Mostly cosmetic cleanup of action update code

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5823 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2008-08-15 21:48:58 +00:00
parent 4cfdec7d58
commit 30af74e59d
1 changed files with 15 additions and 49 deletions

View File

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