Lephisto/src/pilot.h

142 lines
4.8 KiB
C

#pragma once
#include "lephisto.h"
#include "physics.h"
#include "ai.h"
#include "outfit.h"
#include "faction.h"
#include "sound.h"
#include "ship.h"
#define PLAYER_ID 1
#define HYPERSPACE_ENGINE_DELAY 3000 // Warm up the engines.
#define HYPERSPACE_FLY_DELAY 5000 // Time taken to hyperspace.
#define HYPERSPACE_STARS_BLUR 3000 // Time stars blur.
#define HYPERSPACE_STARS_LENGTH 500 // Length the stars blur to at max.
#define HYPERSPACE_FADEOUT 1000 // Time fadeout.
// 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.
#define PILOT_HASTURRET (1<<20) // Pilit has turrets.
// Dynamic.
#define PILOT_HOSTILE (1<<1) // Pilot is hostile to the player.
#define PILOT_COMBAT (1<<2) // Pilot is engaged in combat.
#define PILOT_HYP_PREP (1<<5) // Pilot is getting ready for hyperspace.
#define PILOT_HYP_BEGIN (1<<6) // Pilot is starting engines.
#define PILOT_HYPERSPACE (1<<7) // Pilot is in hyperspace.
#define PILOT_BOARDED (1<<8) // Pilot has been boarded already!
#define PILOT_DISABLED (1<<9) // Pilot is disabled.
#define PILOT_DEAD (1<<10) // Pilot is on it's death bed.
#define PILOT_EXPLODED (1<<11) // Pilot did final death explosion.
#define PILOT_DELETE (1<<15) // Pilot will get delete asap.
// Just makes life simpler.
#define pilot_isPlayer(p) ((p)->flags & PILOT_PLAYER)
#define pilot_isDisabled(p) ((p)->flags & PILOT_DISABLED)
typedef struct PilotOutfit_ {
Outfit* outfit; // Associated outfit.
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).
int tsx, tsy; // Current sprite, calculated on update.
// Current health.
double armour, shield, energy;
double armour_max, shield_max, energy_max;
double fuel; // Used only for jumps. TODO: make it do something.
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).
// Misc.
uint32_t flags; // Used for AI etc.
unsigned int ptimer; // Generic timer for internal pilot use.
// 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 FleetPilot_ {
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 Fleet_ {
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 Solid* w, const unsigned int shooter,
const double damage_shield, const double damage_armour);
void pilot_setSecondary(Pilot* p, const char* secondary);
void pilot_setAmmo(Pilot* p);
double pilot_face(Pilot* p, const float dir);
int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity);
int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity);
// 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);
void pilots_clean(void);
int fleet_load(void); // TODO
void fleet_free(void);
// Update.
void pilots_update(double dt);
void pilots_render(void);