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outfit.c
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outfit.c
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/*
* See Licensing and Copyright notice in naev.h
*/
/**
* @file outfit.c
*
* @brief Handles all the ship outfit specifics.
*
* These outfits allow you to modify ships or make them more powerful and are
* a fundamental part of the game.
*/
#include "outfit.h"
#include "naev.h"
#include <math.h>
#include "nstring.h"
#include <stdlib.h>
#include "nxml.h"
#include "SDL_thread.h"
#include "log.h"
#include "ndata.h"
#include "nfile.h"
#include "spfx.h"
#include "array.h"
#include "ship.h"
#include "conf.h"
#include "pilot_heat.h"
#include "nstring.h"
#include "pilot.h"
#include "damagetype.h"
#include "slots.h"
#include "mapData.h"
#define outfit_setProp(o,p) ((o)->properties |= p) /**< Checks outfit property. */
#define XML_OUTFIT_TAG "outfit" /**< XML section identifier. */
#define OUTFIT_SHORTDESC_MAX 256 /**< Max length of the short description of the outfit. */
/*
* the stack
*/
static Outfit* outfit_stack = NULL; /**< Stack of outfits. */
/*
* Prototypes
*/
/* misc */
static OutfitType outfit_strToOutfitType( char *buf );
static int outfit_setDefaultSize( Outfit *o );
static void outfit_launcherDesc( Outfit* o );
static int outfit_compareNames( const void *name1, const void *name2 );
/* parsing */
static int outfit_loadDir( char *dir );
static int outfit_parseDamage( Damage *dmg, xmlNodePtr node );
static int outfit_parse( Outfit* temp, const char* file );
static void outfit_parseSBolt( Outfit* temp, const xmlNodePtr parent );
static void outfit_parseSBeam( Outfit* temp, const xmlNodePtr parent );
static void outfit_parseSLauncher( Outfit* temp, const xmlNodePtr parent );
static void outfit_parseSAmmo( Outfit* temp, const xmlNodePtr parent );
static void outfit_parseSMod( Outfit* temp, const xmlNodePtr parent );
static void outfit_parseSAfterburner( Outfit* temp, const xmlNodePtr parent );
static void outfit_parseSJammer( Outfit *temp, const xmlNodePtr parent );
static void outfit_parseSFighterBay( Outfit *temp, const xmlNodePtr parent );
static void outfit_parseSFighter( Outfit *temp, const xmlNodePtr parent );
static void outfit_parseSMap( Outfit *temp, const xmlNodePtr parent );
static void outfit_parseSLocalMap( Outfit *temp, const xmlNodePtr parent );
static void outfit_parseSGUI( Outfit *temp, const xmlNodePtr parent );
static void outfit_parseSLicense( Outfit *temp, const xmlNodePtr parent );
/**
* @brief Gets an outfit by name.
*
* @param name Name to match.
* @return Outfit matching name or NULL if not found.
*/
Outfit* outfit_get( const char* name )
{
int i;
for (i=0; i<array_size(outfit_stack); i++)
if (strcmp(name,outfit_stack[i].name)==0)
return &outfit_stack[i];
WARN("Outfit '%s' not found in stack.", name);
return NULL;
}
/**
* @brief Gets an outfit by name without warning on no-find.
*
* @param name Name to match.
* @return Outfit matching name or NULL if not found.
*/
Outfit* outfit_getW( const char* name )
{
int i;
for (i=0; i<array_size(outfit_stack); i++)
if (strcmp(name,outfit_stack[i].name)==0)
return &outfit_stack[i];
return NULL;
}
/**
* @brief Gets all the outfits.
*/
Outfit* outfit_getAll( int *n )
{
*n = array_size(outfit_stack);
return outfit_stack;
}
/**
* @brief Checks to see if an outfit exists matching name (case insensitive).
*/
const char *outfit_existsCase( const char* name )
{
int i;
for (i=0; i<array_size(outfit_stack); i++)
if (strcasecmp(name,outfit_stack[i].name)==0)
return outfit_stack[i].name;
return NULL;
}
/**
* @brief Does a fuzzy search of all the outfits.
*/
char **outfit_searchFuzzyCase( const char* name, int *n )
{
int i, len, nstack;
char **names;
/* Overallocate to maximum. */
nstack = array_size(outfit_stack);
names = malloc( sizeof(char*) * nstack );
/* Do fuzzy search. */
len = 0;
for (i=0; i<nstack; i++) {
if (nstrcasestr( outfit_stack[i].name, name ) != NULL) {
names[len] = outfit_stack[i].name;
len++;
}
}
/* Free if empty. */
if (len == 0) {
free(names);
names = NULL;
}
*n = len;
return names;
}
/**
* @brief Function meant for use with C89, C99 algorithm qsort().
*
* @param outfit1 First argument to compare.
* @param outfit2 Second argument to compare.
* @return -1 if first argument is inferior, +1 if it's superior, 0 if ties.
*/
int outfit_compareTech( const void *outfit1, const void *outfit2 )
{
int ret;
const Outfit *o1, *o2;
/* Get outfits. */
o1 = * (const Outfit**) outfit1;
o2 = * (const Outfit**) outfit2;
/* Compare slot type. */
if (o1->slot.type < o2->slot.type)
return +1;
else if (o1->slot.type > o2->slot.type)
return -1;
/* Compare intrinsic types. */
if (o1->type < o2->type)
return -1;
else if (o1->type > o2->type)
return +1;
/* Compare named types. */
if ((o1->typename == NULL) && (o2->typename != NULL))
return -1;
else if ((o1->typename != NULL) && (o2->typename == NULL))
return +1;
else if ((o1->typename != NULL) && (o2->typename != NULL)) {
ret = strcmp( o1->typename, o2->typename );
if (ret != 0)
return ret;
}
/* Compare slot sizes. */
if (o1->slot.size < o2->slot.size)
return +1;
else if (o1->slot.size > o2->slot.size)
return -1;
/* Compare sort priority. */
if (o1->priority < o2->priority)
return +1;
else if (o1->priority > o2->priority)
return -1;
/* Compare price. */
if (o1->price < o2->price)
return +1;
else if (o1->price > o2->price)
return -1;
/* It turns out they're the same. */
return strcmp( o1->name, o2->name );
}
/**
* @brief Gets the name of the slot type of an outfit.
*
* @param o Outfit to get slot type of.
* @return The human readable name of the slot type.
*/
const char *outfit_slotName( const Outfit* o )
{
switch (o->slot.type) {
case OUTFIT_SLOT_NULL:
return "NULL";
case OUTFIT_SLOT_NA:
return "NA";
case OUTFIT_SLOT_STRUCTURE:
return "Structure";
case OUTFIT_SLOT_UTILITY:
return "Utility";
case OUTFIT_SLOT_WEAPON:
return "Weapon";
default:
return "Unknown";
}
}
/**
* @brief Gets the name of the slot size of an outfit.
*
* @param o Outfit to get slot size of.
* @return The human readable name of the slot size.
*/
const char *outfit_slotSize( const Outfit* o )
{
switch( o->slot.size) {
case OUTFIT_SLOT_SIZE_NA:
return "NA";
case OUTFIT_SLOT_SIZE_LIGHT:
return "Small";
case OUTFIT_SLOT_SIZE_MEDIUM:
return "Medium";
case OUTFIT_SLOT_SIZE_HEAVY:
return "Large";
default:
return "Unknown";
}
}
const char *slotSize( const OutfitSlotSize o )
{
switch( o ) {
case OUTFIT_SLOT_SIZE_NA:
return "NA";
case OUTFIT_SLOT_SIZE_LIGHT:
return "Small";
case OUTFIT_SLOT_SIZE_MEDIUM:
return "Medium";
case OUTFIT_SLOT_SIZE_HEAVY:
return "Large";
default:
return "Unknown";
}
}
/**
* @brief Gets the slot size colour for an outfit slot.
*
* @param os Outfit slot to get the slot size colour of.
* @return The slot size colour of the outfit slot.
*/
const glColour *outfit_slotSizeColour( const OutfitSlot* os )
{
if (os->size == OUTFIT_SLOT_SIZE_HEAVY)
return &cFontBlue;
else if (os->size == OUTFIT_SLOT_SIZE_MEDIUM)
return &cFontGreen;
else if (os->size == OUTFIT_SLOT_SIZE_LIGHT)
return &cFontYellow;
return NULL;
}
/**
* @brief Gets the outfit slot size from a human readable string.
*
* @param s String representing an outfit slot size.
* @return Outfit slot size matching string.
*/
OutfitSlotSize outfit_toSlotSize( const char *s )
{
if (s == NULL) {
/*WARN( "(NULL) outfit slot size" );*/
return OUTFIT_SLOT_SIZE_NA;
}
if (strcasecmp(s,"Large")==0)
return OUTFIT_SLOT_SIZE_HEAVY;
else if (strcasecmp(s,"Medium")==0)
return OUTFIT_SLOT_SIZE_MEDIUM;
else if (strcasecmp(s,"Small")==0)
return OUTFIT_SLOT_SIZE_LIGHT;
WARN("'%s' does not match any outfit slot sizes.", s);
return OUTFIT_SLOT_SIZE_NA;
}
/**
* @brief Sets the outfit slot size from default outfit properties.
*/
static int outfit_setDefaultSize( Outfit *o )
{
if (o->mass <= 10.)
o->slot.size = OUTFIT_SLOT_SIZE_LIGHT;
else if (o->mass <= 30.)
o->slot.size = OUTFIT_SLOT_SIZE_MEDIUM;
else
o->slot.size = OUTFIT_SLOT_SIZE_HEAVY;
WARN("Outfit '%s' has implicit slot size, setting to '%s'.",o->name,outfit_slotSize(o));
return 0;
}
/**
* @brief Checks if outfit is an active outfit.
* @param o Outfit to check.
* @return 1 if o is active.
*/
int outfit_isActive( const Outfit* o )
{
if (outfit_isForward(o) || outfit_isTurret(o) || outfit_isLauncher(o) || outfit_isFighterBay(o))
return 1;
if (outfit_isMod(o) && o->u.mod.active)
return 1;
if (outfit_isJammer(o))
return 1;
if (outfit_isAfterburner(o))
return 1;
return 0;
}
/**
* @brief Checks if outfit is a fixed mounted weapon.
* @param o Outfit to check.
* @return 1 if o is a weapon (beam/bolt).
*/
int outfit_isForward( const Outfit* o )
{
return ( (o->type==OUTFIT_TYPE_BOLT) ||
(o->type==OUTFIT_TYPE_BEAM) );
}
/**
* @brief Checks if outfit is bolt type weapon.
* @param o Outfit to check.
* @return 1 if o is a bolt type weapon.
*/
int outfit_isBolt( const Outfit* o )
{
return ( (o->type==OUTFIT_TYPE_BOLT) ||
(o->type==OUTFIT_TYPE_TURRET_BOLT) );
}
/**
* @brief Checks if outfit is a beam type weapon.
* @param o Outfit to check.
* @return 1 if o is a beam type weapon.
*/
int outfit_isBeam( const Outfit* o )
{
return ( (o->type==OUTFIT_TYPE_BEAM) ||
(o->type==OUTFIT_TYPE_TURRET_BEAM) );
}
/**
* @brief Checks if outfit is a weapon launcher.
* @param o Outfit to check.
* @return 1 if o is a weapon launcher.
*/
int outfit_isLauncher( const Outfit* o )
{
return ( (o->type==OUTFIT_TYPE_LAUNCHER) ||
(o->type==OUTFIT_TYPE_TURRET_LAUNCHER) );
}
/**
* @brief Checks if outfit is ammo for a launcher.
* @param o Outfit to check.
* @return 1 if o is ammo.
*/
int outfit_isAmmo( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_AMMO);
}
/**
* @brief Checks if outfit is a seeking weapon.
* @param o Outfit to check.
* @return 1 if o is a seeking weapon.
*/
int outfit_isSeeker( const Outfit* o )
{
if (((o->type==OUTFIT_TYPE_AMMO) || (o->type==OUTFIT_TYPE_TURRET_LAUNCHER) ||
(o->type==OUTFIT_TYPE_LAUNCHER)) &&
(o->u.amm.ai > 0))
return 1;
return 0;
}
/**
* @brief Checks if outfit is a turret class weapon.
* @param o Outfit to check.
* @return 1 if o is a turret class weapon.
*/
int outfit_isTurret( const Outfit* o )
{
return ( (o->type==OUTFIT_TYPE_TURRET_BOLT) ||
(o->type==OUTFIT_TYPE_TURRET_BEAM) ||
(o->type==OUTFIT_TYPE_TURRET_LAUNCHER) );
}
/**
* @brief Checks if outfit is a ship modification.
* @param o Outfit to check.
* @return 1 if o is a ship modification.
*/
int outfit_isMod( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_MODIFICATION);
}
/**
* @brief Checks if outfit is an afterburner.
* @param o Outfit to check.
* @return 1 if o is an afterburner.
*/
int outfit_isAfterburner( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_AFTERBURNER);
}
/**
* @brief Checks if outfit is a missile jammer.
* @param o Outfit to check.
* @return 1 if o is a jammer.
*/
int outfit_isJammer( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_JAMMER);
}
/**
* @brief Checks if outfit is a fighter bay.
* @param o Outfit to check.
* @return 1 if o is a jammer.
*/
int outfit_isFighterBay( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_FIGHTER_BAY);
}
/**
* @brief Checks if outfit is a fighter.
* @param o Outfit to check.
* @return 1 if o is a Fighter.
*/
int outfit_isFighter( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_FIGHTER);
}
/**
* @brief Checks if outfit is a space map.
* @param o Outfit to check.
* @return 1 if o is a map.
*/
int outfit_isMap( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_MAP);
}
/**
* @brief Checks if outfit is a local space map.
* @param o Outfit to check.
* @return 1 if o is a map.
*/
int outfit_isLocalMap( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_LOCALMAP);
}
/**
* @brief Checks if outfit is a license.
* @param o Outfit to check.
* @return 1 if o is a license.
*/
int outfit_isLicense( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_LICENSE);
}
/**
* @brief Checks if outfit is a GUI.
* @param o Outfit to check.
* @return 1 if o is a GUI.
*/
int outfit_isGUI( const Outfit* o )
{
return (o->type==OUTFIT_TYPE_GUI);
}
/**
* @brief Checks if outfit has the secondary flag set.
* @param o Outfit to check.
* @return 1 if o is a secondary weapon.
*/
int outfit_isSecondary( const Outfit* o )
{
return (o->properties & OUTFIT_PROP_WEAP_SECONDARY);
}
/**
* @brief Gets the outfit's graphic effect.
* @param o Outfit to get information from.
*/
glTexture* outfit_gfx( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.gfx_space;
else if (outfit_isBeam(o)) return o->u.bem.gfx;
else if (outfit_isAmmo(o)) return o->u.amm.gfx_space;
return NULL;
}
/**
* @brief Gets the outfit's sound effect.
* @param o Outfit to get information from.
*/
int outfit_spfxArmour( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.spfx_armour;
else if (outfit_isBeam(o)) return o->u.bem.spfx_armour;
else if (outfit_isAmmo(o)) return o->u.amm.spfx_armour;
return -1;
}
/**
* @brief Gets the outfit's sound effect.
* @param o Outfit to get information from.
*/
int outfit_spfxShield( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.spfx_shield;
else if (outfit_isBeam(o)) return o->u.bem.spfx_shield;
else if (outfit_isAmmo(o)) return o->u.amm.spfx_shield;
return -1;
}
/**
* @brief Gets the outfit's damage.
* @param o Outfit to get information from.
*/
const Damage *outfit_damage( const Outfit* o )
{
if (outfit_isBolt(o)) return &o->u.blt.dmg;
else if (outfit_isBeam(o)) return &o->u.bem.dmg;
else if (outfit_isAmmo(o)) return &o->u.amm.dmg;
return NULL;
}
/**
* @brief Gets the outfit's delay.
* @param o Outfit to get information from.
*/
double outfit_delay( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.delay;
else if (outfit_isBeam(o)) return o->u.bem.delay;
else if (outfit_isLauncher(o)) return o->u.lau.delay;
else if (outfit_isFighterBay(o)) return o->u.bay.delay;
return -1;
}
/**
* @brief Gets the outfit's ammo.
* @param o Outfit to get information from.
*/
Outfit* outfit_ammo( const Outfit* o )
{
if (outfit_isLauncher(o)) return o->u.lau.ammo;
else if (outfit_isFighterBay(o)) return o->u.bay.ammo;
return NULL;
}
/**
* @brief Gets the amount an outfit can hold.
* @param o Outfit to get information from.
*/
int outfit_amount( const Outfit* o )
{
if (outfit_isLauncher(o)) return o->u.lau.amount;
else if (outfit_isFighterBay(o)) return o->u.bay.amount;
return -1;
}
/**
* @brief Gets the outfit's energy usage.
* @param o Outfit to get information from.
*/
double outfit_energy( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.energy;
else if (outfit_isBeam(o)) return o->u.bem.energy;
else if (outfit_isAmmo(o)) return o->u.amm.energy;
return -1.;
}
/**
* @brief Gets the outfit's heat generation.
* @param o Outfit to get information from.
*/
double outfit_heat( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.heat;
else if (outfit_isAfterburner(o)) return o->u.afb.heat;
else if (outfit_isBeam(o)) return o->u.bem.heat;
return -1;
}
/**
* @brief Gets the outfit's cpu usage.
* @param o Outfit to get information from.
*/
double outfit_cpu( const Outfit* o )
{
return o->cpu;
}
/**
* @brief Gets the outfit's range.
* @param o Outfit to get information from.
*/
double outfit_range( const Outfit* o )
{
Outfit *amm;
double at;
if (outfit_isBolt(o)) return o->u.blt.falloff + (o->u.blt.range - o->u.blt.falloff)/2.;
else if (outfit_isBeam(o)) return o->u.bem.range;
else if (outfit_isAmmo(o)) {
if (o->u.amm.thrust) {
at = o->u.amm.speed / o->u.amm.thrust;
if (at < o->u.amm.duration)
return o->u.amm.speed * (o->u.amm.duration - at / 2.);
/* Maximum speed will never be reached. */
return pow2(o->u.amm.duration) * o->u.amm.thrust / 2.;
}
return o->u.amm.speed * o->u.amm.duration;
}
else if (outfit_isLauncher(o)) {
amm = outfit_ammo(o);
if (amm != NULL)
return outfit_range(amm);
}
else if (outfit_isFighterBay(o))
return INFINITY;
return -1.;
}
/**
* @brief Gets the outfit's speed.
* @param o Outfit to get information from.
* @return Outfit's speed.
*/
double outfit_speed( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.speed;
else if (outfit_isAmmo(o)) return o->u.amm.speed;
return -1.;
}
/**
* @brief Gets the outfit's animation spin.
* @param o Outfit to get information from.
* @return Outfit's animation spin.
*/
double outfit_spin( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.spin;
else if (outfit_isAmmo(o)) return o->u.amm.spin;
return -1.;
}
/**
* @brief Gets the outfit's sound.
* @param o Outfit to get sound from.
* @return Outfit's sound.
*/
int outfit_sound( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.sound;
else if (outfit_isAmmo(o)) return o->u.amm.sound;
return -1.;
}
/**
* @brief Gets the outfit's hit sound.
* @param o Outfit to get hit sound from.
* @return Outfit's hit sound.
*/
int outfit_soundHit( const Outfit* o )
{
if (outfit_isBolt(o)) return o->u.blt.sound_hit;
else if (outfit_isAmmo(o)) return o->u.amm.sound_hit;
return -1.;
}
/**
* @brief Gets the outfit's duration.
* @param o Outfit to get the duration of.
* @return Outfit's duration.
*/
double outfit_duration( const Outfit* o )
{
if (outfit_isMod(o)) { if (o->u.mod.active) return o->u.mod.duration; }
else if (outfit_isJammer(o)) return INFINITY;
else if (outfit_isAfterburner(o)) return INFINITY;
return -1.;
}
/**
* @brief Gets the outfit's cooldown.
* @param o Outfit to get the cooldown of.
* @return Outfit's cooldown.
*/
double outfit_cooldown( const Outfit* o )
{
if (outfit_isMod(o)) { if (o->u.mod.active) return o->u.mod.cooldown; }
else if (outfit_isJammer(o)) return 0.;
else if (outfit_isAfterburner(o)) return 0.;
return -1.;
}
/**
* @brief Gets the outfit's specific type.
*
* @param o Outfit to get specific type from.
* @return The specific type in human readable form.
*/
const char* outfit_getType( const Outfit* o )
{
const char* outfit_typename[] = {
"NULL",
"Bolt Cannon",
"Beam Cannon",
"Bolt Turret",
"Beam Turret",
"Launcher",
"Ammunition",
"Turret Launcher",
"Ship Modification",
"Afterburner",
"Jammer",
"Fighter Bay",
"Fighter",
"Star Map",
"Local Map",
"GUI",
"License"
};
/* Name override. */
if (o->typename != NULL)
return o->typename;
return outfit_typename[o->type];
}
/**
* @brief Gets the outfit's broad type.
*
* @param o Outfit to get the type of.
* @return The outfit's broad type in human readable form.
*/
const char* outfit_getTypeBroad( const Outfit* o )
{
if (outfit_isBolt(o)) return "Bolt Weapon";
else if (outfit_isBeam(o)) return "Beam Weapon";
else if (outfit_isLauncher(o)) return "Launcher";
else if (outfit_isAmmo(o)) return "Ammo";
else if (outfit_isTurret(o)) return "Turret";
else if (outfit_isMod(o)) return "Modification";
else if (outfit_isAfterburner(o)) return "Afterburner";
else if (outfit_isJammer(o)) return "Jammer";
else if (outfit_isFighterBay(o)) return "Fighter Bay";
else if (outfit_isFighter(o)) return "Fighter";
else if (outfit_isMap(o)) return "Map";
else if (outfit_isLocalMap(o)) return "Local Map";
else if (outfit_isGUI(o)) return "GUI";
else if (outfit_isLicense(o)) return "License";
else return "Unknown";
}
/**
* @brief Gets a human-readable string describing an ammo outfit's AI.
* @param o Ammo outfit.
* @return Name of the outfit's AI.
*/
const char* outfit_getAmmoAI( const Outfit *o )
{
const char *ai_type[] = {
"Dumb",
"Seek",
"Smart"
};
if (!outfit_isAmmo(o)) {
WARN("Outfit '%s' is not an ammo outfit", o->name);
return NULL;
}
return ai_type[o->u.amm.ai];
}
/**
* @brief Checks to see if an outfit fits a slot.
*
* @param o Outfit to see if fits in a slot.
* @param s Slot to see if outfit fits in.
* @return 1 if outfit fits the slot, 0 otherwise.
*/
int outfit_fitsSlot( const Outfit* o, const OutfitSlot* s )
{
const OutfitSlot *os;
os = &o->slot;
/* Outfit must have valid slot type. */
if ((os->type == OUTFIT_SLOT_NULL) ||
(os->type == OUTFIT_SLOT_NA))
return 0;
/* Outfit type must match outfit slot. */
if (os->type != s->type)
return 0;
/* Must match slot property. */
if (os->spid != 0)
if (s->spid != os->spid)
return 0;
/* Exclusive only match property. */
if (s->exclusive)
if (s->spid != os->spid)
return 0;
/* Must have valid slot size. */
if (os->size == OUTFIT_SLOT_SIZE_NA)
return 0;
/* It doesn't fit. */
if (os->size > s->size)
return 0;
/* It meets all criteria. */
return 1;
}
/**
* @brief Checks to see if an outfit fits a slot type (ignoring size).
*
* @param o Outfit to see if fits in a slot.
* @param s Slot to see if outfit fits in.
* @return 1 if outfit fits the slot, 0 otherwise.
*/
int outfit_fitsSlotType( const Outfit* o, const OutfitSlot* s )
{
const OutfitSlot *os;
os = &o->slot;
/* Outfit must have valid slot type. */
if ((os->type == OUTFIT_SLOT_NULL) ||
(os->type == OUTFIT_SLOT_NA))
return 0;
/* Outfit type must match outfit slot. */
if (os->type != s->type)
return 0;
/* It meets all criteria. */
return 1;
}
/**
* @brief Frees an outfit slot.
*
* @param s Slot to free.
*/
void outfit_freeSlot( OutfitSlot* s )
{
(void) s;
}
#define O_CMP(s,t) \
if (strcasecmp(buf,(s))==0) return t /**< Define to help with outfit_strToOutfitType. */
/**
* @brief Gets the outfit type from a human readable string.
*
* @param buf String to extract outfit type from.
* @return Outfit type stored in buf.
*/
static OutfitType outfit_strToOutfitType( char *buf )
{
O_CMP("bolt", OUTFIT_TYPE_BOLT);
O_CMP("beam", OUTFIT_TYPE_BEAM);
O_CMP("turret bolt", OUTFIT_TYPE_TURRET_BOLT);
O_CMP("turret beam", OUTFIT_TYPE_TURRET_BEAM);
O_CMP("launcher", OUTFIT_TYPE_LAUNCHER);
O_CMP("ammo", OUTFIT_TYPE_AMMO);
O_CMP("turret launcher",OUTFIT_TYPE_TURRET_LAUNCHER);
O_CMP("modification", OUTFIT_TYPE_MODIFICATION);
O_CMP("afterburner", OUTFIT_TYPE_AFTERBURNER);
O_CMP("fighter bay", OUTFIT_TYPE_FIGHTER_BAY);
O_CMP("fighter", OUTFIT_TYPE_FIGHTER);
O_CMP("jammer", OUTFIT_TYPE_JAMMER);
O_CMP("map", OUTFIT_TYPE_MAP);
O_CMP("localmap", OUTFIT_TYPE_LOCALMAP);
O_CMP("license", OUTFIT_TYPE_LICENSE);
O_CMP("gui", OUTFIT_TYPE_GUI);
WARN("Invalid outfit type: '%s'",buf);
return OUTFIT_TYPE_NULL;
}
#undef O_CMP
/**
* @brief Parses a damage node.
*
* Example damage node would be:
* @code
* <damage type="kinetic">10</damage>
* @endcode
*
* @param[out] dtype Stores the damage type here.
* @param[out] dmg Stores the damage here.
* @param[in] node Node to parse damage from.
* @return 0 on success.
*/
static int outfit_parseDamage( Damage *dmg, xmlNodePtr node )
{
char *buf;
xmlNodePtr cur;
/* Defaults. */
dmg->type = dtype_get("normal");
dmg->damage = 0.;
dmg->penetration = 0.;
dmg->disable = 0.;
cur = node->xmlChildrenNode;
do {
xml_onlyNodes( cur );
/* Core properties. */
xmlr_float( cur, "penetrate", dmg->penetration );
xmlr_float( cur, "physical", dmg->damage );
xmlr_float( cur, "disable", dmg->disable );
/* Get type */
if (xml_isNode(cur,"type")) {
buf = xml_get( cur );
dmg->type = dtype_get(buf);
if (dmg->type < 0) { /* Case damage type in outfit.xml that isn't in damagetype.xml */
dmg->type = 0;
WARN("Unknown damage type '%s'", buf);
}
continue;
}
WARN("Damage has unknown node '%s'", cur->name);
} while (xml_nextNode(cur));
/* Normalize. */
dmg->penetration /= 100.;
return 0;
}