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| static void | weapon_updateVBO (void) |
| | Checks to see if we have to update the VBO size.
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| static double | weapon_aimTurretAngle (const Outfit *outfit, const Pilot *parent, const Target *target, const vec2 *pos, const vec2 *vel, double dir, double time) |
| | Gets the aim direction of a turret weapon.
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| static double | weapon_aimTurret (const Outfit *outfit, const Pilot *parent, const Target *target, const vec2 *pos, const vec2 *vel, double dir, double time) |
| | Gets the aim position of a turret weapon.
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| static double | weapon_aimTurretStatic (const vec2 *target_pos, const vec2 *pos, double dir, double swivel) |
| | Gets the aim position of a turret weapon.
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| static void | weapon_createBolt (Weapon *w, const Outfit *outfit, double T, double dir, const vec2 *pos, const vec2 *vel, const Pilot *parent, double time, int aim) |
| | Creates the bolt specific properties of a weapon.
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| static void | weapon_createAmmo (Weapon *w, const Outfit *outfit, double T, double dir, const vec2 *pos, const vec2 *vel, const Pilot *parent, double time, int aim) |
| | Creates the ammo specific properties of a weapon.
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| static int | weapon_create (Weapon *w, PilotOutfitSlot *po, const Outfit *ref, double T, double dir, const vec2 *pos, const vec2 *vel, const Pilot *parent, const Target *target, double time, int aim) |
| | Creates a new weapon.
|
| static double | weapon_computeTimes (double rdir, double rx, double ry, double dvx, double dvy, double pxv, double vmin, double acc, double *tt) |
| | Computes precisely interception times for propelled weapons (rockets).
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| static void | weapon_render (Weapon *w, double dt) |
| | Renders an individual weapon.
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| static void | weapon_updateCollide (Weapon *w, double dt) |
| | Updates an individual weapon.
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| static void | weapon_update (Weapon *w, double dt) |
| | Updates an individual weapon.
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| static void | weapon_sample_trail (Weapon *w) |
| | Updates the animated trail for a weapon.
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| static void | weapon_destroy (Weapon *w) |
| | Destroys a weapon.
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| static void | weapon_free (Weapon *w) |
| | Frees the weapon.
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| static int | weapon_checkCanHit (const Weapon *w, const Pilot *p) |
| | Checks to see if the weapon can hit the pilot.
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| static void | weapon_damage (Weapon *w, const Damage *dmg) |
| | Applies damage to a weapon.
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| static void | weapon_hit (Weapon *w, const WeaponHit *hit) |
| | A bolt/launcher weapon hit something.
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| static void | weapon_hitBeam (Weapon *w, const WeaponHit *hit, double dt) |
| | A beam weapon hit something.
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| static void | weapon_miss (Weapon *w) |
| | Weapon missed and is due to be destroyed.
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| static int | weapon_testCollision (const WeaponCollision *wc, const glTexture *ctex, int csx, int csy, const Solid *csol, const CollPolyView *cpol, double cradius, vec2 crash[2]) |
| | Tests to see if a weapon collides with a ship.
|
| static void | think_seeker (Weapon *w, double dt) |
| | The AI of seeker missiles.
|
| static void | think_beam (Weapon *w, double dt) |
| | The pseudo-ai of the beam weapons.
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| void | weapon_minimap (double res, double w, double h, const RadarShape shape, double alpha) |
| | Draws the minimap weapons (used in player.c).
|
| static void | weapon_setAccel (Weapon *w, double accel) |
| | Sets the weapon's accel.
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| static void | weapon_setTurn (Weapon *w, double turn) |
| | Sets the weapon's turn.
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| void | weapon_init (void) |
| | Initializes the weapon stuff.
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| Weapon * | weapon_getStack (void) |
| | Gets the weapon stack. Do not manipulate directly.
|
| static int | weapon_cmp (const void *ptr1, const void *ptr2) |
| | Compare id (for use with bsearch)
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| Weapon * | weapon_getID (unsigned int id) |
| | Gets a weapon by ID.
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| void | weapon_newSystem (void) |
| | Sets up collision stuff for a new system.
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| void | weapons_updatePurge (void) |
| | Purges unnecessary weapons.
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| void | weapons_updateCollide (double dt) |
| | Handles weapon collisions.
|
| void | weapons_update (double dt) |
| | Updates all the weapons.
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| void | weapons_render (const WeaponLayer layer, double dt) |
| | Renders all the weapons in a layer.
|
| static void | weapon_renderBeam (Weapon *w, double dt) |
| void | weapon_hitAI (Pilot *p, const Pilot *shooter, double dmg) |
| | Informs the AI if needed that it's been hit.
|
| static void | weapon_hitExplode (Weapon *w, const Damage *dmg, double radius, const vec2 *center) |
| | A weapon hit something and decided to explode.
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| int | weapon_inArc (const Outfit *o, const Pilot *parent, const Target *target, const vec2 *pos, const vec2 *vel, double dir, double time) |
| | Gets the aim position of a turret weapon.
|
| Weapon * | weapon_add (PilotOutfitSlot *po, const Outfit *ref, double dir, const vec2 *pos, const vec2 *vel, const Pilot *parent, const Target *target, double time, int aim) |
| | Creates a new weapon.
|
| double | weapon_targetFlyTime (const Outfit *o, const Pilot *p, const Target *t) |
| | Gets the fly time for a weapon target.
|
| unsigned int | beam_start (PilotOutfitSlot *po, double dir, const vec2 *pos, const vec2 *vel, const Pilot *parent, const Target *target, int aim) |
| | Starts a beam weapon.
|
| void | beam_end (unsigned int beam) |
| | Ends a beam weapon.
|
| void | weapon_clear (void) |
| | Clears all the weapons, does NOT free the layers.
|
| void | weapon_exit (void) |
| | Destroys all the weapons and frees it all.
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| const IntList * | weapon_collideQuery (int x1, int y1, int x2, int y2) |
| void | weapon_collideQueryIL (IntList *il, int x1, int y1, int x2, int y2) |
Handles all the weapons in game.
Weapons are what gets created when a pilot shoots. They are based on the outfit that created them.
Definition in file weapon.c.