Lephisto/src/pilot.c
2014-05-28 15:50:24 +01:00

2017 lines
56 KiB
C

/**
* @file pilot.c
*
* @brief Handles the pilot stuff.
*/
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include <limits.h>
#include "lephisto.h"
#include "log.h"
#include "weapon.h"
#include "ldata.h"
#include "lxml.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. */
#define CHUNK_SIZE 32 /**< Size to allocate memory 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 special mission cargo.
Not garanteed to be absolutely unique,
only unique for each pilot. */
/* 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(char* reason);
/* 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);
extern void player_addLicense(char* license);
/* 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); /* Externed in player.c */
static int fleet_parse(Fleet* tmp, const xmlNodePtr parent);
static void pilot_dead(Pilot* p);
static int pilot_setOutfitMounts(Pilot* p, PilotOutfit* po, int o, int q);
static void pilot_setSecondary(Pilot* p, Outfit* o);
/**
* @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;
}
/**
* @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;
}
/**
* @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;
}
/**
* @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);
}
}
/**
* @brief Has pilot stopped shooting her weapon.
*
* Only really deals with beam weapons.
* @param p Pilot that was shooting.
* @param secondary If weapon is secondary.
*/
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;
}
}
}
/**
* @brief Get the mount position of a pilot.
* @param p Pilot to get mount position of.
* @param id ID of the mount.
* @param[out] v Position of the mount.
* @return 0 on success.
*/
int pilot_getMount(Pilot* p, int id, Vec2* v) {
double a;
/* Calculate the sprite angle. */
a = (double)(p->tsy * p->ship->gfx_space->sx + p->tsx);
a *= p->ship->mangle;
/* Get the mount and add the player offset. */
ship_getMount(p->ship, a, id, v);
vect_cadd(v, p->solid->pos.x, p->solid->pos.y);
return 0;
}
/**
* @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 id;
Vec2 v;
/* Check to see if weapon is ready. */
if(w->timer > 0.)
return;
/* Get weapon to see if weapon is ready. */
if(w->mounts == NULL)
id = 0;
else if(outfit_isTurret(w->outfit))
id = w->mounts[w->lastshot];
pilot_getMount(p, id, &v);
/* 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,
&v, &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,
&v, &p->solid->vel, p->id, p->target, id);
}
/*
* 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,
&v, &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,
&v, &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);
}
/* Reset timer. */
w->timer += ((double)outfit_delay(w->outfit) / (double)w->quantity)/1000.;
/* Mark last updated. */
w->lastshot++;
if(w->lastshot >= w->quantity)
w->lastshot = 0;
}
/**
* @brief Set the pilots secondary weapon.
* @param p Pilot to set secondary weapon.
* @param i Index of the weapon to set.
*/
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;
}
}
}
/**
* @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((w != NULL) && (p->id == PLAYER_ID) &&
!pilot_isFlag(player, PILOT_HYP_BEGIN) &&
!pilot_isFlag(player, PILOT_HYPERSPACE))
player_abortAutonav("Sustaining Damage");
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 > 0.) {
p->armour -= damage_armour;
/* EMP don't kill. */
if((dtype == DAMAGE_TYPE_EMP) &&
(p->armour < PILOT_DISABLED_ARMOUR * p->armour_max))
p->armour = PILOT_DISABLED_ARMOUR * p->armour_max - 1.;
/* Officially dead. */
if(p->armour <= 0.) {
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 changes faster. */
faction_modPlayer(p->faction, -mod);
}
}
} else { /* Some minor effects and stuff. */
dam_mod = damage_armour / p->armour_max;
if(p->id == PLAYER_ID) /* Shake us up a bit. */
spfx_shake(SHAKE_MAX*dam_mod);
}
}
if(w != NULL)
/* 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.)));
}
/**
* @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] = 0.; /* No need for AI anymore. */
p->ptimer = 1. + sqrt(10*p->armour_max * p->shield_max) / 1000.;
p->timer[1] = 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);
}
/**
* @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]);
}
}
/**
* @brief Set the pilots secondary weapon.
* @param p Pilot to set secondary weapon.
* @param o Outfit to set as secondary.
*/
static void pilot_setSecondary(Pilot* p, Outfit* o) {
int i;
/* No need for ammo if there is no secondary. */
if(o == NULL) {
p->secondary = NULL;
p->ammo = NULL;
return;
}
/* Find the secondary and set ammo appropriately. */
for(i = 0; i < p->noutfits; i++) {
if(p->outfits[i].outfit == o) {
p->secondary = &p->outfits[i];
pilot_setAmmo(p);
return;
}
}
p->secondary = NULL;
p->ammo = NULL;
}
/**
* @brief 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;
}
/**
* @brief Get the amount of ammo pilot has for a certain outfit.
* @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;
}
/**
* @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;
}
/**
* @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;
}
/**
* @brief Make the pilot explosion.
* @param x X position of the pilot.
* @param y Y position of the pilot.
* @param radius Radius of the explosion.
* @param dtype Damage type of the explosion.
* @param damage Amount of damage by the explosion.
* @param parent ID of the pilot exploding.
*/
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);
/* Take into account ship size. */
dist += pow2(p->ship->gfx_space->sw) + pow2(p->ship->gfx_space->sh);
/* Pilot is hit. */
if(dist < rad2) {
/* Impact settings. */
s.mass = pow2(damage) * sqrt(rad2 - dist) / 30.;
s.vel.x = rx;
s.vel.y = ry;
/* Actual damage calculations. */
pilot_hit(p, &s, parent, dtype, damage);
/* Shock wave from the explosion. */
if(p->id == PILOT_PLAYER)
spfx_shake(pow2(damage) / pow2(100.) * SHAKE_MAX);
}
}
}
/**
* @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);
}
/**
* @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 l;
double a, px, py, vx, vy;
char buf[16];
PilotOutfit* o;
/* Update timers. */
pilot->ptimer -= dt;
pilot->tcontrol -= dt;
for(i = 0; i < MAX_AI_TIMERS; i++)
pilot->timer[i] -= dt;
for(i = 0; i < pilot->noutfits; i++) {
o = &pilot->outfits[i];
if(o->timer > 0.)
o->timer -= dt;
}
/* She's dead. */
if(pilot_isFlag(pilot, PILOT_DEAD)) {
if(pilot->ptimer < 0.) { /* 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) && (pilot->ptimer < 0.050)) {
/* 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) && (pilot->ptimer < 0.200)) {
/* 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(pilot->timer[1] < 0.) {
pilot->timer[1] = 0.08 * (pilot->ptimer - pilot->timer[1]) / pilot->ptimer;
/* 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(0.75*SHAKE_DECAY*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(p->ptimer < 0.) {
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(p->ptimer < 0.) { /* Engines ready. */
p->ptimer = 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 = HYPERSPACE_ENGINE_DELAY;
pilot_setFlag(p, PILOT_HYP_BEGIN);
}
}
}
}
/**
* @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);
}
}
/**
* @brief Set the mount points for an outfit.
* @param p Pilot to set mounts on.
* @param po Outfit to set mount points for.
* @param o Original number of outfits.
* @param q outfits added.
* @retrurn 0 on success.
*/
static int pilot_setOutfitMounts(Pilot* p, PilotOutfit* po, int o, int q) {
int i, n, k, min;
/* Grow the memory. */
po->mounts = realloc(po->mounts, o+q * sizeof(int));
/* Has to be done for each outfit added. */
for(n = o; n < o+q; n++) {
/* Special case no ship mounts. */
if(p->mounted == NULL) {
po->mounts[n] = 0;
continue;
}
/* Default to 0. */
k = 0;
min = INT_MAX;
/* Find mount with fewest spots. */
for(i = 1; i < p->ship->nmounts; i++) {
if(p->mounted[i] < min) {
k = i;
min = p->mounted[i];
}
}
/* Add the mount point. */
po->mounts[n] = k;
p->mounted[k]++;
}
return 0;
}
/**
* @brief Add an outfit to the pilot.
* @param pilot Pilot to add the outfit to.
* @param outfit Outfit to add to the pilot.
* @param quantity Amount of the outfit to add.
* @return Amount of the outfit added.
*/
int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
int i;
int o, q, free_space;
Outfit* osec;
PilotOutfit* po;
free_space = pilot_freeSpace(pilot);
q = quantity;
/* Special case if it's a map. */
if(outfit_isMap(outfit)) {
if(pilot == player) /* Only player can get it. */
map_map(NULL, outfit->u.map.radius);
return 1; /* Must return 1 for paying purposes. */
}
/* Special case if it's a license. */
else if(outfit_isLicense(outfit)) {
if(pilot == player) /* Only player can get it. */
player_addLicense(outfit->name);
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(pilot->outfits[i].outfit == outfit) {
po = &pilot->outfits[i];
o = po->quantity;
po->quantity += q;
/* Can't be over max. */
if(po->quantity > outfit->max) {
q -= po->quantity - outfit->max;
po->quantity = outfit->max;
}
/* If it's a turret we need to find a mount spot for it. */
if(outfit_isTurret(outfit))
pilot_setOutfitMounts(pilot, po, o, q);
/* Recalculate the stats. */
pilot_calcStats(pilot);
return q;
}
/* Hacks in case it reallocs. */
osec = (pilot->secondary) ? pilot->secondary->outfit : 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->noutfits++;
pilot->outfits = realloc(pilot->outfits, pilot->noutfits*sizeof(PilotOutfit));
po = &pilot->outfits[pilot->noutfits-1];
memset(po, 0, sizeof(PilotOutfit));
po->outfit = outfit;
po->quantity = q;
/* Can't be over max. */
if(po->quantity > outfit->max) {
q -= po->quantity - outfit->max;
po->quantity = outfit->max;
}
if(outfit_isTurret(outfit)) { /* Used to speed up AI. */
/* If it's a turret we need to find a mount sport for it. */
pilot_setOutfitMounts(pilot, po, 0, q);
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;
}
/**
* @brief Remove an outfit from the pilot.
* @param pilot Pilot to remove the outfit from.
* @param outfit Outfit to remove from the pilot.
* @param quantity Amount of the outfits to remove from the pilot.
* @return Number of the outfits removed from the pilot.
*/
int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
int i, j, q, c, o;
Outfit* osec;
PilotOutfit* po;
c = (outfit_isMod(outfit)) ? outfit->u.mod.cargo : 0;
q = quantity;
for(i = 0; i < pilot->noutfits; i++)
if(pilot->outfits[i].outfit == outfit) {
po = &pilot->outfits[i];
/* Remove quantity. */
o = po->quantity -= quantity;
/* Remove from mount points. */
if((pilot->mounted != NULL) && (po->mounts != NULL)) {
for(j = o-1; j >= po->quantity; j--) {
if(po->mounts[j] != 0)
pilot->mounted[po->mounts[j]]--;
}
}
/* Need to remove the outfit. */
if(po->quantity <= 0) {
/* We didn't actually remove the full amount. */
q += po->quantity;
/* Hack in case it reallocs - Can happen even when shrinking. */
osec = (pilot->secondary) ? pilot->secondary->outfit : NULL;
/* Free some memory if needed. */
if(po->mounts != NULL)
free(po->mounts);
/* Remove the outfit. */
memmove(&pilot->outfits[i], &pilot->outfits[i+1],
sizeof(PilotOutfit)*(pilot->noutfits-i-1));
pilot->noutfits--;
if(pilot->noutfits == 0) {
free(pilot->outfits);
pilot->outfits = NULL;
} else
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;
}
/**
* @brief Get all the outfits in nice text form.
* @param pilot Pilot to get the outfits from.
*/
char* pilot_getOutfits(Pilot* pilot) {
int i;
char* buf;
int p, len;
len = 1024;
buf = malloc(sizeof(char)*len);
buf[0] = '\0';
p = 0;
/* First outfit. */
if(pilot->noutfits > 0)
p += snprintf(&buf[p], len-p, "%dx %s",
pilot->outfits[0].quantity, pilot->outfits[0].outfit->name);
else
p += snprintf(&buf[p], len-p, "None");
/* Rest of the outfits. */
for(i = 1; i < pilot->noutfits; i++)
p += snprintf(&buf[p], len-p, ", %dx %s",
pilot->outfits[i].quantity, pilot->outfits[i].outfit->name);
return buf;
}
/* 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;
}
/**
* @brief Get the pilots free cargo space.
* @param p Pilot to get the free space of.
* @return Free cargo space on pilot.
*/
int pilot_cargoFree(Pilot* p) {
return p->cargo_free;
}
/**
* @brief Move cargo from one pilot to another.
*
* At the end, dest has exactly the same cargo as src and leaves src with none.
* @param dest Destination pilot.
* @param src Source pilot.
* @return 0 on success.
*/
int pilot_moveCargo(Pilot* dest, Pilot* src) {
int i;
/* Nothing to copy, success! */
if(src->ncommodities == 0)
return 0;
/* Check if it fits. */
if(pilot_cargoUsed(src) > pilot_cargoFree(dest)) {
WARN("Unable to copy cargo over from pilot '%s' to '%s'", src->name, dest->name);
return -1;
}
/* Alloate new space. */
i = dest->ncommodities;
dest->ncommodities += src->ncommodities;
dest->commodities = realloc(dest->commodities,
sizeof(PilotCommodity)*dest->ncommodities);
/* Copy over. */
memmove(&dest->commodities[i], &src->commodities[0],
sizeof(PilotCommodity) * src->ncommodities);
/* Clean src. */
src->ncommodities = 0;
if(src->commodities != NULL)
free(src->commodities);
src->commodities = NULL;
return 0;
}
/* 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;
}
/**
* @brief Get how much cargo ship has on board.
* @param pilot Pilot to get used cargo space of.
* @param The used cargo space by pilot.
*/
int pilot_cargoUsed(Pilot* pilot) {
int i, q;
q = 0;
for(i = 0; i < pilot->ncommodities; i++)
q += pilot->commodities[i].quantity;
return q;
}
/**
* @brief Calculates how much cargo ship has left and such.
* @param pilot Pilot to calculate free cargo space of.
*/
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 i;
unsigned int id, max_id;
int q;
q = quantity;
/* Get ID. */
id = ++mission_cargo_id;
/* Check for collisions with pilot and set ID generator to the max. */
max_id = 0;
for(i = 0; i < pilot->ncommodities; i++)
if(pilot->commodities[i].id > max_id)
max_id = pilot->commodities[i].id;
if(max_id > id)
mission_cargo_id = max_id;
id = ++mission_cargo_id;
/* Grow commodities. */
pilot->commodities = realloc(pilot->commodities,
sizeof(PilotCommodity) * (pilot->ncommodities+1));
pilot->commodities[pilot->ncommodities].commodity = cargo;
/* Add commodity. */
if(pilot_cargoFree(pilot) < quantity)
q = pilot_cargoFree(pilot);
pilot->commodities[pilot->ncommodities].id = id;
pilot->commodities[pilot->ncommodities].quantity = q;
/* Postfixing. */
pilot->cargo_free -= q;
pilot->solid->mass += q;
pilot->ncommodities++;
return 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.
* @param jettison Should we jettison the cargo?
* @return 0 on success (cargo removed).
*/
int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id, int jettison) {
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. */
if(jettison)
commodity_Jettison(pilot->id, pilot->commodities[i].commodity,
pilot->commodities[i].quantity);
/* 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--;
if(pilot->ncommodities == 0) {
free(pilot->commodities);
pilot->commodities = NULL;
} else
pilot->commodities = realloc(pilot->commodities,
sizeof(PilotCommodity) * pilot->ncommodities);
return 0;
}
/**
* @brief Try to get rid of quantity cargo from pilot.
* @param pilot Pilot to get rid of cargo.
* @param cargo Cargo to get rid of.
* @param quantity Amount of cargo to get rid of.
* @return Amount of cargo gotten rid of.
*/
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--;
if(pilot->ncommodities == 0) {
free(pilot->commodities);
pilot->commodities = NULL;
}
else
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. */
}
/**
* @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.");
}
/**
* @brief Initialize pilot.
* @param pilot Pilot to initialise.
* @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 pos Initial position.
* @param vel Initial velocity.
* @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 unsigned 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);
/* Mounts. */
if(ship->nmounts > 0)
pilot->mounted = calloc(ship->nmounts, sizeof(int));
/* Outfits. */
if(!(flags & PILOT_NO_OUTFITS)) {
if(ship->outfit) {
pilot->noutfits = 0;
for(so = ship->outfit; so; so = so->next) {
pilot_addOutfit(pilot, so->data, so->quantity);
}
}
}
/* 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;
}
/* Set enter hyperspace flag if needed. */
if(flags & PILOT_HYP_END)
pilot_setFlag(pilot, PILOT_HYP_END);
/* 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. */
}
/**
* @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 unsigned int flags) {
Pilot* dyn;
dyn = malloc(sizeof(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;
}
/**
* @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 unsigned int flags) {
Pilot* dyn;
dyn = malloc(sizeof(Pilot));
if(dyn == NULL) {
WARN("Unable to allocate memory");
return 0;
}
pilot_init(dyn, ship, name, faction, ai, 0., NULL, NULL, flags | PILOT_EMPTY);
return dyn;
}
/**
* @brief Copies src pilot to dest.
* @param src Pilot to copy.
* @return Copy of src.
*/
Pilot* pilot_copy(Pilot* src) {
int i;
Pilot* dest = malloc(sizeof(Pilot));
/* Copy data over, we'll have to reset all the pointers though. */
memcpy(dest, src, sizeof(Pilot));
if(src->name) dest->name = strdup(src->name);
if(src->title) dest->title = strdup(src->title);
/* Copy Solid. */
dest->solid = malloc(sizeof(Solid));
memcpy(dest->solid, src->solid, sizeof(Solid));
/* Copy mountpoints. */
if(src->mounted != NULL) {
dest->mounted = malloc(sizeof(int)*src->ship->nmounts);
memcpy(dest->mounted, src->mounted, sizeof(int)*src->ship->nmounts);
}
/* Hooks get cleared. */
memset(dest->hook_type, 0, sizeof(int)*PILOT_HOOKS);
memset(dest->hook, 0, sizeof(int)*PILOT_HOOKS);
/* Copy has no escorts. */
dest->escorts = NULL;
dest->nescorts = 0;
/* AI is not copied. */
dest->task = NULL;
/* Set pointers and firneds to NULL. */
/* Outfits. */
dest->outfits = NULL;
dest->noutfits = 0;
dest->secondary = NULL;
dest->ammo = NULL;
dest->afterburner = NULL;
/* Commodities. */
dest->commodities = NULL;
dest->ncommodities = 0;
/* Calculate stats. */
pilot_calcStats(dest);
/* Copy outfits. */
for(i = 0; i < src->noutfits; i++)
pilot_addOutfit(dest, src->outfits[i].outfit,
src->outfits[i].quantity);
/* Copy commodities. */
for(i = 0; i < src->ncommodities; i++)
pilot_addCargo(dest, src->commodities[i].commodity,
src->commodities[i].quantity);
return dest;
}
/**
* @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]);
/* Remove outfits. */
while(p->outfits != NULL)
pilot_rmOutfit(p, p->outfits[0].outfit, p->outfits[0].quantity);
/* Remove commodities. */
if(p->commodities != NULL)
pilot_rmCargo(p, p->commodities[0].commodity, p->commodities[0].quantity);
/* Free name and title. */
if(p->name != NULL) free(p->name);
if(p->title != NULL) free(p->title);
/* Clean up data. */
if(p->ai != NULL)
ai_destroy(p); /* Must be destroyed first if applicable. */
/* Case for if pilot is the player. */
if(player == p) player = NULL;
solid_free(p->solid);
if(p->mounted != NULL) free(p->mounted);
if(p->escorts) free(p->escorts);
#ifdef DEBUGGING
memset(p, 0, sizeof(Pilot));
#endif
free(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*));
}
/**
* @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;
}
/**
* @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;
}
/**
* @brief Even cleans up the player.
*/
void pilots_cleanAll(void) {
pilots_clean();
if(player != NULL) {
pilot_free(player);
player = NULL;
}
pilot_nstack = 0;
}
/**
* @brief Updates all the pilots.
* @param dt Delta tick for the update.
*/
void pilots_update(double dt) {
int i;
Pilot* p;
for(i = 0; i < pilot_nstack; i++) {
p = pilot_stack[i];
/* Destroy pilot and go on. */
if(pilot_isFlag(p, PILOT_DELETE)) {
pilot_destroy(p);
continue;
}
/* See if should think. */
if(p->think && !pilot_isDisabled(p)) {
/* Hyperspace gets special treatment. */
if(pilot_isFlag(p, PILOT_HYP_PREP))
pilot_hyperspace(p);
/* Entering hyperspace. */
else if(pilot_isFlag(p, PILOT_HYP_END)) {
if(VMOD(p->solid->vel) < 2*p->speed)
pilot_rmFlag(p, PILOT_HYP_END);
}
else
p->think(p);
}
/* Just update the pilot. */
if(p->update) { /* Update. */
p->update(p, dt);
}
}
}
/**
* @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 int fleet_parse(Fleet* tmp, const xmlNodePtr parent) {
xmlNodePtr cur, node;
FleetPilot* pilot;
char* c;
int mem;
node = parent->xmlChildrenNode;
/* Sane defaults and clean up. */
memset(tmp, 0, sizeof(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 = xml_getStrd(node);
else if(xml_isNode(node, "pilots")) {
cur = node->children;
mem = 0;
do {
if(xml_isNode(cur, "pilot")) {
/* See if we must grow. */
tmp->npilots++;
if(tmp->npilots > mem) {
mem += CHUNK_SIZE;
tmp->pilots = realloc(tmp->pilots, mem * sizeof(FleetPilot));
}
pilot = &tmp->pilots[tmp->npilots-1];
/* Clear memory. */
memset(pilot, 0, sizeof(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. */
}
} while(xml_nextNode(cur));
/* Resize to minimum. */
tmp->pilots = realloc(tmp->pilots, sizeof(FleetPilot)*tmp->npilots);
}
} 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 0;
}
/* Load the fleets. */
int fleet_load(void) {
int mem;
uint32_t bufsize;
char* buf = ldata_read(FLEET_DATA, &bufsize);
xmlNodePtr node;
xmlDocPtr doc = xmlParseMemory(buf, bufsize);
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;
}
mem = 0;
do {
if(xml_isNode(node, XML_FLEET)) {
/* See if memory must grow. */
nfleets++;
if(nfleets > mem) {
mem += CHUNK_SIZE;
fleet_stack = realloc(fleet_stack, sizeof(Fleet)*mem);
}
/* Load the fleet. */
fleet_parse(&fleet_stack[nfleets-1], node);
}
} while(xml_nextNode(node));
/* Shrink to minimum. */
fleet_stack = realloc(fleet_stack, sizeof(Fleet)*nfleets);
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;
}