Update of /cvsroot/wpdev/wolfpack/ai
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv18584
Modified Files:
ai.cpp
Log Message:
applied coding standard rules.
Index: ai.cpp
===================================================================
RCS file: /cvsroot/wpdev/wolfpack/ai/ai.cpp,v
retrieving revision 1.21
retrieving revision 1.22
diff -C2 -d -r1.21 -r1.22
*** ai.cpp 4 Aug 2004 23:17:37 -0000 1.21
--- ai.cpp 10 Aug 2004 03:19:27 -0000 1.22
***************
*** 492,516 ****
// Only try to walk if we're not already out of the spawnregion
// Otherwise fall trough to enFreely
! cSpawnRegion *region = m_npc->spawnregion();
! if (region && region->contains(m_npc->pos().x, m_npc->pos().y, m_npc->pos().map))
{
// Calculate the field we're facing.
unsigned char dir = m_npc->direction();
! Coord_cl newpos = Movement::instance()->calcCoordFromDir(dir, m_npc->pos());
// Calculate a new direction.
! if (!region->contains(newpos.x, newpos.y, newpos.map))
{
! unsigned char newdir = RandomNum(0, 7);
// Make sure we're not trying to walk in the same
// direction or the directions directly beneath if we met the border of a
// spawnregion. But we don't want to turn around exactly either. (Looks
// to mechanically)
! while (newdir == dir
! || newdir == ((dir == 0) ? 7 : dir - 1)
! || newdir == ((dir == 7) ? 0 : dir + 1) )
{
! newdir += RandomNum(0, 1) ? -1 : 1;
}
dir = newdir;
--- 492,514 ----
// Only try to walk if we're not already out of the spawnregion
// Otherwise fall trough to enFreely
! cSpawnRegion* region = m_npc->spawnregion();
! if ( region && region->contains( m_npc->pos().x, m_npc->pos().y, m_npc->pos().map ) )
{
// Calculate the field we're facing.
unsigned char dir = m_npc->direction();
! Coord_cl newpos = Movement::instance()->calcCoordFromDir( dir, m_npc->pos() );
// Calculate a new direction.
! if ( !region->contains( newpos.x, newpos.y, newpos.map ) )
{
! unsigned char newdir = RandomNum( 0, 7 );
// Make sure we're not trying to walk in the same
// direction or the directions directly beneath if we met the border of a
// spawnregion. But we don't want to turn around exactly either. (Looks
// to mechanically)
! while ( newdir == dir || newdir == ( ( dir == 0 ) ? 7 : dir - 1 ) || newdir == ( ( dir == 7 ) ? 0 : dir + 1 ) )
{
! newdir += RandomNum( 0, 1 ) ? -1 : 1;
}
dir = newdir;
***************
*** 520,536 ****
// If there's a obstacle, change the direction slightly to see if we can get
// around it.
! if (!Movement::instance()->Walking(m_npc, dir, 0xFF))
{
signed char newdir = dir;
! newdir += RandomNum(0, 1) ? -1 : 1;
! if (newdir < 0)
{
newdir = 7;
! } else if (newdir > 7)
{
newdir = 0;
}
! m_npc->setDirection(newdir);
m_npc->update();
}
--- 518,535 ----
// If there's a obstacle, change the direction slightly to see if we can get
// around it.
! if ( !Movement::instance()->Walking( m_npc, dir, 0xFF ) )
{
signed char newdir = dir;
! newdir += RandomNum( 0, 1 ) ? -1 : 1;
! if ( newdir < 0 )
{
newdir = 7;
! }
! else if ( newdir > 7 )
{
newdir = 0;
}
! m_npc->setDirection( newdir );
m_npc->update();
}
***************
*** 544,551 ****
UINT8 dir = m_npc->direction();
if ( RandomNum( 0, 100 ) < 20 )
! dir = RandomNum(0, 7);
! m_npc->setDirection(dir);
! Movement::instance()->Walking(m_npc, dir, 0xFF);
break;
}
--- 543,550 ----
UINT8 dir = m_npc->direction();
if ( RandomNum( 0, 100 ) < 20 )
! dir = RandomNum( 0, 7 );
! m_npc->setDirection( dir );
! Movement::instance()->Walking( m_npc, dir, 0xFF );
break;
}
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