From 068f25c5f7ec6fd42a16dda1fe6b0fe884523483 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Sat, 22 Nov 2014 21:57:08 +0000 Subject: Minor reputation check code cleanup. --- src/game/base/npc.cc | 28 +++++++++++++++------------- src/game/base/platform.cc | 24 +++++++++++++----------- 2 files changed, 28 insertions(+), 24 deletions(-) (limited to 'src/game') diff --git a/src/game/base/npc.cc b/src/game/base/npc.cc index e0999da..3bd5ca0 100644 --- a/src/game/base/npc.cc +++ b/src/game/base/npc.cc @@ -36,6 +36,7 @@ NPC *NPC::add_wingman(Ship *leader) npc->set_color_second(npc->leader()->color_second()); npc->set_location(leader->location() - leader->axis().forward() * 2.0f * (leader->radius() + npc->radius())); + npc->nudge(); npc->set_axis(leader->axis()); npc->set_zone(leader->zone()); @@ -150,14 +151,14 @@ Ship *NPC::target_closest_enemy() for (core::Zone::Content::iterator zit = zone()->content().begin(); zit != zone()->content().end(); ++zit) { if (((*zit)->moduletype() == ship_enttype) && ((*zit) != this)) { - Ship *ship = static_cast((*zit)); + Ship *other_ship = static_cast((*zit)); - if ((ship->state() != Normal) && (ship->state() != ImpulseInitiate) && (ship->state() != Impulse)) { + if ((other_ship->state() != Normal) && (other_ship->state() != ImpulseInitiate) && (other_ship->state() != Impulse)) { continue; } - const float d = math::distance(location(), ship->location()); - const float r = radius() + ship->radius(); + const float d = math::distance(location(), other_ship->location()); + const float r = radius() + other_ship->radius(); // too far if (d > r + core::range::fxdistance) { @@ -170,21 +171,22 @@ Ship *NPC::target_closest_enemy() } float reputation = 0.0f; - if (ship->owner()) { - // check owner reputation for the faction the NPC belongs to - reputation = ship->owner()->reputation(faction()); - - } else if (faction() && (faction()->type() == Faction::infotype())) { - //check NPC faction reputation for the other ships's faction - reputation = static_cast(faction())->reputation(ship->faction()); - } + if (other_ship->owner()) { + // check owner reputation for the faction this NPC belongs to + reputation = other_ship->owner()->reputation(faction()); + + } else if (other_ship->faction()) { + // check other ships's faction for the faction this NPC belongs to + assert(other_ship->faction()->type() == Faction::infotype()); + reputation = static_cast(other_ship->faction())->reputation(faction()); + } // reputation threshold to get attacked if (reputation > core::range::reputation_hostile) { continue; } - current_enemy = ship; + current_enemy = other_ship; current_distance = d; } } diff --git a/src/game/base/platform.cc b/src/game/base/platform.cc index 15c7576..77059ae 100644 --- a/src/game/base/platform.cc +++ b/src/game/base/platform.cc @@ -50,35 +50,37 @@ void Platform::frame(const unsigned long elapsed) for (core::Zone::Content::iterator zit = zone()->content().begin(); zit != zone()->content().end(); ++zit) { if ((*zit)->moduletype() == ship_enttype) { - Ship *ship = static_cast((*zit)); + Ship *other_ship = static_cast((*zit)); - if ((ship->state() != Normal) && (ship->state() != ImpulseInitiate) && (ship->state() != Impulse)) { + if ((other_ship->state() != Normal) && (other_ship->state() != ImpulseInitiate) && (other_ship->state() != Impulse)) { continue; } - const float d = math::distance(location(), ship->location()); - const float r = radius() + ship->radius(); + const float d = math::distance(location(), other_ship->location()); + const float r = radius() + other_ship->radius(); // too far if (d > weapon_range + r) { continue; } + // reputation is interprated as "what others think of me" float reputation = 0.0f; - if (ship->owner()) { - // check owner reputation for the faction the NPC belongs to - reputation = ship->owner()->reputation(faction()); + if (other_ship->owner()) { + // check owner reputation for the faction this platform belongs to + reputation = other_ship->owner()->reputation(faction()); - } else if (faction() && (faction()->type() == Faction::infotype())) { - //check my faction reputation for the other ships's faction - reputation = static_cast(faction())->reputation(ship->faction()); + } else if (other_ship->faction()) { + // check other ships's faction for the faction this platform belongs to + assert(other_ship->faction()->type() == Faction::infotype()); + reputation = static_cast(other_ship->faction())->reputation(faction()); } // reputation threshold to get attacked if (reputation > core::range::reputation_hostile) { continue; } - enemylist.push_back(ship); + enemylist.push_back(other_ship); } } -- cgit v1.2.3