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/* Armament.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Armament.h"
#include "FireCommand.h"
#include "Logger.h"
#include "Outfit.h"
#include "Ship.h"
#include "Weapon.h"
#include <algorithm>
#include <cmath>
#include <limits>
using namespace std;
// Add a gun hardpoint (fixed-direction weapon).
void Armament::AddGunPort(const Point &point, const Hardpoint::BaseAttributes &attributes,
bool isUnder, const Outfit *outfit)
{
hardpoints.emplace_back(point, attributes, false, isUnder, outfit);
}
// Add a turret hardpoint.
void Armament::AddTurret(const Point &point, const Hardpoint::BaseAttributes &attributes,
bool isUnder, const Outfit *outfit)
{
hardpoints.emplace_back(point, attributes, true, isUnder, outfit);
}
// This must be called after all the outfit data is loaded. If you add more
// of a given weapon than there are slots for it, the extras will not fire.
// But, the "gun ports" attribute should keep that from happening.
int Armament::Add(const Outfit *outfit, int count)
{
// Make sure this really is a weapon.
if(!count || !outfit || !outfit->IsWeapon())
return 0;
int existing = 0;
int added = 0;
bool isTurret = outfit->Get("turret mounts");
// Do not equip weapons that do not define how they are mounted.
if(!isTurret && !outfit->Get("gun ports"))
{
Logger::LogError("Error: Skipping unmountable outfit \"" + outfit->TrueName() + "\"."
" Weapon outfits must specify either \"gun ports\" or \"turret mounts\".");
return 0;
}
// To start out with, check how many instances of this weapon are already
// installed. If "adding" a negative number of outfits, remove the installed
// instances until the given number have been removed.
for(Hardpoint &hardpoint : hardpoints)
{
if(hardpoint.GetOutfit() == outfit)
{
// If this slot has the given outfit in it and we need to uninstall
// some of them, uninstall it. Otherwise, remember the fact that one
// of these outfits is installed.
if(count < 0)
{
hardpoint.Uninstall();
++count;
--added;
}
else
++existing;
}
else if(!hardpoint.GetOutfit() && hardpoint.IsTurret() == isTurret)
{
// If this is an empty, compatible slot, and we're adding outfits,
// install one of them here and decrease the count of how many we
// have left to install.
if(count > 0)
{
hardpoint.Install(outfit);
--count;
++added;
}
}
}
// If a stream counter already exists for this outfit (because we did not
// just add the first one or remove the last one), do nothing.
if(!existing)
{
// If this weapon is streamed, create a stream counter. If it is not
// streamed, or if the last of this weapon has been uninstalled, erase the
// stream counter (if there is one).
if(added > 0 && outfit->IsStreamed())
streamReload[outfit] = 0;
else
streamReload.erase(outfit);
}
return added;
}
// Call this once all the outfits have been loaded to make sure they are all
// set up properly (even the ones that were pre-assigned to a hardpoint).
void Armament::FinishLoading()
{
for(Hardpoint &hardpoint : hardpoints)
if(hardpoint.GetOutfit())
hardpoint.Install(hardpoint.GetOutfit());
ReloadAll();
}
// Reload all weapons (because a day passed in-game).
void Armament::ReloadAll()
{
streamReload.clear();
for(Hardpoint &hardpoint : hardpoints)
if(hardpoint.GetOutfit())
{
hardpoint.Reload();
// If this weapon is streamed, create a stream counter.
const Outfit *outfit = hardpoint.GetOutfit();
if(outfit->IsStreamed())
streamReload[outfit] = 0;
}
}
// Uninstall all weapons (because the weapon outfits have potentially changed).
void Armament::UninstallAll()
{
for(Hardpoint &hardpoint : hardpoints)
hardpoint.Uninstall();
}
// Swap the weapons in the given two hardpoints.
void Armament::Swap(unsigned first, unsigned second)
{
// Make sure both of the given indices are in range, and that both slots are
// the same type (gun vs. turret).
if(first >= hardpoints.size())
return;
if(second >= hardpoints.size())
return;
if(hardpoints[first].IsTurret() != hardpoints[second].IsTurret())
return;
// Swap the weapons in the two hardpoints.
const Outfit *outfit = hardpoints[first].GetOutfit();
hardpoints[first].Install(hardpoints[second].GetOutfit());
hardpoints[second].Install(outfit);
}
// Access the array of weapon hardpoints.
const vector<Hardpoint> &Armament::Get() const
{
return hardpoints;
}
// Determine how many fixed gun hardpoints are on this ship.
int Armament::GunCount() const
{
return hardpoints.size() - TurretCount();
}
// Determine how many turret hardpoints are on this ship.
int Armament::TurretCount() const
{
int count = 0;
for(const Hardpoint &hardpoint : hardpoints)
count += hardpoint.IsTurret();
return count;
}
// Determine the installed weaponry's reusable ammunition. That is, all ammo outfits that are not also
// weapons (as then they would be installed on hardpoints, like the "Nuclear Missile" and other one-shots).
set<const Outfit *> Armament::RestockableAmmo() const
{
auto restockable = set<const Outfit *>{};
for(const Hardpoint &hardpoint : hardpoints)
{
const Weapon *weapon = hardpoint.GetOutfit();
if(weapon)
{
const Outfit *ammo = weapon->Ammo();
if(ammo && !ammo->IsWeapon())
restockable.emplace(ammo);
}
}
return restockable;
}
// Adjust the aim of the turrets.
void Armament::Aim(const Ship &ship, const FireCommand &command)
{
for(unsigned i = 0; i < hardpoints.size(); ++i)
hardpoints[i].Aim(ship, command.Aim(i));
}
// Fire the given weapon, if it is ready.
void Armament::Fire(unsigned index, Ship &ship, vector<Projectile> &projectiles, vector<Visual> &visuals, bool jammed)
{
// Don't check if the hardpoint jammed here, as the weapon may not even
// attempt to fire due to stream reloading.
if(!CheckHardpoint(index))
return;
// A weapon that has already started a burst ignores stream timing.
if(!hardpoints[index].WasFiring())
{
auto it = streamReload.find(hardpoints[index].GetOutfit());
if(it != streamReload.end())
{
if(it->second > 0)
return;
it->second += it->first->Reload() * hardpoints[index].BurstRemaining();
}
}
if(jammed)
hardpoints[index].Jam();
else
hardpoints[index].Fire(ship, projectiles, visuals);
}
bool Armament::FireAntiMissile(unsigned index, Ship &ship, const Projectile &projectile,
vector<Visual> &visuals, bool jammed)
{
if(!CheckHardpoint(index, jammed))
return false;
return hardpoints[index].FireAntiMissile(ship, projectile, visuals);
}
bool Armament::FireTractorBeam(unsigned index, Ship &ship, const Flotsam &flotsam,
vector<Visual> &visuals, bool jammed)
{
if(!CheckHardpoint(index, jammed))
return false;
return hardpoints[index].FireTractorBeam(ship, flotsam, visuals);
}
// Update the reload counters.
void Armament::Step(const Ship &ship)
{
for(Hardpoint &hardpoint : hardpoints)
hardpoint.Step();
for(auto &it : streamReload)
{
int count = ship.OutfitCount(it.first);
it.second -= count;
// Always reload to the quickest firing interval.
it.second = max(it.second, 1 - count);
}
}
bool Armament::CheckHardpoint(unsigned index, bool jammed)
{
if(index >= hardpoints.size() || !hardpoints[index].IsReady())
return false;
if(jammed)
{
hardpoints[index].Jam();
return false;
}
return true;
}
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