[Change] Some code cleanup.

This commit is contained in:
Allanis 2014-05-29 01:49:23 +01:00
parent 5ae72bcacd
commit bafed15cdc

View File

@ -33,6 +33,7 @@
#include "comm.h" #include "comm.h"
#include "intro.h" #include "intro.h"
#include "perlin.h" #include "perlin.h"
#include "ai.h"
#include "player.h" #include "player.h"
#define XML_GUI_ID "GUIs" /**< XML section identifier for GUI document. */ #define XML_GUI_ID "GUIs" /**< XML section identifier for GUI document. */
@ -1801,6 +1802,9 @@ void player_abortAutonav(char* reason) {
* @param pplayer Player to think. * @param pplayer Player to think.
*/ */
void player_think(Pilot* pplayer) { void player_think(Pilot* pplayer) {
Pilot* target;
double d;
/* Last I checked, the dead didn't think.. */ /* Last I checked, the dead didn't think.. */
if(pilot_isFlag(pplayer, PILOT_DEAD)) { if(pilot_isFlag(pplayer, PILOT_DEAD)) {
/* No point in accelerating or turning. */ /* No point in accelerating or turning. */
@ -1811,24 +1815,31 @@ void player_think(Pilot* pplayer) {
/* Autonav takes over normal controls. */ /* Autonav takes over normal controls. */
if(player_isFlag(PLAYER_AUTONAV)) { if(player_isFlag(PLAYER_AUTONAV)) {
/* Abort if lockons detected. */
if(pplayer->lockons > 0) if(pplayer->lockons > 0)
player_abortAutonav("Missile Lockon Detected"); player_abortAutonav("Missile Lockon Detected");
if(space_canHyperspace(pplayer)) { /* Try to jump. */
if(space_canHyperspace(pplayer))
player_jump(); player_jump();
} else { else { /* Keep on moving. */
pilot_face(pplayer, VANGLE(pplayer->solid->pos)); /* Only accelerate if facing move dir. */
if(player_acc < 1.) d = pilot_face(pplayer, VANGLE(pplayer->solid->pos));
if((player_acc < 1.) && (d < MIN_DIR_ERR))
player_accel(1.); player_accel(1.);
} }
} }
/* PLAYER_FACE will take over navigation. */ /* PLAYER_FACE will take over navigation. */
else if(player_isFlag(PLAYER_FACE)) { else if(player_isFlag(PLAYER_FACE)) {
if(player->target != PLAYER_ID) /* Try to face pilot target */
pilot_face(pplayer, if(player->target != PLAYER_ID) {
vect_angle(&player->solid->pos, target = pilot_get(player->target);
&pilot_get(player->target)->solid->pos)); if(target != NULL)
pilot_face(pplayer,
vect_angle(&player->solid->pos, &target->solid->pos));
}
/* If not try to face planet target. */
else if(planet_target != -1) else if(planet_target != -1)
pilot_face(pplayer, pilot_face(pplayer,
vect_angle(&player->solid->pos, vect_angle(&player->solid->pos,
@ -1836,8 +1847,22 @@ void player_think(Pilot* pplayer) {
} }
/* PLAYER_REVERSE will take over navigation. */ /* PLAYER_REVERSE will take over navigation. */
else if(player_isFlag(PLAYER_REVERSE) && (VMOD(pplayer->solid->vel) > 0.)) else if(player_isFlag(PLAYER_REVERSE)) {
/* Check to see if already stopped. */
#if 0
if(VMOD(pplayer->solid->vel) < MIN_VEL_ERR)
player_accel(0.);
else {
d = pilot_face(pplayer, VANGLE(player->solid->vel) + M_PI);
if((player_acc < 1.) && (d < MAX_DIR_ERR))
player_accel(1.);
}
#endif
/*
* Hm, I don't think automatic braking is amy good.
*/
pilot_face(pplayer, VANGLE(player->solid->vel) + M_PI); pilot_face(pplayer, VANGLE(player->solid->vel) + M_PI);
}
/* Normal navigation sheme. */ /* Normal navigation sheme. */
else { else {