[Add] Missions can now add fleets.
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c769e71c72
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@ -157,6 +157,13 @@ static const luaL_reg hook_methods[] = {
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{ 0, 0 }
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};
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// Pilots.
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static int pilot_addFleet(lua_State* L);
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static const luaL_reg pilot_methods[] = {
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{ "add", pilot_addFleet },
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{ 0, 0 }
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};
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// Register all the libaries.
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int misn_loadLibs(lua_State* L) {
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luaL_register(L, "lephisto", lephisto_methods);
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@ -168,6 +175,7 @@ int misn_loadLibs(lua_State* L) {
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luaL_register(L, "rnd", rnd_methods);
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luaL_register(L, "tk", tk_methods);
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luaL_register(L, "hook", hook_methods);
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luaL_register(L, "pilot", pilot_methods);
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return 0;
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}
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@ -656,7 +664,7 @@ static int rnd_int(lua_State* L) {
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else if(o >= 2) {
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// Random int param 1 <= x <= param 2.
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if(lua_isnumber(L, -1) && lua_isnumber(L, -2))
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lua_pushnumber(L, RNG((int)lua_tonumber(L, -2), (int)lua_tonumber(L,-1)));
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lua_pushnumber(L, RNG((int)lua_tonumber(L, -2), (int)lua_tonumber(L, -1)));
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else return 0;
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}
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else return 0;
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@ -771,3 +779,59 @@ static int hook_pilotDeath(lua_State* L) {
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return 0;
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}
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// -- Pilot. --
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static int pilot_addFleet(lua_State* L) {
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MIN_ARGS(1);
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Fleet* flt;
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char* fltname;
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int i, j;
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unsigned int p;
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double a;
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Vec2 vv, vp, vn;
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if(lua_isstring(L, -1)) fltname = (char*) lua_tostring(L, -1);
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else {
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MISN_DEBUG("Invalid parameter");
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return 0;
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}
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// Pull the fleet.
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flt = fleet_get(fltname);
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if(flt == NULL) {
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MISN_DEBUG("Fleet not found!");
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return 0;
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}
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// This should probably be done better..
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vect_pset(&vp, RNG(MIN_HYPERSPACE_DIST, MIN_HYPERSPACE_DIST*1.5),
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RNG(0, 360)*M_PI/180.);
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vectnull(&vn);
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// Now we start adding pilots and toss ids into the table we return.
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j = 0;
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for(i = 0; i < flt->npilots; i++) {
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if(RNG(0, 100) <= flt->pilots[i].chance) {
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// Fleet displacement.
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vect_cadd(&vp, RNG(75, 150) & (RNG(0, 1) ? 1: -1),
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RNG(75, 150) * (RNG(0, 1) ? 1 : -1));
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a = vect_angle(&vp, &vn);
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vectnull(&vv);
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p = pilot_create(flt->pilots[i].ship,
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flt->pilots[i].name,
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flt->faction,
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flt->ai,
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a,
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&vp,
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&vv,
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0);
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// We push each pilot created into a table and return it.
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lua_pushnumber(L, ++j); // Index start with 1.
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lua_pushnumber(L, p); // value = pilot id.
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lua_rawset(L, -3); // Store the value in the table.
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}
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}
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return 1;
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}
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21
src/pilot.c
21
src/pilot.c
@ -125,6 +125,17 @@ Pilot* pilot_get(const unsigned int id) {
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return NULL;
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}
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// Grab a fleet out of the stack.
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Fleet* fleet_get(const char* name) {
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int i;
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for(i = 0; i < nfleets; i++)
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if(strcmp(fleet_stack[i].name, name)==0)
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return &fleet_stack[i];
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WARN("Fleet '%s' not found in stack", name);
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return NULL;
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}
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// Attempt to turn the pilot to face dir.
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double pilot_face(Pilot* p, const float dir) {
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double diff, turn;
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@ -957,16 +968,6 @@ void pilots_render(void) {
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pilot_stack[i]->render(pilot_stack[i]);
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}
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// Return the fleet based on 'name'
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Fleet* fleet_get(const char* name) {
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int i;
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for(i = 0; i < nfleets; i++)
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if(strcmp(name, fleet_stack[i].name)==0)
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return fleet_stack+i;
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return NULL;
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}
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// Parse the fleet node.
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static Fleet* fleet_parse(const xmlNodePtr parent) {
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xmlNodePtr cur, node;
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