From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/DropShipAI.cpp | 158 ++++++++++++++++++++++++------------------------- 1 file changed, 79 insertions(+), 79 deletions(-) (limited to 'Stars45/DropShipAI.cpp') diff --git a/Stars45/DropShipAI.cpp b/Stars45/DropShipAI.cpp index 41672cc..43df4a4 100644 --- a/Stars45/DropShipAI.cpp +++ b/Stars45/DropShipAI.cpp @@ -1,15 +1,15 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: DropShipAI.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: DropShipAI.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== - Drop Ship (orbit/surface and surface/orbit) AI class + OVERVIEW + ======== + Drop Ship (orbit/surface and surface/orbit) AI class */ #include "MemDebug.h" @@ -27,13 +27,13 @@ // +----------------------------------------------------------------------+ DropShipAI::DropShipAI(Ship* s) - : ShipAI(s) +: ShipAI(s) { - seek_gain = 20; - seek_damp = 0.5; + seek_gain = 20; + seek_damp = 0.5; - delete tactical; - tactical = 0; + delete tactical; + tactical = 0; } DropShipAI::~DropShipAI() @@ -45,34 +45,34 @@ DropShipAI::~DropShipAI() void DropShipAI::FindObjective() { - distance = 0; - - if (!ship) return; - - Sim* sim = Sim::GetSim(); - SimRegion* self_rgn = ship->GetRegion(); - - // if making orbit, go up: - if (self_rgn->Type() == Sim::AIR_SPACE) { - obj_w = self->Location() + Point(0, 1e3, 0); - } - - // if breaking orbit, head for terrain region: - else { - SimRegion* dst_rgn = sim->FindNearestTerrainRegion(ship); - Point dst = dst_rgn->GetOrbitalRegion()->Location() - - self_rgn->GetOrbitalRegion()->Location() + - Point(0, 0, -1e6); - - obj_w = dst.OtherHand(); - } - - // distance from self to navpt: - distance = Point(obj_w - self->Location()).length(); - - // transform into camera coords: - objective = Transform(obj_w); - objective.Normalize(); + distance = 0; + + if (!ship) return; + + Sim* sim = Sim::GetSim(); + SimRegion* self_rgn = ship->GetRegion(); + + // if making orbit, go up: + if (self_rgn->Type() == Sim::AIR_SPACE) { + obj_w = self->Location() + Point(0, 1e3, 0); + } + + // if breaking orbit, head for terrain region: + else { + SimRegion* dst_rgn = sim->FindNearestTerrainRegion(ship); + Point dst = dst_rgn->GetOrbitalRegion()->Location() - + self_rgn->GetOrbitalRegion()->Location() + + Point(0, 0, -1e6); + + obj_w = dst.OtherHand(); + } + + // distance from self to navpt: + distance = Point(obj_w - self->Location()).length(); + + // transform into camera coords: + objective = Transform(obj_w); + objective.Normalize(); } // +--------------------------------------------------------------------+ @@ -80,43 +80,43 @@ DropShipAI::FindObjective() void DropShipAI::Navigator() { - accumulator.Clear(); - magnitude = 0; - - if (other) - ship->SetFLCSMode(Ship::FLCS_AUTO); - else - ship->SetFLCSMode(Ship::FLCS_MANUAL); - - Accumulate(AvoidCollision()); - Accumulate(Seek(objective)); - - // are we being asked to flee? - if (fabs(accumulator.yaw) == 1.0 && accumulator.pitch == 0.0) { - accumulator.pitch = -0.7f; - accumulator.yaw *= 0.25f; - } - - self->ApplyRoll((float) (accumulator.yaw * -0.4)); - self->ApplyYaw((float) (accumulator.yaw * 0.2)); - - if (fabs(accumulator.yaw) > 0.5 && fabs(accumulator.pitch) < 0.1) - accumulator.pitch -= 0.1f; - - if (accumulator.pitch != 0) - self->ApplyPitch((float) accumulator.pitch); - - // if not turning, roll to orient with world coords: - if (fabs(accumulator.yaw) < 0.1) { - Point vrt = ((Camera*) &(self->Cam()))->vrt(); - double deflection = vrt.y; - if (deflection != 0) { - double theta = asin(deflection/vrt.length()); - self->ApplyRoll(-theta); - } - } - - ship->SetThrottle(100); - ship->ExecFLCSFrame(); + accumulator.Clear(); + magnitude = 0; + + if (other) + ship->SetFLCSMode(Ship::FLCS_AUTO); + else + ship->SetFLCSMode(Ship::FLCS_MANUAL); + + Accumulate(AvoidCollision()); + Accumulate(Seek(objective)); + + // are we being asked to flee? + if (fabs(accumulator.yaw) == 1.0 && accumulator.pitch == 0.0) { + accumulator.pitch = -0.7f; + accumulator.yaw *= 0.25f; + } + + self->ApplyRoll((float) (accumulator.yaw * -0.4)); + self->ApplyYaw((float) (accumulator.yaw * 0.2)); + + if (fabs(accumulator.yaw) > 0.5 && fabs(accumulator.pitch) < 0.1) + accumulator.pitch -= 0.1f; + + if (accumulator.pitch != 0) + self->ApplyPitch((float) accumulator.pitch); + + // if not turning, roll to orient with world coords: + if (fabs(accumulator.yaw) < 0.1) { + Point vrt = ((Camera*) &(self->Cam()))->vrt(); + double deflection = vrt.y; + if (deflection != 0) { + double theta = asin(deflection/vrt.length()); + self->ApplyRoll(-theta); + } + } + + ship->SetThrottle(100); + ship->ExecFLCSFrame(); } -- cgit v1.1