[Add] Have player keep track of hostiles it has in the system.

This commit is contained in:
Allanis 2014-05-31 19:07:00 +01:00
parent dd2249344b
commit 27780b01ba
7 changed files with 45 additions and 14 deletions

View File

@ -1519,7 +1519,7 @@ static int ai_hostile(lua_State* L) {
LLUA_MIN_ARGS(1);
if(lua_isnumber(L,1) && ((unsigned int)lua_tonumber(L,1) == PLAYER_ID))
pilot_setFlag(cur_pilot, PILOT_HOSTILE);
pilot_setHostile(cur_pilot);
return 0;
}

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@ -45,6 +45,7 @@ static int pilot_mstack = 0; /** Memory allocated for pilot_stack. */
extern Pilot* player;
extern double player_crating; /**< Players combat rating. */
extern void player_abortAutonav(char* reason);
extern int player_enemies;
/* Stack of fleets. */
static Fleet* fleet_stack = NULL; /** Fleet stack. */
@ -216,6 +217,17 @@ double pilot_face(Pilot* p, const double dir) {
return diff;
}
/**
* @brief Mark a pilot as hostile to player.
* @param p Pilot to mark as hostile.
*/
void pilot_setHostile(Pilot* p) {
if(!pilot_isFlag(p, PILOT_HOSTILE)) {
player_enemies++;
pilot_setFlag(p, PILOT_HOSTILE);
}
}
/* Get the amount of jumps the pilot has left. */
int pilot_getJumps(const Pilot* p) {
return (int)(p->fuel) / HYPERSPACE_FUEL;
@ -820,6 +832,12 @@ static void pilot_update(Pilot* pilot, const double dt) {
(pilot->armour < PILOT_DISABLED_ARMOUR*pilot->armour_max)) { /* Disabled. */
/* First time pilot is disabled. */
if(!pilot_isFlag(pilot, PILOT_DISABLED)) {
/* If hostile, must remove counter. */
if(pilot_isFlag(pilot, PILOT_HOSTILE)) {
player_enemies--;
pilot_rmFlag(pilot, PILOT_HOSTILE);
}
pilot_setFlag(pilot, PILOT_DISABLED); /* Set as disabled. */
/* Run hook. */
pilot_runHook(pilot, PILOT_HOOK_DISABLE);
@ -1733,6 +1751,12 @@ void pilot_free(Pilot* p) {
if(p->hook_type[i] != PILOT_HOOK_NONE)
hook_rm(p->hook[i]);
/* If hostile, must remove counter. */
if(pilot_isFlag(p, PILOT_HOSTILE)) {
player_enemies--;
pilot_rmFlag(p, PILOT_HOSTILE);
}
/* Remove outfits. */
while(p->outfits != NULL)
pilot_rmOutfit(p, p->outfits[0].outfit, p->outfits[0].quantity);

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@ -235,6 +235,7 @@ Fleet* fleet_get(const char* name);
int pilot_getJumps(const Pilot* p);
/* Misc. */
void pilot_setHostile(Pilot* p);
void pilot_shoot(Pilot* p, const int secondary);
void pilot_shootStop(Pilot* p, const int secondary);
void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,

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@ -59,13 +59,15 @@
/* Player stuff. */
Pilot* player = NULL; /**< The player. */
static Ship* player_ship = NULL; /**< Temp ship to hold when naming it. */
static double player_px; /**< Temp X position. */
static double player_py; /**< Temp Y position. */
static double player_vx; /**< Temp X velocity. */
static double player_vy; /**< Temp Y velocity. */
static double player_dir; /**< Temp direction. */
static double player_px = 0.; /**< Temp X position. */
static double player_py = 0.; /**< Temp Y position. */
static double player_vx = 0.; /**< Temp X velocity. */
static double player_vy = 0.; /**< Temp Y velocity. */
static double player_dir = 0.; /**< Temp direction. */
static int player_credits = 0; /**< Temp hack on create. */
static char* player_mission = NULL; /**< More hack. */
int player_enemies = 0;; /**< Number of enemies player has in system. */
/* Licenses. */
static char** player_licenses = NULL; /**< Licenses player has. */

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@ -26,6 +26,7 @@ extern Pilot* player; /**< The player. */
extern char* player_name; /**< Player's name. */
extern unsigned int player_flags; /**< Player's flags. */
extern double player_crating; /**< Player's combat rating. */
extern int player_enemies; /**< Amount of enemies player has. */
/* Enums. */

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@ -628,6 +628,9 @@ void space_init(const char* sysname) {
}
}
}
/* Reset player enemies. */
player_enemies = 0;
/* Set up fleets -> pilots. */
for(i = 0; i < cur_system->nfleets; i++)
if(RNG(0,100) <= (cur_system->fleets[i].chance/2)) /* Fleet check (50% chance). */

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@ -637,7 +637,7 @@ static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) {
(!pilot_isFlag(p, PILOT_HOSTILE) || (RNGF() < 0.5))) { /* 50% chance. */
faction_modPlayer(p->faction, -1.); /* Slowly lower faction. */
}
pilot_setFlag(p, PILOT_HOSTILE);
pilot_setHostile(p);
pilot_rmFlag(p, PILOT_BRIBED);
}
ai_attacked(p, w->parent);
@ -684,8 +684,8 @@ static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
(!pilot_isFlag(p, PILOT_HOSTILE) || (RNGF() < 0.50*dt))) { /* 50% chance. */
faction_modPlayer(p->faction, -1.); /* Slowly lower faction. */
}
pilot_setHostile(p);
pilot_rmFlag(p, PILOT_BRIBED);
pilot_setFlag(p, PILOT_HOSTILE);
}
ai_attacked(p, w->parent);