clean(void) { int i; for(i = 0; i < pilot_nstack; i++) /* We'll set player at priveleged position. */ if((player != NULL) && (pilot_stack[i] == player)) { pilot_stack[0] = player; pilot_stack[0]->lockons = 0; /* Clear lockons. */ } else /* Rest get killed. */ pilot_free(pilot_stack[i]); if(player != NULL) /* Set stack to 1 if pilot exists. */ pilot_nstack = 1; } /** * @fn void player_cleanAll(void) * * @brief Even cleans up the player. */ void pilots_cleanAll(void) { pilots_clean(); if(player != NULL) { pilot_free(player); player = NULL; } pilot_nstack = 0; } /** * @fn void pilots_update(double dt) * * @brief Updates all the pilots. * @param dt Delta tick for the update. */ void pilots_update(double dt) { int i; for(i = 0; i < pilot_nstack; i++) { if(pilot_stack[i]->think && !pilot_isDisabled(pilot_stack[i])) { /* Hyperspace gets special treatment. */ if(pilot_isFlag(pilot_stack[i], PILOT_HYP_PREP)) pilot_hyperspace(pilot_stack[i]); else pilot_stack[i]->think(pilot_stack[i]); } if(pilot_stack[i]->update) { if(pilot_isFlag(pilot_stack[i], PILOT_DELETE)) pilot_destroy(pilot_stack[i]); else pilot_stack[i]->update(pilot_stack[i], dt); } } } /** * @fn void pilots_render(void) * * @brief Render all the pilots. */ void pilots_render(void) { int i; for(i = 0; i < pilot_nstack; i++) { if(player == pilot_stack[i]) continue; /* Skip the player. */ if(pilot_stack[i]->render != NULL) /* Render. */ pilot_stack[i]->render(pilot_stack[i]); } } /* Parse the fleet node. */ static Fleet* fleet_parse(const xmlNodePtr parent) { xmlNodePtr cur, node; FleetPilot* pilot; char* c; node = parent->xmlChildrenNode; Fleet* tmp = CALLOC_L(Fleet); tmp->faction = -1; tmp->name = (char*)xmlGetProp(parent, (xmlChar*)"name"); /* Already mallocs. */ if(tmp->name == NULL) WARN("Fleet in "FLEET_DATA" has invalid or no name"); do { /* Load all the data. */ if(xml_isNode(node, "faction")) tmp->faction = faction_get(xml_get(node)); else if(xml_isNode(node, "ai")) tmp->ai = strdup(xml_get(node)); else if(xml_isNode(node, "pilots")) { cur = node->children; do { if(xml_isNode(cur, "pilot")) { tmp->npilots++; /* Pilot count. */ pilot = MALLOC_L(FleetPilot); /* Check for name override. */ xmlr_attr(cur, "name", c); pilot->name = c; /* No need to free since it will have to later. */ /* Check for ai override. */ xmlr_attr(cur, "ai", pilot->ai); /* Load pilots ship. */ pilot->ship = ship_get(xml_get(cur)); if(pilot->ship == NULL) WARN("Pilot %s in Fleet %s has null ship", pilot->name, tmp->name); /* Load chance. */ xmlr_attr(cur, "chance", c); pilot->chance = atoi(c); if(pilot->chance == 0) WARN("Pilot %s in Fleet %s has 0%% chance of appearing", pilot->name, tmp->name); if(c != NULL) free(c); /* Free the external malloc. */ tmp->pilots = realloc(tmp->pilots, sizeof(FleetPilot)*tmp->npilots); memcpy(tmp->pilots+(tmp->npilots-1), pilot, sizeof(FleetPilot)); free(pilot); } } while(xml_nextNode(cur)); } } while(xml_nextNode(node)); #define MELEMENT(o,s) if(o) WARN("Fleet '%s' missing '"s"' element", tmp->name) MELEMENT(tmp->ai==NULL, "ai"); MELEMENT(tmp->faction==-1, "faction"); MELEMENT(tmp->pilots==NULL, "pilots"); #undef MELEMENT return tmp; } /* Load the fleets. */ int fleet_load(void) { uint32_t bufsize; char* buf = pack_readfile(DATA, FLEET_DATA, &bufsize); xmlNodePtr node; xmlDocPtr doc = xmlParseMemory(buf, bufsize); Fleet* tmp = NULL; node = doc->xmlChildrenNode; /* Ships node. */ if(strcmp((char*)node->name, XML_ID)) { ERR("Malformed "FLEET_DATA" file: missing root element '"XML_ID"'"); return -1; } node = node->xmlChildrenNode; /* First ship node. */ if(node == NULL) { ERR("Malformed "FLEET_DATA" file: does not contain elements"); return -1; } do { if(xml_isNode(node, XML_FLEET)) { tmp = fleet_parse(node); fleet_stack = realloc(fleet_stack, sizeof(Fleet)*(++nfleets)); memcpy(fleet_stack+nfleets-1, tmp, sizeof(Fleet)); free(tmp); } } while(xml_nextNode(node)); xmlFreeDoc(doc); free(buf); DEBUG("Loaded %d fleet%s", nfleets, (nfleets==1) ? "" : "s"); return 0; } /* Free the fleets. */ void fleet_free(void) { int i, j; if(fleet_stack != NULL) { for(i = 0; i < nfleets; i++) { for(j = 0; j < fleet_stack[i].npilots; j++) { if(fleet_stack[i].pilots[j].name) free(fleet_stack[i].pilots[j].name); if(fleet_stack[i].pilots[j].ai) free(fleet_stack[i].pilots[j].ai); } free(fleet_stack[i].name); free(fleet_stack[i].pilots); free(fleet_stack[i].ai); } free(fleet_stack); fleet_stack = NULL; } nfleets = 0; }