[Add] Documented Pilot.h
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src/pilot.h
99
src/pilot.h
@ -7,29 +7,29 @@
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#include "sound.h"
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#include "economy.h"
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#define PLAYER_ID 1
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#define PLAYER_ID 1 /**< Player pilot ID. */
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#define HYPERSPACE_ENGINE_DELAY 3000 /* Warm up the engines. */
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#define HYPERSPACE_FLY_DELAY 5000 /* Time taken to hyperspace. */
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#define HYPERSPACE_STARS_BLUR 2000 /* Time stars blur. */
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#define HYPERSPACE_STARS_LENGTH 1000 /* Length the stars blur to at max. */
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#define HYPERSPACE_FADEOUT 1000 /* Time fadeout. */
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#define HYPERSPACE_FUEL 100 /* Amount of fuel taken. */
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#define HYPERSPACE_ENGINE_DELAY 3000 /**< Warm up the engines. */
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#define HYPERSPACE_FLY_DELAY 5000 /**< Time taken to hyperspace. */
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#define HYPERSPACE_STARS_BLUR 2000 /**< Time stars blur. */
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#define HYPERSPACE_STARS_LENGTH 1000 /**< Length the stars blur to at max. */
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#define HYPERSPACE_FADEOUT 1000 /**< Time fadeout. */
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#define HYPERSPACE_FUEL 100 /**< Amount of fuel taken. */
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/* Aproximation for pilot size. */
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#define PILOT_SIZE_APROX 0.8
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#define PILOT_DISABLED_ARMOUR 0.3 /* Based on armour percentage. */
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#define PILOT_SIZE_APROX 0.8 /**< Approximation for pilot size. */
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#define PILOT_DISABLED_ARMOUR 0.3 /**< Armour % that makes it disabled. */
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/* Hooks. */
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#define PILOT_HOOK_NONE 0 /* No hook. */
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#define PILOT_HOOK_DEATH 1 /* Pilot died. */
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#define PILOT_HOOK_BOARD 2 /* Pilot got boarded. */
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#define PILOT_HOOK_DISABLE 3 /* Pilot got disabled. */
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#define PILOT_HOOK_NONE 0 /**< No hook. */
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#define PILOT_HOOK_DEATH 1 /**< Pilot died. */
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#define PILOT_HOOK_BOARD 2 /**< Pilot got boarded. */
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#define PILOT_HOOK_DISABLE 3 /**< Pilot got disabled. */
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/* Flags. */
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#define pilot_isFlag(p,f) (p->flags & (f))
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#define pilot_setFlag(p,f) (p->flags |= (f))
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#define pilot_rmFlag(p,f) (p->flags ^= (f))
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#define pilot_isFlag(p,f) (p->flags & (f)) /**< Check if flag f is set on pilot p. */
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#define pilot_setFlag(p,f) (p->flags |= (f)) /**< Set flag f on pilot p. */
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#define pilot_rmFlag(p,f) (p->flags ^= (f)) /**< Remove flag f on pilot p. */
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/* Creation. */
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#define PILOT_PLAYER (1<<0) /**< Pilot is a player. */
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#define PILOT_HASTURRET (1<<20) /**< Pilot has turrets. */
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@ -50,20 +50,30 @@
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#define PILOT_DELETE (1<<15) /**< Pilot will get delete asap. */
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/* Just makes life simpler. */
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#define pilot_isPlayer(p) ((p)->flags & PILOT_PLAYER)
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#define pilot_isDisabled(p) ((p)->flags & PILOT_DISABLED)
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#define pilot_isPlayer(p) ((p)->flags & PILOT_PLAYER) /**< Check if pilot is a player. */
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#define pilot_isDisabled(p) ((p)->flags & PILOT_DISABLED) /**< Check if pilot is disabled. */
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/**
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* @struct PilotOutfit
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*
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* @brief Store an outfit the pilot has.
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*/
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typedef struct PilotOutfit_ {
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Outfit* outfit; /* Associated outfit. */
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int quantity; /* Number of outfits of this type that the pilot has. */
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unsigned int timer; /* Used to store last used weapon time. */
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Outfit* outfit; /**< Associated outfit. */
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int quantity; /**< Number of outfits of this type that the pilot has. */
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unsigned int timer; /**< Used to store last used weapon time. */
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} PilotOutfit;
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/* Pilot commodity. */
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/**
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* @struct PilotCommodity
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*
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* @brief Store a pilot commodity.
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*/
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typedef struct PilotCommodity_ {
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Commodity* commodity;
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int quantity;
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unsigned int id; /* Special mission id for cargo. */
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Commodity* commodity; /**< Assotiated commodity. */
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int quantity; /**< Amount player has. */
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unsigned int id; /**< Special mission id for cargo, 0 means none. */
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} PilotCommodity;
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/**
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@ -74,7 +84,7 @@ typedef struct PilotCommodity_ {
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typedef struct Pilot_ {
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unsigned int id; /**< Pilots id. */
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char* name; /**< Pilot's name (if unique). */
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char* title; /**< Title - Usuall indicating special properties - TODO. */
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char* title; /**< Title - Usuall indicating special properties - @todo. */
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int faction; /**< Pilot faction. */
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@ -142,22 +152,39 @@ typedef struct Pilot_ {
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Task* task; /**< Current action. */
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} Pilot;
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/* Fleets. */
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/**
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* @struct FleetPilot
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*
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* @brief Represents a pilot in a fleet.
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*
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* @sa Fleet
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* @sa Pilot
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*/
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typedef struct FleetPilot_ {
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Ship* ship; /* Ship that the pilot is flying. */
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char* name; /* For special 'unique' names. */
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int chance; /* Chance of this pilot appearing in the fleet. */
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AI_Profile* ai; /* AI different of fleets global ai. */
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Ship* ship; /**< Ship that the pilot is flying. */
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char* name; /**< For special 'unique' names. */
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int chance; /**< Chance of this pilot appearing in the fleet. */
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AI_Profile* ai; /**< AI different of fleets global ai. */
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} FleetPilot;
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/**
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* @struct Fleet
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*
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* @brief Represents a fleet.
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*
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* Fleets are used to create pilots, both from being in a system and from
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* mission triggers.
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*
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* @sa FleetPilot
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*/
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typedef struct Fleet_ {
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char* name; /* Fleet name, used as an identifier. */
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int faction; /* Faction of the fleet. */
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char* name; /**< Fleet name, used as an identifier. */
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int faction; /**< Faction of the fleet. */
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AI_Profile* ai; /* A useable profile. */
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AI_Profile* ai; /**< AI profile to use. */
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FleetPilot* pilots; /* The pilots in the fleet. */
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int npilots; /* Total number of pilots. */
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FleetPilot* pilots; /**< The pilots in the fleet. */
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int npilots; /**< Total number of pilots. */
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} Fleet;
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/* Grabing pilot crap. */
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