Fixed another MSVC related issue overlooked in last commit and some spelling mistakes
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@856 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
9b7ab89441
commit
0d84e0609b
10
src/ai.c
10
src/ai.c
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@ -215,10 +215,10 @@ BOOL aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj)
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break;
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}
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/* Now calculate the overal weight */
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/* Now calculate the overall weight */
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newMod = asWeaponModifier[weaponEffect][(asPropulsionStats + targetDroid->asBits[COMP_PROPULSION].nStat)->propulsionType] //Weapon effect
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- (WEIGHT_DIST_TILE_DROID * (dirtySqrt(psDroid->x, psDroid->y,targetDroid->x,targetDroid->y) >> TILE_SHIFT) ) //substract WEIGHT_DIST_TILE_DROID per tile, 128 world units in a tile
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+ (damage * 10 / targetDroid->originalBody ) * WEIGHT_HEALTH_DROID //we prefere damaged droids
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+ (damage * 10 / targetDroid->originalBody ) * WEIGHT_HEALTH_DROID //we prefer damaged droids
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+ targetTypeBonus; //some droid types have higher priority
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}
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else if (psTarget->type == OBJ_STRUCTURE)
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@ -242,10 +242,10 @@ BOOL aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj)
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break;
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}
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/* Now calculate the overal weight */
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/* Now calculate the overall weight */
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newMod = asStructStrengthModifier[weaponEffect][targetStructure->pStructureType->strength] //Weapon effect
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- (WEIGHT_DIST_TILE_STRUCT * (dirtySqrt(psDroid->x, psDroid->y,targetStructure->x,targetStructure->y) >> TILE_SHIFT) ) //substract WEIGHT_DIST_TILE_STRUCT per tile, 128 world units in a tile
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+ (damage * 10 / structureBody(targetStructure) ) * WEIGHT_HEALTH_STRUCT //we prefere damaged structures
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+ (damage * 10 / structureBody(targetStructure) ) * WEIGHT_HEALTH_STRUCT //we prefer damaged structures
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+ targetTypeBonus; //some structure types have higher priority
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/* Go for unfinished structures only if nothing else found (same for non-visible structures) */
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@ -258,7 +258,7 @@ BOOL aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj)
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continue;
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}
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/* We prefere objects we can see and can attack immediately */
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/* We prefer objects we can see and can attack immediately */
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if(!visibleObjWallBlock((BASE_OBJECT *)psDroid, psTarget))
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{
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newMod /= WEIGHT_NOT_VISIBLE_F;
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2
src/ai.h
2
src/ai.h
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@ -31,7 +31,7 @@
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#define WEIGHT_NOT_VISIBLE_F 10 //We really don't like objects we can't see
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#define WEIGHT_SERVICE_DROIDS (WEIGHT_DIST_TILE_DROID * 5) //We don't want them to be repairing droids or structures while we are after them
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#define WEIGHT_WEAPON_DROIDS (WEIGHT_DIST_TILE_DROID * 3) //We prefere to go after anything that has a gun and can hurt us
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#define WEIGHT_WEAPON_DROIDS (WEIGHT_DIST_TILE_DROID * 3) //We prefer to go after anything that has a gun and can hurt us
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#define WEIGHT_MILITARY_STRUCT WEIGHT_DIST_TILE_STRUCT //Droid/cyborg factories, repair facility; shouldn't have too much weight
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#define WEIGHT_WEAPON_STRUCT WEIGHT_WEAPON_DROIDS //Same as weapon droids (?)
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@ -3441,7 +3441,7 @@ SDWORD getCompFromName(UDWORD compType, char *pName)
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return count;
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}
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// psStats += statSize; doesn't work, structure alignment?
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psStats = (BASE_STATS*)((void*)psStats + statSize);
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psStats = (BASE_STATS*)((char*)psStats + statSize);
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}
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// DBPRINTF(("not found\n"));
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//return -1 if record not found or an invalid component type is passed in
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