117 lines
3.5 KiB
C
117 lines
3.5 KiB
C
#pragma once
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#include "main.h"
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#include "physics.h"
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#include "ai.h"
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#include "outfit.h"
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#include "faction.h"
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#include "ship.h"
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#define PLAYER_ID 1
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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 0.2 // Based on armour percentage.
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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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// Creation.
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#define PILOT_PLAYER (1<<0) // Pilot is a player.
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// Dynamic.
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#define PILOT_HOSTILE (1<<1) // Pilot is hostile to the player.
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#define PILOT_COMBAT (1<<2) // Pilot is engaged in combat.
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#define PILOT_HYPERSPACE (1<<3) // Pilot is in hyperspace.
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#define PILOT_DISABLED (1<<4) // Pilot is disabled.
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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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typedef struct {
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Outfit* outfit; // Associated outfit.
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unsigned 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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// Primary pilot structure.
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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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Faction* faction;
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// Object characteristics.
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Ship* ship; // Pilots ship.
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Solid* solid; // Associated solid (physics).
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// Current health.
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double armour, shield, energy;
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double armour_max, shield_max, energy_max;
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void (*think)(struct Pilot*); // AI thinking for the pilot.
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void (*update)(struct Pilot*, const double); // Update the pilot.
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void (*render)(struct Pilot*); // Rendering the pilot.
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// Outfit management.
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PilotOutfit* outfits;
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int noutfits;
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PilotOutfit* secondary; // Secondary weapon.
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PilotOutfit* ammo; // Secondary ammo (if needed).
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unsigned int flags; // Used for AI etc.
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// AI.
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AI_Profile* ai; // Ai personality profile.
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unsigned int tcontrol; // Timer for control tick.
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unsigned int timer[MAX_AI_TIMERS]; // Timers for AI.
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Task* task; // Current action.
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} Pilot;
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// Fleets.
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typedef struct {
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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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} FleetPilot;
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typedef struct {
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char* name; // Fleet name, used as an identifier.
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Faction* faction; // Faction of the fleet.
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AI_Profile* ai; // A useable profile.
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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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extern Pilot* player; // The player.
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Pilot* pilot_get(unsigned int id);
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unsigned int pilot_getNext(const unsigned int id);
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unsigned int pilot_getNearest(const Pilot* p);
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unsigned int pilot_getHostile(void); // Only for the player.
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Fleet* fleet_get(const char* name);
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// MISC.
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void pilot_shoot(Pilot* p, const unsigned int target, const int secondary);
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void pilot_hit(Pilot* p, const double damage_shield, const double damage_armour);
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void pilot_setAmmo(Pilot* p);
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// Creation.
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void pilot_init(Pilot* dest, Ship* ship, char* name, Faction* faction, AI_Profile* ai,
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const double dir, const Vec2* pos, const Vec2* vel, const int flags);
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unsigned int pilot_create(Ship* ship, char* name, Faction* faction, AI_Profile* ai,
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const double dir, const Vec2* pos, const Vec2* vel, const int flags);
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// Init/Cleanup.
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void pilot_destroy(Pilot* p);
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void pilots_free(void);
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int fleet_load(void);
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void fleet_free(void);
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// Update.
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void pilots_update(double dt);
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void pilots_render(void);
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