Lephisto/src/outfit.h

145 lines
4.4 KiB
C

#pragma once
#include "opengl.h"
#include "sound.h"
#define outfit_isProp(o,p) ((o)->properties & p)
/* Property flags. */
#define OUTFIT_PROP_WEAP_SECONDARY (1<<0)
/* Outfit types. */
typedef enum OutfitType_ {
OUTFIT_TYPE_NULL = 0,
OUTFIT_TYPE_BOLT = 1,
OUTFIT_TYPE_BEAM = 2,
OUTFIT_TYPE_MISSILE_DUMB = 3,
OUTFIT_TYPE_MISSILE_DUMB_AMMO = 4,
OUTFIT_TYPE_MISSILE_SEEK = 5,
OUTFIT_TYPE_MISSILE_SEEK_AMMO = 6,
OUTFIT_TYPE_MISSILE_SEEK_SMART = 7,
OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO = 8,
OUTFIT_TYPE_MISSILE_SWARM = 9,
OUTFIT_TYPE_MISSILE_SWARM_AMMO = 10,
OUTFIT_TYPE_MISSILE_SWARM_SMART = 11,
OUTFIT_TYPE_MISSILE_SWARM_SMART_AMMO = 12,
OUTFIT_TYPE_TURRET_BOLT = 13,
OUTFIT_TYPE_TURRET_BEAM = 14,
OUTFIT_TYPE_MODIFICATION = 15,
OUTFIT_TYPE_AFTERBURNER = 16
} OutfitType;
typedef enum DamageType_ {
DAMAGE_TYPE_NULL = 0,
DAMAGE_TYPE_ENERGY = 1,
DAMAGE_TYPE_KINETIC = 2
} DamageType;
/* An outfit depends a lot on the type. */
typedef struct Outfit_ {
char* name;
/* General specs. */
int max;
int tech;
int mass;
/* Store stuff. */
unsigned int price;
char* description;
glTexture* gfx_store; /* Store graphic. */
int properties; /* Properties stored bitwise. */
/* Type dependant. */
OutfitType type;
union {
struct { /* Bolt. */
unsigned int delay; /* Delay between shots. */
double speed; /* Speed of shot. (not applicable to beam. */
double range;
double accuracy; /* Desviation accuracy. */
double energy; /* Energy usage. */
DamageType dtype; /* Damage type. */
double damage; /* Damage. */
glTexture* gfx_space;
ALuint sound; /* Sound to play. */
int spfx; /* Special effect on hit. */
} blt;
struct { /* Beam. */
double range; /* Distance it travels. */
glColour colour; /* Beam colour. */
double energy; /* Energy drained. */
double damage_armour, damage_shield; /* Damage. */
} bem;
struct { /* Launcher. */
unsigned int delay; /* Delay between shots. */
char* ammo;
} lau;
struct { /* Ammo. */
unsigned int duration; /* Duration. */
double speed; /* Max speed. */
double turn; /* Turn vel. */
double thrust; /* Acceleration. */
double energy; /* Energy usage. */
DamageType dtype; /* Damage type. */
double damage; /* Damage. */
glTexture* gfx_space;
ALuint sound; /* Sound to play. */
int spfx; /* Special effect on hit. */
unsigned int lockon; /* Time taken to lock on the target. */
} amm;
struct { /* Modification. */
/* Movement. */
double thrust, turn, speed;
/* Health. */
double armour, armour_regen;
double shield, shield_regen;
double energy, energy_regen;
double fuel;
/* Misc. */
int cargo; /* Cargo space to add. */
} mod;
struct { /* Afterburner. */
double rumble; /* Percent of rumble. */
ALuint sound; /* Sound of the afterburner. */
double thrust_perc, thrust_abs; /* Percent and absolute thrust bonus. */
double speed_perc, speed_abs; /* Percent and absolute speed bonus. */
double energy; /* Energy used while active. */
} afb;
} u;
} Outfit;
/* Misc. */
void outfit_calcDamage(double* dshield, double* darmour,
DamageType dtype, double dmg);
/* Get. */
Outfit* outfit_get(const char* name);
char** outfit_getTech(int* n, const int* tech, const int techmax);
/* Outfit types. */
int outfit_isWeapon(const Outfit* o);
int outfit_isLauncher(const Outfit* o);
int outfit_isAmmo(const Outfit* o);
int outfit_isTurret(const Outfit* o);
int outfit_isMod(const Outfit* o);
int outfit_isAfterburner(const Outfit* o);
const char* outfit_getType(const Outfit* o);
const char* outfit_getTypeBroad(const Outfit* o);
/* Get data from outfit. */
glTexture* outfit_gfx(const Outfit* o);
int outfit_spfx(const Outfit* o);
double outfit_damage(const Outfit* o);
DamageType outfit_damageType(const Outfit* o);
int outfit_delay(const Outfit* o);
double outfit_energy(const Outfit* o);
/* Load/free outfit stack. */
int outfit_load(void);
void outfit_free(void);