From d59f78a5f05b715484a2f717f2ef6b52db9efee3 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 13 Oct 2021 19:35:00 +0200 Subject: [PATCH] - formatting only --- source/games/blood/src/nnexts.cpp | 64 ++++++++++++++++++++----------- 1 file changed, 41 insertions(+), 23 deletions(-) diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index f3dbe8a1d..953346011 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -6820,30 +6820,34 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) else if (aiFightUnitCanFly(actor)) pSprite->flags &= ~0x0002; - if (!IsDudeSprite(pTarget) || pXTarget->health < 1 || !aiFightDudeCanSeeTarget(actor, pDudeInfo, &bloodActors[pTarget->index])) { + if (!IsDudeSprite(pTarget) || pXTarget->health < 1 || !aiFightDudeCanSeeTarget(actor, pDudeInfo, &bloodActors[pTarget->index])) + { aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z); } // dude attack or attacked by target that does not fit by data id? - else if (pXSource->data1 != 666 && pXTarget->data1 != pXSource->data1) { + else if (pXSource->data1 != 666 && pXTarget->data1 != pXSource->data1) + { if (aiFightDudeIsAffected(&bloodActors[pXTarget->reference])) { // force stop attack target aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z); - if (pXSprite->burnSource == pTarget->index) { + if (pXSprite->burnSource == pTarget->index) + { pXSprite->burnTime = 0; pXSprite->burnSource = -1; } // force stop attack dude aiSetTarget_(pXTarget, pTarget->x, pTarget->y, pTarget->z); - if (pXTarget->burnSource == pSprite->index) { + if (pXTarget->burnSource == pSprite->index) + { pXTarget->burnTime = 0; pXTarget->burnSource = -1; } } - } - else if (pXSource->data2 == 1 && pXSprite->rxID == pXTarget->rxID) { + else if (pXSource->data2 == 1 && pXSprite->rxID == pXTarget->rxID) + { spritetype* pMate = pTarget; XSPRITE* pXMate = pXTarget; // heal dude @@ -6854,17 +6858,22 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) startHp = (pXMate->sysData2 > 0) ? ClipRange(pXMate->sysData2 << 4, 1, 65535) : getDudeInfo(pMate->type)->startHealth << 4; if (pXMate->health < (unsigned)startHp) actHealDude(&bloodActors[pXMate->reference], receiveHp, startHp); - if (pXMate->target_i > -1 && sprite[pXMate->target_i].extra >= 0) { + if (pXMate->target_i > -1 && sprite[pXMate->target_i].extra >= 0) + { pTarget = &sprite[pXMate->target_i]; // force mate stop attack dude, if he does - if (pXMate->target_i == pSprite->index) { + if (pXMate->target_i == pSprite->index) + { aiSetTarget_(pXMate, pMate->x, pMate->y, pMate->z); - } else if (pXSprite->rxID != xsprite[pTarget->extra].rxID) { + } + else if (pXSprite->rxID != xsprite[pTarget->extra].rxID) + { // force dude to attack same target that mate have aiSetTarget_(pXSprite, pTarget->index); return; - - } else { + } + else + { // force mate to stop attack another mate aiSetTarget_(pXMate, pMate->x, pMate->y, pMate->z); } @@ -6883,12 +6892,15 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) } int mDist = 3; if (aiFightIsMeleeUnit(actor)) mDist = 2; - if (pXSprite->target_i >= 0 && aiFightGetTargetDist(actor, pDudeInfo, &bloodActors[pXSprite->target_i]) < mDist) { + + if (pXSprite->target_i >= 0 && aiFightGetTargetDist(actor, pDudeInfo, &bloodActors[pXSprite->target_i]) < mDist) + { if (!isActive(pSprite->index)) aiActivateDude(actor); return; } // lets try to look for target that fits better by distance - else if ((PlayClock & 256) != 0 && (pXSprite->target_i < 0 || aiFightGetTargetDist(actor, pDudeInfo, &bloodActors[pXSprite->target_i]) >= mDist)) { + else if ((PlayClock & 256) != 0 && (pXSprite->target_i < 0 || aiFightGetTargetDist(actor, pDudeInfo, &bloodActors[pXSprite->target_i]) >= mDist)) + { auto targactor = aiFightGetTargetInRange(actor, 0, mDist, pXSource->data1, pXSource->data2); if (targactor != nullptr) { @@ -6896,7 +6908,8 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) pXTarget = &targactor->x(); // Make prev target not aim in dude - if (pXSprite->target_i > -1) { + if (pXSprite->target_i > -1) + { spritetype* prvTarget = &sprite[pXSprite->target_i]; aiSetTarget_(&xsprite[prvTarget->extra], prvTarget->x, prvTarget->y, prvTarget->z); if (!isActive(pTarget->index)) @@ -6909,7 +6922,8 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) aiActivateDude(&bloodActors[pXSprite->reference]); // ...and change target of target to dude to force it fight - if (pXSource->data3 > 0 && pXTarget->target_i != pSprite->index) { + if (pXSource->data3 > 0 && pXTarget->target_i != pSprite->index) + { aiSetTarget_(pXTarget, pSprite->index); if (!isActive(pTarget->index)) aiActivateDude(&bloodActors[pXTarget->reference]); @@ -6920,7 +6934,8 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) } } - if ((pXSprite->target_i < 0 || playeractor != nullptr) && (PlayClock & 32) != 0) { + if ((pXSprite->target_i < 0 || playeractor != nullptr) && (PlayClock & 32) != 0) + { // try find first target that dude can see int nSprite; StatIterator it(kStatDude); @@ -6928,7 +6943,8 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) { pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra]; - if (pXTarget->target_i == pSprite->index) { + if (pXTarget->target_i == pSprite->index) + { aiSetTarget_(pXSprite, pTarget->index); return; } @@ -6945,7 +6961,6 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) if (pXSource->data2 == 0 || (pXSource->data2 == 1 && !aiFightMatesHaveSameTarget(&bloodActors[pXSprite->reference], &bloodActors[pTarget->index], matesPerEnemy))) { - // Change target for dude aiSetTarget_(pXSprite, pTarget->index); if (!isActive(pSprite->index)) @@ -6960,10 +6975,8 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) if (pXSource->data3 == 2) aiFightAlarmDudesInSight(&bloodActors[pTarget->index], maxAlarmDudes); } - return; } - break; } } @@ -6975,8 +6988,11 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) { auto pMateTarget = &pMateTargetActor->s(); XSPRITE* pXMateTarget = &pMateTargetActor->x(); - if (aiFightDudeCanSeeTarget(actor, pDudeInfo, pMateTargetActor)) { - if (pXMateTarget->target_i < 0) { + + if (aiFightDudeCanSeeTarget(actor, pDudeInfo, pMateTargetActor)) + { + if (pXMateTarget->target_i < 0) + { aiSetTarget_(pXMateTarget, pSprite->index); if (IsDudeSprite(pMateTarget) && !isActive(pMateTarget->index)) aiActivateDude(&bloodActors[pXMateTarget->reference]); @@ -6988,7 +7004,9 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor) return; // try walk in mate direction in case if not see the target - } else if (pXMateTarget->target_i >= 0 && aiFightDudeCanSeeTarget(actor, pDudeInfo, &bloodActors[pXMateTarget->target_i])) { + } + else if (pXMateTarget->target_i >= 0 && aiFightDudeCanSeeTarget(actor, pDudeInfo, &bloodActors[pXMateTarget->target_i])) + { spritetype* pMate = &sprite[pXMateTarget->target_i]; pXSprite->target_i = pMateTarget->index; pXSprite->targetX = pMate->x;