Mostly cosmetic cleanup of action update code
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5823 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
4cfdec7d58
commit
30af74e59d
64
src/action.c
64
src/action.c
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@ -800,8 +800,7 @@ static void actionUpdateVtolAttack( DROID *psDroid )
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if (psDroid->asWeaps[i].nStat != 0)
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{
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psWeapStats[i] = asWeaponStats + psDroid->asWeaps[i].nStat;
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ASSERT( psWeapStats != NULL,
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"actionUpdateVtolAttack: invalid weapon stats pointer" );
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ASSERT(psWeapStats != NULL, "invalid weapon stats pointer");
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break;
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}
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}
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@ -811,8 +810,7 @@ static void actionUpdateVtolAttack( DROID *psDroid )
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if (psDroid->asWeaps[0].nStat > 0)
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{
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psWeapStats[0] = asWeaponStats + psDroid->asWeaps[0].nStat;
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ASSERT( psWeapStats != NULL,
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"actionUpdateVtolAttack: invalid weapon stats pointer" );
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ASSERT(psWeapStats != NULL, "invalid weapon stats pointer");
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}
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}
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@ -1019,13 +1017,10 @@ void actionUpdateDroid(DROID *psDroid)
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CHECK_DROID(psDroid);
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psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
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ASSERT( psPropStats != NULL,
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"actionUpdateUnit: invalid propulsion stats pointer" );
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ASSERT(psPropStats != NULL, "invalid propulsion stats pointer");
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/* check whether turret inverted for actionTargetTurret */
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//if ( psDroid->droidType != DROID_CYBORG &&
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if ( !cyborgDroid(psDroid) &&
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psPropStats->propulsionType == PROPULSION_TYPE_LIFT )
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if (!cyborgDroid(psDroid) && psPropStats->propulsionType == PROPULSION_TYPE_LIFT)
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{
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bInvert = true;
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}
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@ -1035,51 +1030,27 @@ void actionUpdateDroid(DROID *psDroid)
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}
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// clear the target if it has died
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// weapon droid
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if (psDroid->numWeaps > 0)
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for (i = 0; i < DROID_MAXWEAPS; i++)
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{
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// clear targets
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for (i = 0;i < psDroid->numWeaps;i++)
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if (psDroid->psActionTarget[i] && psDroid->psActionTarget[i]->died)
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{
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if (psDroid->psActionTarget[i] && psDroid->psActionTarget[i]->died)
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setDroidActionTarget(psDroid, NULL, i);
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if (i == 0)
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{
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setDroidActionTarget(psDroid, NULL, i);
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if (i == 0)
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if ( (psDroid->action != DACTION_MOVEFIRE) &&
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(psDroid->action != DACTION_TRANSPORTIN) &&
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(psDroid->action != DACTION_TRANSPORTOUT) )
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{
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if ( (psDroid->action != DACTION_MOVEFIRE) &&
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(psDroid->action != DACTION_TRANSPORTIN) &&
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(psDroid->action != DACTION_TRANSPORTOUT) )
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psDroid->action = DACTION_NONE;
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//if Vtol - return to rearm pad
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if (isVtolDroid(psDroid))
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{
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psDroid->action = DACTION_NONE;
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//if Vtol - return to rearm pad
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if (isVtolDroid(psDroid))
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{
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moveToRearm(psDroid);
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}
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moveToRearm(psDroid);
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}
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}
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}
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}
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}
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//utility droid
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else
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{
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if (psDroid->psActionTarget[0] && psDroid->psActionTarget[0]->died)
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{
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setDroidActionTarget(psDroid, NULL, 0);
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if ( (psDroid->action != DACTION_MOVEFIRE) &&
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(psDroid->action != DACTION_TRANSPORTIN) &&
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(psDroid->action != DACTION_TRANSPORTOUT) )
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{
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psDroid->action = DACTION_NONE;
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//if Vtol - return to rearm pad
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if (isVtolDroid(psDroid))
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{
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moveToRearm(psDroid);
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}
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}
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}
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}
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//if the droid has been attacked by an EMP weapon, it is temporarily disabled
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if (psDroid->lastHitWeapon == WSC_EMP)
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@ -1099,8 +1070,6 @@ void actionUpdateDroid(DROID *psDroid)
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}
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}
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//if (psDroid->numWeaps == 0)
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/* Watermelon:if I am a multi-turret droid */
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if (psDroid->numWeaps > 1)
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{
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for(i = 0;i < psDroid->numWeaps;i++)
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@ -1118,8 +1087,6 @@ void actionUpdateDroid(DROID *psDroid)
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psTarget = psDroid->psTarget;
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//Watermelon:safety check
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//if (psDroid->numWeaps > 0)
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if (psDroid->asWeaps[0].nStat > 0)
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{
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psWeapStats = asWeaponStats + psDroid->asWeaps[0].nStat;
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@ -1589,7 +1556,6 @@ void actionUpdateDroid(DROID *psDroid)
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}
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}
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// if the vtol is far enough away head for the target again
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// else if (rangeSq > (VTOL_ATTACK_RETURNDIST*VTOL_ATTACK_RETURNDIST))
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else if (rangeSq > (SDWORD)(psWeapStats->longRange*psWeapStats->longRange))
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{
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// don't do another attack run if already heading for the target
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