Esempio n. 1
0
/**
 * @brief Gets the pilots available in the system by a certain criteria.
 *
 * @usage p = pilot.get() -- Gets all the pilots
 * @usage p = pilot.get( { faction.get("Empire") } ) -- Only gets empire pilots.
 *
 *    @luaparam f If f is a table of factions, it will only get pilots matching those factions.  Otherwise it gets all the pilots.
 *    @luareturn A table containing the pilots.
 * @luafunc get( f )
 */
static int pilot_getPilots( lua_State *L )
{
   int i, j, k;
   int *factions;
   int nfactions;
   LuaFaction *f;
   LuaPilot p;

   /* Check for belonging to faction. */
   if (lua_istable(L,1)) {
      /* Get table length and preallocate. */
      nfactions = (int) lua_objlen(L,1);
      factions = malloc( sizeof(int) * nfactions );
      /* Load up the table. */
      lua_pushnil(L);
      i = 0;
      while (lua_next(L, -2) != 0) {
         f = lua_tofaction(L, -1);
         factions[i++] = f->f;
         lua_pop(L,1);
      }

      /* Now put all the matching pilots in a table. */
      lua_newtable(L);
      k = 1;
      for (i=0; i<pilot_nstack; i++) {
         for (j=0; j<nfactions; j++) {
            if ((pilot_stack[i]->faction == factions[j]) &&
                  !pilot_isDisabled(pilot_stack[i])) {
               lua_pushnumber(L, k++); /* key */
               p.pilot = pilot_stack[i]->id;
               lua_pushpilot(L, p); /* value */
               lua_rawset(L,-3); /* table[key] = value */
               break; /* Continue to next pilot. */
            }
         }
      }

      /* clean up. */
      free(factions);
   }
   else {
      /* Now put all the matching pilots in a table. */
      lua_newtable(L);
      k = 1;
      for (i=0; i<pilot_nstack; i++) {
         if (!pilot_isDisabled(pilot_stack[i])) {
            lua_pushnumber(L, k++); /* key */
            p.pilot = pilot_stack[i]->id;
            lua_pushpilot(L, p); /* value */
            lua_rawset(L,-3); /* table[key] = value */
            break; /* Continue to next pilot. */
         }
      }
   }

   return 1;
}
Esempio n. 2
0
/**
 * @brief Gets the player's associated pilot.
 *
 *    @luareturn The player's pilot.
 * @luafunc pilot()
 */
static int playerL_getPilot( lua_State *L )
{
   LuaPilot lp;
   lp.pilot = PLAYER_ID;
   lua_pushpilot(L, lp);
   return 1;
}
Esempio n. 3
0
/**
 * @brief Gets the player's pilot.
 *
 * @usage player = pilot.player()
 *
 *    @luareturn Pilot pointing to the player.
 * @luafunc player()
 */
static int pilot_getPlayer( lua_State *L )
{
   LuaPilot lp;

   if (player == NULL) {
      lua_pushnil(L);
      return 1;
   }

   lp.pilot = player->id;
   lua_pushpilot(L,lp);
   return 1;
}
Esempio n. 4
0
File: escort.c Progetto: nenau/naev
/**
 * @brief Have a pilot order its escorts to attack its target.
 *
 *    @param parent Pilot giving the order.
 */
int escorts_attack( Pilot *parent )
{
   int ret;
   Pilot *t;

   /* Avoid killing self. */
   t = pilot_get(parent->target);
   if (t == NULL)
      return 1;
   if (t->faction == parent->faction)
      return 1;

   /* Send command. */
   ret = 1;
   if (parent->target != parent->id) {
      lua_pushpilot(naevL, parent->target);
      ret = escort_command( parent, "e_attack", -1 );
      lua_pop(naevL, 1);
   }
   if ((ret == 0) && (parent == player.p))
      player_message(_("\agEscorts: \a0Attacking %s."), t->name);
   return ret;
}
Esempio n. 5
0
/**
 * @brief Adds a fleet to the system.
 *
 * You can then iterate over the pilots to change parameters like so:
 * @code
 * p = pilot.add( "Sml Trader Convoy" )
 * for k,v in pairs(p) do
 *    v:setHostile()
 * end
 * @endcode
 *
 * @usage p = pilot.add( "Pirate Hyena" ) -- Just adds the pilot (will jump in).
 * @usage p = pilot.add( "Trader Llama", "dummy" ) -- Overrides AI with dummy ai.
 * @usage p = pilot.add( "Sml Trader Convoy", "def", vec2.new( 1000, 200 ) ) -- Pilot won't jump in, will just appear.
 * @usage p = pilot.add( "Empire Pacifier", "def", vec2.new( 1000, 1000 ), true ) -- Have the pilot jump in.
 *
 *    @luaparam fleetname Name of the fleet to add.
 *    @luaparam ai If set will override the standard fleet AI.  "def" means use default.
 *    @luaparam pos Position to create pilots around instead of choosing randomly.
 *    @luaparam jump true if pilots should jump in, false by default if pos is defined.
 *    @luareturn Table populated with all the pilots created.  The keys are ordered numbers.
 * @luafunc add( fleetname, ai, pos, jump )
 */
static int pilot_addFleet( lua_State *L )
{
   NLUA_MIN_ARGS(1);
   Fleet *flt;
   const char *fltname, *fltai;
   int i, j;
   unsigned int p;
   double a;
   double d;
   Vector2d vv,vp, vn;
   FleetPilot *plt;
   LuaPilot lp;
   LuaVector *lv;
   int jump;

   /* Parse first argument - Fleet Name */
   fltname = luaL_checkstring(L,1);
   
   /* Parse second argument - Fleet AI Override */
   if (lua_gettop(L) > 1) {
      fltai = luaL_checkstring(L,2);
      if (strcmp(fltai, "def")==0) /* Check if set to default */
         fltai = NULL;
   }
   else fltai = NULL;

   /* Parse third argument - Position */
   if (lua_gettop(L) > 2) {
      lv = luaL_checkvector(L,3);
   }
   else lv = NULL;

   if (lua_gettop(L) > 3) {
      jump = lua_toboolean(L,4);
   }
   else {
      /* Only jump by default if not position was passed. */
      if (lv==NULL)
         jump = 1;
      else
         jump = 0;
   }

   /* Needed to determine angle. */
   vectnull(&vn);

   /* pull the fleet */
   flt = fleet_get( fltname );
   if (flt == NULL) {
      NLUA_ERROR(L,"Fleet '%s' doesn't exist.", fltname);
      return 0;
   }

   /* Use position passed if possible. */
   if (lv != NULL) {
      if (!jump)
         vectcpy( &vp, &lv->vec );
      else {
         /* Pilot is jumping in, we'll only use the vector angle. */
         d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
         vect_pset( &vp, d, VANGLE(lv->vec) );
      }
   }
   else {
      d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
      vect_pset( &vp, d, RNGF() * 2.*M_PI);
   }

   /* now we start adding pilots and toss ids into the table we return */
   j = 0;
   lua_newtable(L);
   for (i=0; i<flt->npilots; i++) {

      plt = &flt->pilots[i];

      if (RNG(0,100) <= plt->chance) {

         /* fleet displacement */
         vect_cadd(&vp, RNG(75,150) * (RNG(0,1) ? 1 : -1),
               RNG(75,150) * (RNG(0,1) ? 1 : -1));

         /* Set velocity only if no position is set.. */
         if (lv != NULL) {
            if (jump) {
               a = vect_angle(&vp,&vn);
               vect_pset( &vv, HYPERSPACE_VEL, a );
            }
            else {
               a = RNGF() * 2.*M_PI;
               vectnull( &vv );
            }
         }
         else { /* Entering via hyperspace. */
            a = vect_angle(&vp,&vn);
            vect_pset( &vv, HYPERSPACE_VEL, a );
         }

         /* Make sure angle is sane. */
         if (a < 0.)
            a += 2.*M_PI;

         /* Create the pilot. */
         p = fleet_createPilot( flt, plt, a, &vp, &vv, fltai, 0 );

         /* we push each pilot created into a table and return it */
         lua_pushnumber(L,++j); /* index, starts with 1 */
         lp.pilot = p;
         lua_pushpilot(L,lp); /* value = LuaPilot */
         lua_rawset(L,-3); /* store the value in the table */
      }
   }
   return 1;
}