Use valptr for ai.cpp

This commit is contained in:
Kp 2015-07-12 01:04:19 +00:00
parent 2c326df217
commit f81bb22cb2

View file

@ -1733,7 +1733,7 @@ void move_towards_segment_center(const vobjptr_t objp)
auto segnum = objp->segnum;
vms_vector vec_to_center;
const auto segment_center = compute_segment_center(&Segments[segnum]);
const auto &&segment_center = compute_segment_center(vcsegptr(segnum));
vm_vec_normalized_dir_quick(vec_to_center, segment_center, objp->pos);
move_towards_vector(objp, vec_to_center, 1);
}
@ -2037,8 +2037,9 @@ void create_buddy_bot(void)
if (robptr->companion)
break;
}
const auto object_pos = compute_segment_center(&Segments[ConsoleObject->segnum]);
create_morph_robot( &Segments[ConsoleObject->segnum], object_pos, buddy_id);
const auto &&segp = vsegptridx(ConsoleObject->segnum);
const auto &&object_pos = compute_segment_center(segp);
create_morph_robot(segp, object_pos, buddy_id);
}
#endif
@ -2078,7 +2079,7 @@ static void init_boss_segments(boss_special_segment_array_t &segptr, int size_ch
vms_vector original_boss_pos;
const vobjptridx_t boss_objp = vobjptridx(boss_objnum);
int head, tail;
int seg_queue[QUEUE_SIZE];
array<segnum_t, QUEUE_SIZE> seg_queue;
fix boss_size_save;
boss_size_save = boss_objp->size;
@ -2101,7 +2102,7 @@ static void init_boss_segments(boss_special_segment_array_t &segptr, int size_ch
while (tail != head) {
int sidenum;
segment *segp = &Segments[seg_queue[tail++]];
const auto &&segp = vsegptr(seg_queue[tail++]);
tail &= QUEUE_SIZE-1;
@ -2169,7 +2170,7 @@ static void teleport_boss(const vobjptridx_t objp)
if (Game_mode & GM_MULTI)
multi_send_boss_teleport(objp, rand_segnum);
compute_segment_center(objp->pos, &Segments[rand_segnum]);
compute_segment_center(objp->pos, vcsegptr(rand_segnum));
obj_relink(objp, rand_segnum);
Last_teleport_time = GameTime64;
@ -3862,7 +3863,7 @@ _exit_cheat:
if (!ai_multiplayer_awareness(obj, 62))
return;
const auto center_point = compute_center_point_on_side(&Segments[obj->segnum], aip->GOALSIDE);
const auto &&center_point = compute_center_point_on_side(vcsegptr(obj->segnum), aip->GOALSIDE);
const auto goal_vector = vm_vec_normalized_quick(vm_vec_sub(center_point, obj->pos));
ai_turn_towards_vector(goal_vector, obj, robptr->turn_time[Difficulty_level]);
move_towards_vector(obj, goal_vector, 0);