Lephisto/src/pilot.c

913 lines
26 KiB
C

#include <string.h>
#include <math.h>
#include <stdlib.h>
#include "lephisto.h"
#include "log.h"
#include "weapon.h"
#include "pack.h"
#include "xml.h"
#include "spfx.h"
#include "rng.h"
#include "pilot.h"
#define XML_ID "Fleets" // XML section identifier.
#define XML_FLEET "fleet"
#define FLEET_DATA "../dat/fleet.xml"
// Stack of pilot id's to assure uniqueness.
static unsigned int pilot_id = PLAYER_ID;
// Stack of pilots - yes, they come in stacks now.
Pilot** pilot_stack = NULL; // Not static, it is used in player.c and weapon.c and ai.c
int pilots = 0;
static int mpilots = 0;
extern Pilot* player;
extern unsigned int combat_crating;
// Stack of fleets.
static Fleet* fleet_stack = NULL;
static int nfleets = 0;
// External.
extern void ai_destroy(Pilot* p); // Ai.
extern void ai_think(Pilot* pilot); // Ai.c
extern void ai_create(Pilot* pilot); // ai.c
extern void player_think(Pilot* pilot); // Player.c
extern void player_brokeHyperspace(void); // Player.c
extern double player_faceHyperspace(void); // Player.c
extern int gui_load(const char* name); // Player.c
// Internal.
static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t);
static void pilot_update(Pilot* pilot, const double dt);
static void pilot_hyperspace(Pilot* pilot);
void pilot_render(Pilot* pilot);
static void pilot_calcStats(Pilot* pilot);
static void pilot_free(Pilot* p);
static Fleet* fleet_parse(const xmlNodePtr parent);
static void pilot_dead(Pilot* p);
static int pilot_oquantity(Pilot* p, PilotOutfit* w);
// Get the next pilot based on id.
unsigned int pilot_getNext(const unsigned int id) {
// Binary search.
int l, m, h;
l = 0;
h = pilots-1;
while(l <= h) {
m = (l+h)/2;
if(pilot_stack[m]->id > id) h = m-1;
else if(pilot_stack[m]->id < id) l = m+1;
else break;
}
if(m == (pilots-1)) return PLAYER_ID;
else return pilot_stack[m+1]->id;
}
// Get the nearest enemy to the pilot -- Tamir's (insightful) request.
unsigned int pilot_getNearest(const Pilot* p) {
unsigned int tp;
int i;
double d, td;
for(tp = 0, d = 0., i = 0; i < pilots; i++)
if(areEnemies(p->faction, pilot_stack[i]->faction)) {
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;
}
// Get the nearest hostile enemy to the player.
unsigned pilot_getHostile(void) {
unsigned int tp;
int i;
double d, td;
for(tp = PLAYER_ID, d = 0., i = 0; i < pilots; i++)
if(pilot_isFlag(pilot_stack[i], PILOT_HOSTILE)) {
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) {
if(id == PLAYER_ID) return player; // Special case player.
// Binary search.
int l, m, h;
l = 0;
h = pilots-1;
while(l <= h) {
m = (l+h)/2;
if(pilot_stack[m]->id > id) h = m-1;
else if(pilot_stack[m]->id < id) l = m+1;
else return pilot_stack[m];
}
return NULL;
}
// Attempt to turn the pilot to face dir.
double pilot_face(Pilot* p, const float 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;
}
// Return quantity of a pilot outfit.
static int pilot_oquantity(Pilot* p, PilotOutfit* w) {
return (outfit_isAmmo(w->outfit) && p->secondary) ?
p->secondary->quantity : w->quantity;
}
// Mkay, this is how we shoot. Listen up.
void pilot_shoot(Pilot* p, const unsigned int target, const int secondary) {
int i;
if(!p->outfits) return; // No outfits.
if(!secondary) {
// Primary weapons.
for(i = 0; i < p->noutfits; i++)
// Cycle through outfits to find primary weapons.
if(!outfit_isProp(p->outfits[i].outfit, OUTFIT_PROP_WEAP_SECONDARY))
pilot_shootWeapon(p, &p->outfits[i], target);
} else {
if(!p->secondary) return; // No secondary weapon.
pilot_shootWeapon(p, p->secondary, target);
}
}
static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
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((SDL_GetTicks() - w->timer) < (unsigned int)(delay/quantity)) return;
// Regular weapons.
if(outfit_isWeapon(w->outfit) || (outfit_isTurret(w->outfit))) {
// Different weapons.
switch(w->outfit->type) {
case OUTFIT_TYPE_TURRET_BOLT:
case OUTFIT_TYPE_BOLT:
// 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, t);
// Can't shoot for a while.
w->timer = SDL_GetTicks();
break;
default:
break;
}
}
// Missile launchers.
// Must be secondary weapon, Shooter can't be the target.
else if(outfit_isLauncher(w->outfit) && (w == p->secondary) && (p->id != t)) {
if(p->ammo && (p->ammo->quantity > 0)) {
// 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, t);
w->timer = SDL_GetTicks(); // Can't shoot for a while.
p->ammo->quantity -= 1; // There's no getting this one back.
}
}
}
// Damage the pilot.
void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
const double damage_shield, const double damage_armour) {
double dam_mod;
if(p->shield - damage_shield > 0.) {
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;
}
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.
if(shooter == PLAYER_ID) combat_crating += MAX(1, p->ship->mass/50);
}
}
// 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,
w->vel.x * (dam_mod/6. + w->mass/p->solid->mass/6.),
w->vel.y * (dam_mod/6. + w->mass/p->solid->mass/6.));
}
void pilot_dead(Pilot* p) {
// Basically just set the timers..
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.
pilot_setFlag(p, PILOT_DEAD);
}
void pilot_setSecondary(Pilot* p, const char* secondary) {
int i;
if(secondary == NULL) {
p->secondary = NULL;
p->ammo = NULL;
return;
}
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;
}
}
WARN("Attempted to set pilot '%s' secondary weapon to non-existing '%s'",
p->name, secondary);
p->secondary = NULL;
p->ammo = NULL;
}
// Set the pilot's ammo based on their secondary weapon.
void pilot_setAmmo(Pilot* p) {
int i;
char* name;
if((p->secondary == NULL) || !outfit_isLauncher(p->secondary->outfit)) {
p->ammo = NULL;
return;
}
name = p->secondary->outfit->u.lau.ammo;
for(i = 0; i < p->noutfits; i++)
if(strcmp(p->outfits[i].outfit->name, name)==0) {
p->ammo = p->outfits + i;
return;
}
p->ammo = NULL;
}
// Render the pilot.
void pilot_render(Pilot* p) {
gl_blitSprite(p->ship->gfx_space,
p->solid->pos.x, p->solid->pos.y,
p->tsx, p->tsy, NULL);
}
// Update the pilot.
static void pilot_update(Pilot* pilot, const double dt) {
unsigned int t;
double px, py, vx, vy;
if((pilot != player) && pilot_isFlag(pilot, PILOT_DEAD)) {
t = SDL_GetTicks();
if(t > pilot->ptimer) {
pilot_setFlag(pilot, PILOT_DELETE); // It'll get deleted next frame.
return;
}
if(!pilot_isFlag(pilot, PILOT_EXPLODED) && (t > pilot->ptimer - 200)) {
spfx_add(spfx_get("ExpL"),
VX(pilot->solid->pos), VY(pilot->solid->pos),
VX(pilot->solid->vel), VY(pilot->solid->vel), SPFX_LAYER_BACK);
pilot_setFlag(pilot, PILOT_EXPLODED);
}
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.
px = VX(pilot->solid->pos) + pilot->ship->gfx_space->sw * RNGF()
- pilot->ship->gfx_space->sw/2.;
py = VY(pilot->solid->pos) + pilot->ship->gfx_space->sh * RNGF()
- pilot->ship->gfx_space->sh/2.;
vx = VX(pilot->solid->vel);
vy = VY(pilot->solid->vel);
if(RNGF() > 0.8)
spfx_add(spfx_get("ExpM"), px, py, vx, vy, SPFX_LAYER_BACK);
else
spfx_add(spfx_get("ExpS"), px, py, vx, vy, SPFX_LAYER_BACK);
}
}
else if((pilot != player) && (pilot->armour <= 0.)) // PWNED!
pilot_dead(pilot);
// Pupose fallthrough to get the movement similar to disabled.
if(pilot != player && pilot->armour < PILOT_DISABLED_ARMOUR * pilot->armour_max) {
// We are disabled.
pilot_setFlag(pilot, PILOT_DISABLED);
// 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);
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) {
pilot->armour += pilot->armour_regen*dt;
pilot->energy += pilot->energy_regen*dt;
} else {
pilot->shield += pilot->shield_regen*dt;
pilot->energy += pilot->energy_regen*dt;
}
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))
// Should not go faster.
limit_speeddt(&pilot->solid->vel, pilot->speed, dt);
}
// Pilot is getting ready or is in, hyperspace.
static void pilot_hyperspace(Pilot* p) {
double diff;
if(pilot_isFlag(p, PILOT_HYPERSPACE)) {
// Pilot is actually in hyperspace.
if(SDL_GetTicks() > p->ptimer) {
if(p == player) {
player_brokeHyperspace();
} else
pilot_setFlag(p, PILOT_DELETE); // Set flag to delete pilot.
return;
}
vect_pset(&p->solid->force, p->thrust * 3., p->solid->dir);
}
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.
if(VMOD(p->solid->vel) > MIN_VEL_ERR) {
diff = pilot_face(p, VANGLE(p->solid->vel) + M_PI);
if(ABS(diff) < MAX_DIR_ERR) // Brake.
vect_pset(&p->solid->force, p->thrust, p->solid->dir);
} else {
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);
}
}
}
}
int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
int i, q;
char* s;
q = quantity;
for(i = 0; i < pilot->noutfits; i++)
if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) {
pilot->outfits[i].quantity += quantity;
// 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;
}
pilot_calcStats(pilot);
return q;
}
s = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
pilot->outfits = realloc(pilot->outfits, (pilot->noutfits+1)*sizeof(PilotOutfit));
pilot->outfits[pilot->noutfits].outfit = outfit;
pilot->outfits[pilot->noutfits].quantity = quantity;
// 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;
(pilot->noutfits)++;
if(outfit_isTurret(outfit))
// Used to speed up AI.
pilot_setFlag(pilot, PILOT_HASTURRET);
// Hack due to realloc possibility.
pilot_setSecondary(pilot, s);
pilot_calcStats(pilot);
return q;
}
// Remove an outfit from the pilot.
int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
int i, q;
char* s;
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.
s = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
// Remove the outfit.
memmove(pilot->outfits+i, pilot->outfits+i+1,
sizeof(PilotOutfit)*(pilot->noutfits-i));
pilot->noutfits--;
pilot->outfits = realloc(pilot->outfits,
sizeof(PilotOutfit)*(pilot->noutfits));
pilot_setSecondary(pilot, s);
}
return q;
}
WARN("Failure attempting to remove %d '%s' from pilot '%s'",
quantity, outfit->name, pilot->name);
return 0;
}
// Recalculate the pilot's stats based on her outfits.
static void pilot_calcStats(Pilot* pilot) {
int i;
double q;
Outfit* o;
double ac, sc, ec; // 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;
pilot->armour_max = pilot->ship->armour;
pilot->shield_max = pilot->ship->shield;
pilot->energy_max = pilot->ship->energy;
pilot->armour_regen = pilot->ship->armour_regen;
pilot->shield_regen = pilot->ship->shield_regen;
pilot->energy_regen = pilot->ship->energy_regen;
// Now add outfit changes.
for(i = 0; i < pilot->noutfits; i++)
if(outfit_isMod(pilot->outfits[i].outfit)) {
q = (double) pilot->outfits[i].quantity;
o = pilot->outfits[i].outfit;
// 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;
}
// 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;
}
// Try to add quantity of cargo to pilot, return quantity actually added.
int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity) {
int i, q;
q = quantity;
for(i = 0; i < pilot->ncommodities; i++)
if(pilot->commodities[i].commodity == cargo) {
if(pilot->cargo_free < quantity)
q = pilot->cargo_free;
pilot->commodities[i].quantity += q;
pilot->cargo_free -= 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->cargo_free < quantity)
q = pilot->cargo_free;
pilot->commodities[pilot->ncommodities].quantity = q;
pilot->cargo_free -= q;
pilot->ncommodities++;
return q;
}
// 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;
q = quantity;
for(i = 0; i < pilot->ncommodities; i++)
if(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;
return q;
}
return 0;
}
// ==Init pilot.===========================================
// ship : Ship pilot is flying.
// name : Pilot's name, if NULL, ships name will be used.
// dir : Initial facing direction. (radians)
// vel : Initial velocity.
// pos : Initial position.
// flags : Tweaking the pilot.
// ========================================================
void pilot_init(Pilot* pilot, Ship* ship, char* name, Faction* faction,
AI_Profile* ai, const double dir, const Vec2* pos,
const Vec2* vel, const int flags) {
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.
pilot->ship = ship;
pilot->name = strdup((name == NULL) ? ship->name : name);
// Faction.
pilot->faction = faction;
// AI.
pilot->ai = ai;
pilot->tcontrol = 0;
pilot->flags = 0;
// Solid.
pilot->solid = solid_create(ship->mass, dir, pos, vel);
// Initially idle.
pilot->task = NULL;
// Outfits.
pilot->outfits = NULL;
pilot->secondary = NULL;
pilot->ammo = NULL;
ShipOutfit* so;
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);
}
}
// Set the pilot stats based on her ship and outfits.
// Hack to have full armour/shield/energy.
pilot->armour = pilot->armour_max = 1.;
pilot->shield = pilot->shield_max = 1.;
pilot->energy = pilot->energy_max = 1.;
pilot_calcStats(pilot);
// Cargo.
pilot->credits = 0;
pilot->commodities = NULL;
pilot->ncommodities = 0;
pilot->cargo_free = pilot->ship->cap_cargo;
// 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!
player = pilot;
gui_load(pilot->ship->gui); // Load the GUI.
} else {
pilot->think = ai_think;
pilot->render = pilot_render;
ai_create(pilot); // Will run the create function in ai.
}
// All update the same way.
pilot->update = pilot_update;
}
// Create a new pilot - Params are same as pilot_init. Return pilot's id.
unsigned int pilot_create(Ship* ship, char* name, Faction* faction,
AI_Profile* ai, const double dir, const Vec2* pos,
const Vec2* vel, const int flags) {
Pilot* 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);
if(flags & PILOT_PLAYER) {
// Player.
if(!pilot_stack) {
pilot_stack = MALLOC_L(Pilot*);
pilots = 1;
mpilots = 1;
}
pilot_stack[0] = dyn;
} else {
// Add to the stack.
pilots++; // There is a new pilot.
if(pilots >= mpilots) // Need to grow.
pilot_stack = realloc(pilot_stack, ++mpilots*sizeof(Pilot*));
pilot_stack[pilots-1] = dyn;
}
return dyn->id;
}
// Frees and cleans up a pilot.
static void pilot_free(Pilot* p) {
solid_free(p->solid);
if(p->outfits) free(p->outfits);
free(p->name);
if(p->commodities) free(p->commodities);
ai_destroy(p);
free(p);
}
// Destroy pilot from stack.
void pilot_destroy(Pilot* p) {
int i;
for(i = 0; i < pilots; i++)
if(pilot_stack[i] == p)
break;
pilots--;
while(i < pilots) {
pilot_stack[i] = pilot_stack[i+1];
i++;
}
pilot_free(p);
}
// Free the prisoned pilot!
void pilots_free(void) {
int i;
for(i = 0; i < pilots; i++)
pilot_free(pilot_stack[i]);
free(pilot_stack);
pilot_stack = NULL;
pilots = 0;
}
// Clean up the pilots - Leaves the player.
void pilots_clean(void) {
int i;
for(i = 1; i < pilots; i++)
pilot_free(pilot_stack[i]);
pilots = 1;
}
// Update all pilots.
void pilots_update(double dt) {
int i;
for(i = 0; i < pilots; 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);
}
}
}
// Render all the pilots.
void pilots_render(void) {
int i;
for(i = 1; i < pilots; i++)
// Skip the player.
if(pilot_stack[i]->render)
pilot_stack[i]->render(pilot_stack[i]);
}
// Return the fleet based on 'name'
Fleet* fleet_get(const char* name) {
int i;
for(i = 0; i < nfleets; i++)
if(strcmp(name, fleet_stack[i].name)==0)
return fleet_stack+i;
return NULL;
}
// 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->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(strcmp((char*)node->name, "faction")==0)
tmp->faction = faction_get((char*)node->children->content);
else if(strcmp((char*)node->name, "ai")==0)
tmp->ai = ai_getProfile((char*)node->children->content);
else if(strcmp((char*)node->name, "pilots")==0) {
cur = node->children;
do {
if(strcmp((char*)cur->name, "pilot")==0) {
tmp->npilots++; // Pilot count.
pilot = MALLOC_L(FleetPilot);
// Name is not obligatory. Will only override ship name.
c = (char*)xmlGetProp(cur, (xmlChar*)"name"); // Mallocs.
pilot->name = c; // No need to free here however.
pilot->ship = ship_get((char*)cur->children->content);
if(pilot->ship == NULL)
WARN("Pilot %s in Fleet %s has null ship", pilot->name, tmp->name);
c = (char*)xmlGetProp(cur, (xmlChar*)"chance"); // Mallocs.
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) 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((cur = cur->next));
}
} while((node = node->next));
#define MELEMENT(o,s) if(o) WARN("Fleet '%s' missing '"s"' element", tmp->name)
MELEMENT(tmp->ai==NULL, "ai");
MELEMENT(tmp->faction==NULL, "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(node->type == XML_NODE_START && strcmp((char*)node->name,XML_FLEET)==0) {
tmp = fleet_parse(node);
fleet_stack = realloc(fleet_stack, sizeof(Fleet)*(++nfleets));
memcpy(fleet_stack+nfleets-1, tmp, sizeof(Fleet));
free(tmp);
}
} while((node = node->next));
xmlFreeDoc(doc);
free(buf);
xmlCleanupParser();
DEBUG("Loaded %d fleet%c", 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);
free(fleet_stack[i].name);
free(fleet_stack[i].pilots);
}
free(fleet_stack);
fleet_stack = NULL;
}
nfleets = 0;
}