More name updates...

This commit is contained in:
onpon4 2015-03-05 10:47:30 -05:00
parent 3f4c3b894a
commit 7ed2d1a991
6 changed files with 36 additions and 33 deletions

View File

@ -25,7 +25,7 @@ Aliens are assigned various AI types and this routine makes use of them.
Levels of aggression, defence and evasion are all here.
*/
void ai_set(object *theEnemy)
void alien_setAI(object *theEnemy)
{
// Make friendly craft generally concentrate on smaller fighters
if ((theEnemy->flags & FL_FRIEND) && (theEnemy->target == &enemy[WC_BOSS]))
@ -106,7 +106,7 @@ void ai_set(object *theEnemy)
}
}
void ai_setKlineAttackMethod(object *theEnemy)
void alien_setKlineAttackMethod(object *theEnemy)
{
theEnemy->maxShield -= 500;
if (theEnemy->maxShield == 0)
@ -143,7 +143,7 @@ void ai_setKlineAttackMethod(object *theEnemy)
/*
This AI is exclusively for Kline.
*/
void ai_setKline(object *theEnemy)
void alien_setKlineAI(object *theEnemy)
{
// Weapon type change
if ((rand() % 3) == 0)
@ -186,7 +186,7 @@ void ai_setKline(object *theEnemy)
theEnemy->flags |= FL_CIRCLES;
break;
default:
ai_set(theEnemy);
alien_setAI(theEnemy);
break;
}
}

View File

@ -20,8 +20,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef AI_H
#define AI_H
void ai_set(object *theEnemy);
void ai_setKlineAttackMethod(object *theEnemy);
void ai_setKline(object *theEnemy);
void alien_setAI(object *theEnemy);
void alien_setKlineAttackMethod(object *theEnemy);
void alien_setKlineAI(object *theEnemy);
#endif

View File

@ -498,13 +498,16 @@ static void aliens_getPreDefined()
}
}
void setTarget(int index)
void player_setTarget(int index)
{
engine.targetIndex = index;
engine.targetShield = 85;
engine.targetShield /= enemy[index].shield;
}
// XXX: This function initializes the *spawning* of enemies, within an
// area. It is only used in one place (before the mission loop), so it
// probably should be moved over to there.
void initAliens()
{
for (int i = 0 ; i < MAX_ALIENS ; i++)
@ -572,7 +575,7 @@ void initAliens()
enemy[WC_KLINE].active = true;
enemy[WC_KLINE].x = player.x + 1000;
enemy[WC_KLINE].y = player.y;
setTarget(WC_KLINE);
player_setTarget(WC_KLINE);
}
if ((currentGame.system == 2) && (currentGame.experimentalShield > 0))
@ -586,7 +589,7 @@ void initAliens()
enemy[10].active = true;
enemy[10].x = player.x - 1000;
enemy[10].y = player.y;
setTarget(10);
player_setTarget(10);
enemy[10].shield = currentGame.experimentalShield;
}
}
@ -623,23 +626,23 @@ void initAliens()
case 20:
case 21:
case 23:
setTarget(WC_BOSS);
player_setTarget(WC_BOSS);
break;
case 7:
setTarget(FR_PHOEBE);
player_setTarget(FR_PHOEBE);
break;
case 8:
setTarget(19);
player_setTarget(19);
break;
case 9:
setTarget(FR_SID);
player_setTarget(FR_SID);
break;
case 10:
setTarget(0);
player_setTarget(0);
break;
case 25:
case 26:
setTarget(WC_KLINE);
player_setTarget(WC_KLINE);
break;
default:
break;
@ -650,7 +653,7 @@ void initAliens()
"Looks" for an enemy by picking a randomly active enemy and using them
as a target. If the target is too far away, it will be ignored.
*/
static void searchForTarget(object *theEnemy)
static void alien_searchForTarget(object *theEnemy)
{
int i;
@ -709,7 +712,7 @@ static void searchForTarget(object *theEnemy)
theEnemy->target = targetEnemy;
}
static int traceTarget(object *theEnemy)
static int alien_checkTarget(object *theEnemy)
{
// Do various checks to see if the alien can fire at
// the target. Start with the most obvious checks.
@ -752,7 +755,7 @@ static int traceTarget(object *theEnemy)
Currently only used for the allies. Whilst flying around, the allies will fire on
any enemy craft that enter their line of sight.
*/
static int traceView(object *theEnemy)
static int alien_enemiesInFront(object *theEnemy)
{
object *anEnemy = enemy;
@ -926,7 +929,7 @@ static void moveAndSeparate(object *theEnemy)
Call this whenever a mission requires all the remaining aliens to
automatically die
*/
void killAllAliens()
void mission_killAllEnemies()
{
for (int i = 0 ; i < MAX_ALIENS ; i++)
{
@ -1001,7 +1004,7 @@ void doAliens()
{
if (engine.missionCompleteTimer == 0)
{
searchForTarget(theEnemy);
alien_searchForTarget(theEnemy);
}
else
{
@ -1016,9 +1019,9 @@ void doAliens()
if ((!(theEnemy->flags & FL_DISABLED)) && (theEnemy->thinktime == 0) && (theEnemy->target != theEnemy) && (theEnemy->owner == theEnemy))
{
if (theEnemy->classDef == CD_KLINE)
ai_setKline(theEnemy);
alien_setKlineAI(theEnemy);
else
ai_set(theEnemy);
alien_setAI(theEnemy);
theEnemy->thinktime = (rand() % 25) * 10;
@ -1114,11 +1117,11 @@ void doAliens()
(!(theEnemy->flags & FL_NOFIRE)))
{
if ((theEnemy->target->shield > 0))
canFire = traceTarget(theEnemy);
canFire = alien_checkTarget(theEnemy);
if (((theEnemy->thinktime % 2) == 0) &&
(theEnemy->flags & FL_FRIEND))
canFire = traceView(theEnemy);
canFire = alien_enemiesInFront(theEnemy);
}
else
{

View File

@ -24,9 +24,9 @@ extern object defEnemy[MAX_DEFALIENS];
extern object enemy[MAX_ALIENS];
bool alien_add();
void setTarget(int index);
void player_setTarget(int index);
void initAliens();
void killAllAliens();
void mission_killAllEnemies();
void doAliens();
void setAlienShapes();
void defineAliens();

View File

@ -621,7 +621,7 @@ void doBullets()
}
else
{
ai_setKlineAttackMethod(theEnemy);
alien_setKlineAttackMethod(theEnemy);
}
}
}

View File

@ -294,7 +294,7 @@ void checkTimer()
if ((currentGame.area == 24) && (currentMission.completed1[0] < OB_INCOMPLETE))
{
currentMission.completed1[0] = OB_COMPLETED;
killAllAliens();
mission_killAllEnemies();
engine.addAliens = -1;
setInfoLine("*** All Primary Objectives Completed ***", FONT_GREEN);
}
@ -492,13 +492,13 @@ static char revealHiddenObjectives()
// Activate Kline!! :)
if (currentGame.area == 11)
{
killAllAliens();
mission_killAllEnemies();
syncScriptEvents();
enemy[WC_KLINE].active = true;
enemy[WC_KLINE].x = player.x + 1000;
enemy[WC_KLINE].y = player.y;
enemy[WC_KLINE].flags |= FL_IMMORTAL | FL_NOFIRE;
setTarget(WC_KLINE);
player_setTarget(WC_KLINE);
loadMusic("music/last_cyber_dance.ogg");
if ((engine.useAudio) && (engine.useMusic))
Mix_PlayMusic(engine.music, -1);
@ -559,7 +559,7 @@ bool allMissionsCompleted()
{
if (currentMission.remainingObjectives2 == 0)
{
killAllAliens();
mission_killAllEnemies();
engine.addAliens = -1;
}
}
@ -584,7 +584,7 @@ bool allMissionsCompleted()
// do some area specific things
if ((currentGame.area == 10) && (currentMission.remainingObjectives1 == 0))
{
killAllAliens();
mission_killAllEnemies();
engine.addAliens = -1;
}
}