Clean out some dead code
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2808 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
1bd1483944
commit
16be746f30
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@ -2975,11 +2975,9 @@ UDWORD calcDroidWeight(DROID_TEMPLATE *psTemplate)
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weight =
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(asBodyStats + psTemplate->asParts[COMP_BODY])->weight +
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(asBrainStats + psTemplate->asParts[COMP_BRAIN])->weight +
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//(asPowerStats + psTemplate->asParts[COMP_POWERPLANT])->weight +
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//(asPropulsionStats + psTemplate->asParts[COMP_PROPULSION])->weight +
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(asSensorStats + psTemplate->asParts[COMP_SENSOR])->weight +
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(asECMStats + psTemplate->asParts[COMP_ECM])->weight +
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//(asArmourStats + psTemplate->asParts[COMP_ARMOUR])->weight +
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(asRepairStats + psTemplate->asParts[COMP_REPAIRUNIT])->weight +
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(asConstructStats + psTemplate->asParts[COMP_CONSTRUCT])->weight;
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@ -3553,9 +3551,6 @@ void droidSetBits(DROID_TEMPLATE *pTemplate,DROID *psDroid)
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// psDroid->asBits[COMP_BRAIN].hitPoints =
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// (asBrainStats + pTemplate->asParts[COMP_BRAIN])->hitPoints;
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/*psDroid->asBits[COMP_POWERPLANT].hitPoints =
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(asPowerStats + pTemplate->asParts[COMP_POWERPLANT])->hitPoints;*/
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psDroid->asBits[COMP_PROPULSION].nStat = (UBYTE)pTemplate->asParts[COMP_PROPULSION];
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//psDroid->asBits[COMP_PROPULSION].hitPoints =
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// (asPropulsionStats + pTemplate->asParts[COMP_PROPULSION])->hitPoints;
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@ -3568,9 +3563,6 @@ void droidSetBits(DROID_TEMPLATE *pTemplate,DROID *psDroid)
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//psDroid->asBits[COMP_ECM].hitPoints =
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// (asECMStats + pTemplate->asParts[COMP_ECM])->hitPoints;
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/*psDroid->asBits[COMP_ARMOUR].hitPoints =
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(asArmourStats + pTemplate->asParts[COMP_ARMOUR])->hitPoints; */
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psDroid->asBits[COMP_REPAIRUNIT].nStat = (UBYTE)pTemplate->asParts[COMP_REPAIRUNIT];
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//psDroid->asBits[COMP_REPAIRUNIT].hitPoints =
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// (asRepairStats + pTemplate->asParts[COMP_REPAIRUNIT])->hitPoints;
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264
src/stats.c
264
src/stats.c
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@ -39,19 +39,15 @@
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#define WEAPON_TIME 100
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/* The stores for the different stats */
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BODY_STATS *asBodyStats;
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BRAIN_STATS *asBrainStats;
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PROPULSION_STATS *asPropulsionStats;
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SENSOR_STATS *asSensorStats;
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ECM_STATS *asECMStats;
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//ARMOUR_STATS *asArmourStats;
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REPAIR_STATS *asRepairStats;
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WEAPON_STATS *asWeaponStats;
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CONSTRUCT_STATS *asConstructStats;
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PROPULSION_TYPES *asPropulsionTypes;
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TERRAIN_TABLE *asTerrainTable;
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SPECIAL_ABILITY *asSpecialAbility;
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@ -67,37 +63,16 @@ REPAIR_UPGRADE asRepairUpgrade[MAX_PLAYERS];
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CONSTRUCTOR_UPGRADE asConstUpgrade[MAX_PLAYERS];
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BODY_UPGRADE asBodyUpgrade[MAX_PLAYERS][BODY_TYPE];
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#if(0)
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/* The number of different stats stored */
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UDWORD numBodyStats = 0;
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UDWORD numBrainStats = 0;
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//UDWORD numPowerStats = 0;
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UDWORD numPropulsionStats = 0;
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UDWORD numSensorStats = 0;
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UDWORD numECMStats = 0;
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//UDWORD numArmourStats = 0;
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UDWORD numRepairStats = 0;
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UDWORD numWeaponStats = 0;
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UDWORD numConstructStats = 0;
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//UDWORD numPropulsionTypes = 0;
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UDWORD numSpecialAbility = 0;
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#else
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/* The number of different stats stored */
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UDWORD numBodyStats;
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UDWORD numBrainStats;
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//UDWORD numPowerStats;
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UDWORD numPropulsionStats;
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UDWORD numSensorStats;
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UDWORD numECMStats;
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//UDWORD numArmourStats;
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UDWORD numRepairStats;
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UDWORD numWeaponStats;
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UDWORD numConstructStats;
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//UDWORD numPropulsionTypes;
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UDWORD numSpecialAbility;
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#endif
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//the max values of the stats used in the design screen
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UDWORD maxComponentWeight;
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@ -114,7 +89,6 @@ UDWORD maxWeaponDamage;
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UDWORD maxWeaponROF;
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UDWORD maxPropulsionSpeed;
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//stores for each players component states - can be either UNAVAILABLE, FOUND or AVAILABLE
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UBYTE *apCompLists[MAX_PLAYERS][COMP_NUMCOMPONENTS];
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@ -147,11 +121,6 @@ static void updateMaxECMStats(UWORD maxValue);
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static void updateMaxBodyStats(UWORD maxBody, UWORD maxPower, UWORD maxArmour);
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static void updateMaxConstStats(UWORD maxValue);
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#if (MAX_PLAYERS != 8)
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static char NotUsedString[50]; // Dummy area for scanf
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#endif
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/*******************************************************************************
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* Generic stats macros/functions
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*******************************************************************************/
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@ -192,7 +161,7 @@ void statsInitVars(void)
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asTerrainTable = NULL;
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asSpecialAbility = NULL;
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/* The number of different stats stored */
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/* The number of different stats stored */
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numBodyStats = 0;
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numBrainStats = 0;
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numPropulsionStats = 0;
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@ -201,17 +170,16 @@ void statsInitVars(void)
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numRepairStats = 0;
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numWeaponStats = 0;
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numConstructStats = 0;
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// numPropulsionTypes = 0;
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numSpecialAbility = 0;
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//stores for each players component states - can be either UNAVAILABLE, FOUND or AVAILABLE
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//stores for each players component states - can be either UNAVAILABLE, FOUND or AVAILABLE
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for(i=0; i<MAX_PLAYERS; i++) {
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for(j=0; j<COMP_NUMCOMPONENTS; j++) {
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apCompLists[i][j] = NULL;
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}
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}
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//store for each players Structure states
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//store for each players Structure states
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for(i=0; i<MAX_PLAYERS; i++) {
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apStructTypeLists[i] = NULL;
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}
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@ -223,15 +191,14 @@ void statsInitVars(void)
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memset(asRepairUpgrade, 0, MAX_PLAYERS * sizeof(REPAIR_UPGRADE));
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memset(asBodyUpgrade, 0, MAX_PLAYERS * sizeof(BODY_UPGRADE) * BODY_TYPE);
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//init the max values
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maxComponentWeight = maxBodyArmour = maxBodyPower =
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// init the max values
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maxComponentWeight = maxBodyArmour = maxBodyPower =
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maxBodyPoints = maxSensorRange = maxSensorPower = maxECMPower =
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maxConstPoints = maxRepairPoints = maxWeaponRange = maxWeaponDamage =
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maxPropulsionSpeed = 0;
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}
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/*Deallocate all the stats assigned from input data*/
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void statsDealloc(COMP_BASE_STATS* pStats, UDWORD listSize, UDWORD structureSize)
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{
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@ -253,7 +220,6 @@ void statsDealloc(COMP_BASE_STATS* pStats, UDWORD listSize, UDWORD structureSize
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}
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static BOOL allocateStatName(BASE_STATS* pStat, const char *Name)
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{
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return (allocateName(&pStat->pName, Name));
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@ -284,9 +250,7 @@ static void deallocBodyStats(void)
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/*Deallocate all the stats assigned from input data*/
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BOOL statsShutDown(void)
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{
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//statsDeallocWeapons();
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STATS_DEALLOC(asWeaponStats, numWeaponStats, WEAPON_STATS);
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//STATS_DEALLOC(asArmourStats, numArmourStats, ARMOUR_STATS);
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//STATS_DEALLOC(asBodyStats, numBodyStats, BODY_STATS);
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deallocBodyStats();
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STATS_DEALLOC(asBrainStats, numBrainStats, BRAIN_STATS);
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@ -337,11 +301,6 @@ BOOL statsAllocWeapons(UDWORD numStats)
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{
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ALLOC_STATS(numStats, asWeaponStats, numWeaponStats, WEAPON_STATS);
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}
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/* Allocate Armour Stats */
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/*BOOL statsAllocArmour(UDWORD numStats)
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{
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ALLOC_STATS(numStats, asArmourStats, numArmourStats, ARMOUR_STATS);
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}*/
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/* Allocate Body Stats */
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BOOL statsAllocBody(UDWORD numStats)
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{
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@ -661,17 +620,6 @@ BOOL loadWeaponStats(const char *pWeaponData, UDWORD bufferSize)
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StatsName=psStats->pName;
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//covered by the movement model now - AB 15/06/98
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//set the homing round
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/*if (compareYes(homingRound, StatsName))
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{
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psStats->homingRound = TRUE;
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}
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else
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{
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psStats->homingRound = FALSE;
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}*/
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//set the face Player value
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if (compareYes(facePlayer, StatsName))
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{
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@ -825,95 +773,10 @@ BOOL loadWeaponStats(const char *pWeaponData, UDWORD bufferSize)
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//increment the pointer to the start of the next record
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pWeaponData = strchr(pWeaponData,'\n') + 1;
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}
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// free(pData);
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// free(psStats);
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return TRUE;
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}
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/*Load the Armour stats from the file exported from Access*/
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/*BOOL loadArmourStats(void)
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{
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char *pArmourData, *pStartArmourData;
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UDWORD fileSize;
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ARMOUR_STATS *psStats, *psStartStats;
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UDWORD NumArmour = 0,i;
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char ArmourName[50];
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BOOL EndOfFile;
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if (!loadFile("Armour.txt", &pArmourData, &fileSize))
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{
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return FALSE;
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}
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pStartArmourData = pArmourData;
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psStats = (ARMOUR_STATS *)malloc(sizeof(ARMOUR_STATS));
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if (psStats == NULL)
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{
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DBERROR(("Armour Stats - Out of memory"));
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return FALSE;
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}
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//reserve the start of the data
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psStartStats = psStats;
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EndOfFile = FALSE;
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//determine the number of records to add by counting the number of '\n'
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while (!EndOfFile)
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{
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pArmourData = strchr(pArmourData,'\n');
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if (pArmourData == NULL)
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{
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EndOfFile = TRUE;
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}
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else
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{
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pArmourData++;
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NumArmour++;
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}
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}
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//return to the start of the data
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pArmourData = pStartArmourData;
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if (!statsAllocArmour(NumArmour))
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{
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return FALSE;
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}
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for (i=0; i < NumArmour; i++)
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{
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memset(psStats, 0, sizeof(ARMOUR_STATS));
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//read the data into the storage - the data is delimeted using comma's
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sscanf(pArmourData,"%[^','],%d,%d,%d,%d,%d,%d",
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&ArmourName, &psStats->buildPower,&psStats->buildPoints,
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&psStats->weight, &psStats->hitPoints, &psStats->systemPoints,
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&psStats->strength);
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//allocate storage for the name
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psStats->pName = (char *)malloc((strlen(ArmourName))+1);
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if (psStats->pName == NULL)
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{
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DBERROR(("Armour Stats Name - Out of memory"));
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return FALSE;
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}
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strcpy(psStats->pName,ArmourName);
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psStats->ref = REF_ARMOUR_START + i;
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//save the stats
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statsSetArmour(psStats, i);
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psStats = psStartStats;
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//increment the pointer to the start of the next record
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pArmourData = strchr(pArmourData,'\n') + 1;
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}
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free(pStartArmourData);
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free(psStats);
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return TRUE;
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}
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*/
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/*Load the Body stats from the file exported from Access*/
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BOOL loadBodyStats(const char *pBodyData, UDWORD bufferSize)
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{
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@ -956,10 +819,6 @@ BOOL loadBodyStats(const char *pBodyData, UDWORD bufferSize)
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(int*)&psStats->armourValue[HIT_SIDE_BOTTOM][WC_HEAT], (char*)&flameIMD, &designable);//, &psStats->armourValue[WC_EXPLOSIVE],
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//&psStats->armourValue[WC_MISC]);
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#if (MAX_PLAYERS != 4 && MAX_PLAYERS != 8)
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# error Invalid number of players
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#endif
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//allocate storage for the name
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if (!allocateStatName((BASE_STATS *)psStats, BodyName))
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{
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@ -1199,10 +1058,6 @@ BOOL loadPropulsionStats(const char *pPropulsionData, UDWORD bufferSize)
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&psStats->weight, &psStats->hitPoints, &psStats->systemPoints,
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&psStats->body, (char*)&imdName, (char*)&type, &psStats->maxSpeed, &designable);
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#if (MAX_PLAYERS!=4 && MAX_PLAYERS!=8)
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#error Invalid number of players
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#endif
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if (!allocateStatName((BASE_STATS *)psStats, PropulsionName))
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{
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return FALSE;
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@ -1320,10 +1175,6 @@ BOOL loadSensorStats(const char *pSensorData, UDWORD bufferSize)
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&psStats->body, (char*)&GfxFile,(char*)&mountGfx,
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&psStats->range, (char*)&location, (char*)&type, &psStats->time, &psStats->power, &designable);
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#if (MAX_PLAYERS!=4 && MAX_PLAYERS!=8)
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#error Invalid number of players
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#endif
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if (!allocateStatName((BASE_STATS *)psStats, SensorName))
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{
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return FALSE;
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@ -1465,10 +1316,6 @@ BOOL loadECMStats(const char *pECMData, UDWORD bufferSize)
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// set a default ECM range for now
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psStats->range = TILE_UNITS * 8;
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#if (MAX_PLAYERS!=4 && MAX_PLAYERS!=8)
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#error Invalid number of players
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#endif
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if (!allocateStatName((BASE_STATS *)psStats, ECMName))
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{
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return FALSE;
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@ -1544,8 +1391,7 @@ BOOL loadECMStats(const char *pECMData, UDWORD bufferSize)
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//increment the pointer to the start of the next record
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pECMData = strchr(pECMData,'\n') + 1;
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}
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// free(pData);
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// free(psStats);
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return TRUE;
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}
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@ -1705,10 +1551,6 @@ BOOL loadConstructStats(const char *pConstructData, UDWORD bufferSize)
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&psStats->body, (char*)&GfxFile, (char*)&mountGfx,
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&psStats->constructPoints,&designable);
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#if (MAX_PLAYERS!=4 && MAX_PLAYERS!=8)
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#error Invalid number of players
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#endif
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if (!allocateStatName((BASE_STATS *)psStats, ConstructName))
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{
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return FALSE;
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@ -1778,8 +1620,7 @@ BOOL loadConstructStats(const char *pConstructData, UDWORD bufferSize)
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//increment the pointer to the start of the next record
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pConstructData = strchr(pConstructData,'\n') + 1;
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}
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// free(pData);
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// free(psStats);
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return TRUE;
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}
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@ -1967,7 +1808,6 @@ BOOL loadSpecialAbility(const char *pSAbilityData, UDWORD bufferSize)
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pSAbilityData = strchr(pSAbilityData,'\n') + 1;
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asSpecialAbility++;
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}
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// free(pData);
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//reset the pointer to the start of the special ability stats
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asSpecialAbility = pSAbility;
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@ -2107,9 +1947,8 @@ BOOL loadBodyPropulsionIMDs(const char *pData, UDWORD bufferSize)
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//increment the pointer to the start of the next record
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pData = strchr(pData,'\n') + 1;
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}
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// free(pStartData);
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return(TRUE);
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return(TRUE);
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}
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@ -2200,7 +2039,6 @@ BOOL loadWeaponSounds(const char *pSoundData, UDWORD bufferSize)
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pSoundData = strchr(pSoundData,'\n') + 1;
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}
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// return Ok;
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return TRUE;
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}
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@ -2346,11 +2184,6 @@ void statsSetWeapon(WEAPON_STATS *psStats, UDWORD index)
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{
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SET_STATS(psStats, asWeaponStats, index, WEAPON_STATS, REF_WEAPON_START);
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}
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/* Set the stats for a particular armour type */
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/*void statsSetArmour(ARMOUR_STATS *psStats, UDWORD index)
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{
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SET_STATS(psStats, asArmourStats, index, ARMOUR_STATS, REF_ARMOUR_START);
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}*/
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/* Set the stats for a particular body type */
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void statsSetBody(BODY_STATS *psStats, UDWORD index)
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{
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@ -2408,22 +2241,6 @@ WEAPON_STATS *statsGetWeapon(UDWORD ref)
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return NULL; // should never get here, but this stops the compiler complaining.
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}
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/*ARMOUR_STATS *statsGetArmour(UDWORD ref)
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{
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UDWORD index;
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ASSERT( (ref >= REF_ARMOUR_START) && (ref < REF_ARMOUR_START + REF_RANGE),
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"statsGetArmour: Invalid reference number: %x", ref );
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for (index = 0; index < numArmourStats; index++)
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{
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if (asArmourStats[index].ref == ref)
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{
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return &asArmourStats[index];
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}
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}
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ASSERT( FALSE, "statsGetArmour: Reference number not found in list: %x", ref );
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}*/
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BODY_STATS *statsGetBody(UDWORD ref)
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{
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UDWORD index;
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@ -2550,15 +2367,6 @@ CONSTRUCT_STATS *statsGetConstruct(UDWORD ref)
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//Deallocate the storage assigned for the Propulsion Types table
|
||||
void deallocPropulsionTypes(void)
|
||||
{
|
||||
//UBYTE inc;
|
||||
// PROPULSION_TYPES* pList = asPropulsionTypes;
|
||||
|
||||
/*
|
||||
for (inc=0; inc < numPropulsionTypes; inc++, pList++)
|
||||
{
|
||||
free(pList->pName);
|
||||
}
|
||||
*/
|
||||
free(asPropulsionTypes);
|
||||
asPropulsionTypes = NULL;
|
||||
}
|
||||
|
@ -2589,11 +2397,9 @@ void storeSpeedFactor(UDWORD terrainType, UDWORD propulsionType, UDWORD speedFac
|
|||
{
|
||||
TERRAIN_TABLE *pTerrainTable = asTerrainTable;
|
||||
|
||||
//ASSERT( propulsionType < numPropulsionTypes,
|
||||
ASSERT( propulsionType < NUM_PROP_TYPES,
|
||||
"The propulsion type is too large" );
|
||||
|
||||
//pTerrainTable += terrainType*numPropulsionTypes + propulsionType;
|
||||
pTerrainTable += (terrainType * NUM_PROP_TYPES + propulsionType);
|
||||
pTerrainTable->speedFactor = speedFactor;
|
||||
}
|
||||
|
@ -2601,47 +2407,13 @@ void storeSpeedFactor(UDWORD terrainType, UDWORD propulsionType, UDWORD speedFac
|
|||
//get the speed factor for a given terrain type and propulsion type
|
||||
UDWORD getSpeedFactor(UDWORD type, UDWORD propulsionType)
|
||||
{
|
||||
// UBYTE type;
|
||||
TERRAIN_TABLE *pTerrainTable = asTerrainTable;
|
||||
|
||||
//ASSERT( propulsionType < numPropulsionTypes,
|
||||
ASSERT( propulsionType < NUM_PROP_TYPES,
|
||||
"The propulsion type is too large" );
|
||||
|
||||
/* switch (terrainType)
|
||||
{
|
||||
case TER_GRASS:
|
||||
{
|
||||
type = 0;
|
||||
break;
|
||||
}
|
||||
case TER_STONE:
|
||||
{
|
||||
type = 1;
|
||||
break;
|
||||
}
|
||||
case TER_SAND:
|
||||
{
|
||||
type = 2;
|
||||
break;
|
||||
}
|
||||
case TER_WATER:
|
||||
{
|
||||
type = 3;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
ASSERT( FALSE, "The terrain type is unknown" );
|
||||
return 0;
|
||||
}
|
||||
}*/
|
||||
//pTerrainTable += type*numPropulsionTypes + propulsionType;
|
||||
|
||||
pTerrainTable += (type * NUM_PROP_TYPES + propulsionType);
|
||||
|
||||
|
||||
|
||||
return pTerrainTable->speedFactor;
|
||||
}
|
||||
|
||||
|
@ -2658,11 +2430,6 @@ UDWORD statType(UDWORD ref)
|
|||
{
|
||||
return COMP_BRAIN;
|
||||
}
|
||||
/*if (ref >REF_POWER_START && ref < REF_POWER_START +
|
||||
REF_RANGE)
|
||||
{
|
||||
return COMP_POWERPLANT;
|
||||
}*/
|
||||
if (ref >=REF_PROPULSION_START && ref <
|
||||
REF_PROPULSION_START + REF_RANGE)
|
||||
{
|
||||
|
@ -2678,11 +2445,6 @@ UDWORD statType(UDWORD ref)
|
|||
{
|
||||
return COMP_ECM;
|
||||
}
|
||||
/*if (ref >REF_ARMOUR_START && ref < REF_ARMOUR_START +
|
||||
REF_RANGE)
|
||||
{
|
||||
return COMP_ARMOUR;
|
||||
}*/
|
||||
if (ref >=REF_REPAIR_START && ref < REF_REPAIR_START +
|
||||
REF_RANGE)
|
||||
{
|
||||
|
@ -2720,11 +2482,6 @@ UDWORD statRefStart(UDWORD stat)
|
|||
start = REF_BRAIN_START;
|
||||
break;
|
||||
}
|
||||
/*case COMP_POWERPLANT:
|
||||
{
|
||||
start = REF_POWER_START;
|
||||
break;
|
||||
}*/
|
||||
case COMP_PROPULSION:
|
||||
{
|
||||
start = REF_PROPULSION_START;
|
||||
|
@ -2740,11 +2497,6 @@ UDWORD statRefStart(UDWORD stat)
|
|||
start = REF_ECM_START;
|
||||
break;
|
||||
}
|
||||
/*case COMP_ARMOUR:
|
||||
{
|
||||
start = REF_ARMOUR_START;
|
||||
break;
|
||||
}*/
|
||||
case COMP_REPAIRUNIT:
|
||||
{
|
||||
start = REF_REPAIR_START;
|
||||
|
|
|
@ -45,10 +45,8 @@ altered since it loops through the components from 1->MAX_COMP
|
|||
typedef enum _component_type
|
||||
{
|
||||
COMP_UNKNOWN,
|
||||
//COMP_ARMOUR,
|
||||
COMP_BODY,
|
||||
COMP_BRAIN,
|
||||
//COMP_POWERPLANT,
|
||||
COMP_PROPULSION,
|
||||
COMP_REPAIRUNIT,
|
||||
COMP_ECM,
|
||||
|
@ -214,16 +212,10 @@ typedef struct _body_stats
|
|||
*/
|
||||
COMPONENT_STATS;
|
||||
|
||||
//UDWORD configuration; // Body shape
|
||||
//UDWORD armourMult; // How configuration affects body shape
|
||||
// Actually could be a fractional value
|
||||
// store x 10
|
||||
UBYTE size; // How big the body is - affects how hit
|
||||
//UDWORD bodyPoints; // How much damage the body can take before destruction
|
||||
UDWORD weaponSlots; // The number of weapon slots on the body
|
||||
UDWORD armourValue[NUM_HIT_SIDES][NUM_WEAPON_CLASS]; // A measure of how much protection the armour provides
|
||||
// cross-ref with the weapon types
|
||||
// Watermelon:you just got trolled,sir...
|
||||
// A measure of how much energy the power plant outputs
|
||||
UDWORD powerOutput; // this is the engine output of the body
|
||||
struct iIMDShape **ppIMDList; //list of IMDs to use for propulsion unit - up to numPropulsionStats
|
||||
|
@ -311,22 +303,6 @@ typedef struct _ecm_stats
|
|||
struct iIMDShape *pMountGraphic; // The turret mount to use
|
||||
} ECM_STATS;
|
||||
|
||||
#if (0)
|
||||
typedef struct _armour_stats
|
||||
{
|
||||
// Common stats
|
||||
COMPONENT_STATS;
|
||||
|
||||
UDWORD strength; // How much protection the armour provides
|
||||
} ARMOUR_STATS;
|
||||
|
||||
#endif
|
||||
|
||||
/* Adjustment to armour damage for non-penetrating hit */
|
||||
#define ARMOUR_DAMAGE_FACTOR 50
|
||||
/* Adjustment to armour damage for penetrating hit */
|
||||
#define PEN_ARMOUR_DAMAGE_FACTOR 10
|
||||
|
||||
typedef struct _repair_stats
|
||||
{
|
||||
/* Common stats */
|
||||
|
@ -356,8 +332,6 @@ typedef struct _weapon_stats
|
|||
UDWORD shortRange; // Max distance to target for short range shot
|
||||
UDWORD longRange; // Max distance to target for long range shot
|
||||
UDWORD minRange; // Min distance to target for shot
|
||||
//Use Movement Model now for projectile type - AB 15/6/98
|
||||
//BOOL direct; // Whether the weapon fires directly or indirectly
|
||||
UDWORD shortHit; // Chance to hit at short range
|
||||
UDWORD longHit; // Chance to hit at long range
|
||||
UDWORD firePause; // Time between each weapon fire
|
||||
|
@ -379,8 +353,6 @@ typedef struct _weapon_stats
|
|||
// enum WEAPON_SUBCLASS
|
||||
MOVEMENT_MODEL movementModel; // which projectile model to use for the bullet
|
||||
WEAPON_EFFECT weaponEffect; // which type of warhead is associated with the weapon
|
||||
//Use Movement Model now for projectile type - AB 15/6/98
|
||||
//BOOL homingRound; // flag to indicate whether homing or not
|
||||
UDWORD recoilValue; // used to compare with weight to see if recoils or not
|
||||
UBYTE rotate; // amount the weapon(turret) can rotate 0 = none
|
||||
UBYTE maxElevation; // max amount the turret can be elevated up
|
||||
|
|
Loading…
Reference in New Issue