Lephisto/src/pilot.h
Allanis e3c2ca72ac [Add] Planet targeting/landing framework.
[Change] Seperated update/render as it should be.
2013-02-15 18:15:06 +00:00

117 lines
3.5 KiB
C

#pragma once
#include "main.h"
#include "physics.h"
#include "ai.h"
#include "outfit.h"
#include "faction.h"
#include "ship.h"
#define PLAYER_ID 1
// Aproximation for pilot size.
#define PILOT_SIZE_APROX 0.8
#define PILOT_DISABLED_ARMOUR 0.2 // Based on armour percentage.
// Flags.
#define pilot_isFlag(p,f) (p->flags & f)
#define pilot_setFlag(p,f) (p->flags |= f)
#define pilot_rmFlag(p,f) (p->flags ^= f)
// Creation.
#define PILOT_PLAYER (1<<0) // Pilot is a player.
// Dynamic.
#define PILOT_HOSTILE (1<<1) // Pilot is hostile to the player.
#define PILOT_COMBAT (1<<2) // Pilot is engaged in combat.
#define PILOT_HYPERSPACE (1<<3) // Pilot is in hyperspace.
#define PILOT_DISABLED (1<<4) // Pilot is disabled.
// Just makes life simpler.
#define pilot_isPlayer(p) ((p)->flags & PILOT_PLAYER)
#define pilot_isDisabled(p) ((p)->flags & PILOT_DISABLED)
typedef struct {
Outfit* outfit; // Associated outfit.
unsigned int quantity; // Number of outfits of this type that the pilot has.
unsigned int timer; // Used to store last used weapon time.
} PilotOutfit;
// Primary pilot structure.
typedef struct Pilot {
unsigned int id; // Pilots id.
char* name; // Pilot's name (if unique).
Faction* faction;
// Object characteristics.
Ship* ship; // Pilots ship.
Solid* solid; // Associated solid (physics).
// Current health.
double armour, shield, energy;
double armour_max, shield_max, energy_max;
void (*think)(struct Pilot*); // AI thinking for the pilot.
void (*update)(struct Pilot*, const double); // Update the pilot.
void (*render)(struct Pilot*); // Rendering the pilot.
// Outfit management.
PilotOutfit* outfits;
int noutfits;
PilotOutfit* secondary; // Secondary weapon.
PilotOutfit* ammo; // Secondary ammo (if needed).
unsigned int flags; // Used for AI etc.
// AI.
AI_Profile* ai; // Ai personality profile.
unsigned int tcontrol; // Timer for control tick.
unsigned int timer[MAX_AI_TIMERS]; // Timers for AI.
Task* task; // Current action.
} Pilot;
// Fleets.
typedef struct {
Ship* ship; // Ship that the pilot is flying.
char* name; // For special 'unique' names.
int chance; // Chance of this pilot appearing in the fleet.
} FleetPilot;
typedef struct {
char* name; // Fleet name, used as an identifier.
Faction* faction; // Faction of the fleet.
AI_Profile* ai; // A useable profile.
FleetPilot* pilots; // The pilots in the fleet.
int npilots; // Total number of pilots.
} Fleet;
// Grabing pilot crap.
extern Pilot* player; // The player.
Pilot* pilot_get(unsigned int id);
unsigned int pilot_getNext(const unsigned int id);
unsigned int pilot_getNearest(const Pilot* p);
unsigned int pilot_getHostile(void); // Only for the player.
Fleet* fleet_get(const char* name);
// MISC.
void pilot_shoot(Pilot* p, const unsigned int target, const int secondary);
void pilot_hit(Pilot* p, const double damage_shield, const double damage_armour);
void pilot_setAmmo(Pilot* p);
// Creation.
void pilot_init(Pilot* dest, Ship* ship, char* name, Faction* faction, AI_Profile* ai,
const double dir, const Vec2* pos, const Vec2* vel, const int flags);
unsigned int pilot_create(Ship* ship, char* name, Faction* faction, AI_Profile* ai,
const double dir, const Vec2* pos, const Vec2* vel, const int flags);
// Init/Cleanup.
void pilot_destroy(Pilot* p);
void pilots_free(void);
int fleet_load(void);
void fleet_free(void);
// Update.
void pilots_update(double dt);
void pilots_render(void);