Clean out some dead code

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2808 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-11-11 22:19:31 +00:00
parent 1bd1483944
commit 16be746f30
3 changed files with 8 additions and 292 deletions

View File

@ -2975,11 +2975,9 @@ UDWORD calcDroidWeight(DROID_TEMPLATE *psTemplate)
weight =
(asBodyStats + psTemplate->asParts[COMP_BODY])->weight +
(asBrainStats + psTemplate->asParts[COMP_BRAIN])->weight +
//(asPowerStats + psTemplate->asParts[COMP_POWERPLANT])->weight +
//(asPropulsionStats + psTemplate->asParts[COMP_PROPULSION])->weight +
(asSensorStats + psTemplate->asParts[COMP_SENSOR])->weight +
(asECMStats + psTemplate->asParts[COMP_ECM])->weight +
//(asArmourStats + psTemplate->asParts[COMP_ARMOUR])->weight +
(asRepairStats + psTemplate->asParts[COMP_REPAIRUNIT])->weight +
(asConstructStats + psTemplate->asParts[COMP_CONSTRUCT])->weight;
@ -3553,9 +3551,6 @@ void droidSetBits(DROID_TEMPLATE *pTemplate,DROID *psDroid)
// psDroid->asBits[COMP_BRAIN].hitPoints =
// (asBrainStats + pTemplate->asParts[COMP_BRAIN])->hitPoints;
/*psDroid->asBits[COMP_POWERPLANT].hitPoints =
(asPowerStats + pTemplate->asParts[COMP_POWERPLANT])->hitPoints;*/
psDroid->asBits[COMP_PROPULSION].nStat = (UBYTE)pTemplate->asParts[COMP_PROPULSION];
//psDroid->asBits[COMP_PROPULSION].hitPoints =
// (asPropulsionStats + pTemplate->asParts[COMP_PROPULSION])->hitPoints;
@ -3568,9 +3563,6 @@ void droidSetBits(DROID_TEMPLATE *pTemplate,DROID *psDroid)
//psDroid->asBits[COMP_ECM].hitPoints =
// (asECMStats + pTemplate->asParts[COMP_ECM])->hitPoints;
/*psDroid->asBits[COMP_ARMOUR].hitPoints =
(asArmourStats + pTemplate->asParts[COMP_ARMOUR])->hitPoints; */
psDroid->asBits[COMP_REPAIRUNIT].nStat = (UBYTE)pTemplate->asParts[COMP_REPAIRUNIT];
//psDroid->asBits[COMP_REPAIRUNIT].hitPoints =
// (asRepairStats + pTemplate->asParts[COMP_REPAIRUNIT])->hitPoints;

View File

@ -39,19 +39,15 @@
#define WEAPON_TIME 100
/* The stores for the different stats */
BODY_STATS *asBodyStats;
BRAIN_STATS *asBrainStats;
PROPULSION_STATS *asPropulsionStats;
SENSOR_STATS *asSensorStats;
ECM_STATS *asECMStats;
//ARMOUR_STATS *asArmourStats;
REPAIR_STATS *asRepairStats;
WEAPON_STATS *asWeaponStats;
CONSTRUCT_STATS *asConstructStats;
PROPULSION_TYPES *asPropulsionTypes;
TERRAIN_TABLE *asTerrainTable;
SPECIAL_ABILITY *asSpecialAbility;
@ -67,37 +63,16 @@ REPAIR_UPGRADE asRepairUpgrade[MAX_PLAYERS];
CONSTRUCTOR_UPGRADE asConstUpgrade[MAX_PLAYERS];
BODY_UPGRADE asBodyUpgrade[MAX_PLAYERS][BODY_TYPE];
#if(0)
/* The number of different stats stored */
UDWORD numBodyStats = 0;
UDWORD numBrainStats = 0;
//UDWORD numPowerStats = 0;
UDWORD numPropulsionStats = 0;
UDWORD numSensorStats = 0;
UDWORD numECMStats = 0;
//UDWORD numArmourStats = 0;
UDWORD numRepairStats = 0;
UDWORD numWeaponStats = 0;
UDWORD numConstructStats = 0;
//UDWORD numPropulsionTypes = 0;
UDWORD numSpecialAbility = 0;
#else
/* The number of different stats stored */
UDWORD numBodyStats;
UDWORD numBrainStats;
//UDWORD numPowerStats;
UDWORD numPropulsionStats;
UDWORD numSensorStats;
UDWORD numECMStats;
//UDWORD numArmourStats;
UDWORD numRepairStats;
UDWORD numWeaponStats;
UDWORD numConstructStats;
//UDWORD numPropulsionTypes;
UDWORD numSpecialAbility;
#endif
//the max values of the stats used in the design screen
UDWORD maxComponentWeight;
@ -114,7 +89,6 @@ UDWORD maxWeaponDamage;
UDWORD maxWeaponROF;
UDWORD maxPropulsionSpeed;
//stores for each players component states - can be either UNAVAILABLE, FOUND or AVAILABLE
UBYTE *apCompLists[MAX_PLAYERS][COMP_NUMCOMPONENTS];
@ -147,11 +121,6 @@ static void updateMaxECMStats(UWORD maxValue);
static void updateMaxBodyStats(UWORD maxBody, UWORD maxPower, UWORD maxArmour);
static void updateMaxConstStats(UWORD maxValue);
#if (MAX_PLAYERS != 8)
static char NotUsedString[50]; // Dummy area for scanf
#endif
/*******************************************************************************
* Generic stats macros/functions
*******************************************************************************/
@ -201,7 +170,6 @@ void statsInitVars(void)
numRepairStats = 0;
numWeaponStats = 0;
numConstructStats = 0;
// numPropulsionTypes = 0;
numSpecialAbility = 0;
//stores for each players component states - can be either UNAVAILABLE, FOUND or AVAILABLE
@ -231,7 +199,6 @@ void statsInitVars(void)
}
/*Deallocate all the stats assigned from input data*/
void statsDealloc(COMP_BASE_STATS* pStats, UDWORD listSize, UDWORD structureSize)
{
@ -253,7 +220,6 @@ void statsDealloc(COMP_BASE_STATS* pStats, UDWORD listSize, UDWORD structureSize
}
static BOOL allocateStatName(BASE_STATS* pStat, const char *Name)
{
return (allocateName(&pStat->pName, Name));
@ -284,9 +250,7 @@ static void deallocBodyStats(void)
/*Deallocate all the stats assigned from input data*/
BOOL statsShutDown(void)
{
//statsDeallocWeapons();
STATS_DEALLOC(asWeaponStats, numWeaponStats, WEAPON_STATS);
//STATS_DEALLOC(asArmourStats, numArmourStats, ARMOUR_STATS);
//STATS_DEALLOC(asBodyStats, numBodyStats, BODY_STATS);
deallocBodyStats();
STATS_DEALLOC(asBrainStats, numBrainStats, BRAIN_STATS);
@ -337,11 +301,6 @@ BOOL statsAllocWeapons(UDWORD numStats)
{
ALLOC_STATS(numStats, asWeaponStats, numWeaponStats, WEAPON_STATS);
}
/* Allocate Armour Stats */
/*BOOL statsAllocArmour(UDWORD numStats)
{
ALLOC_STATS(numStats, asArmourStats, numArmourStats, ARMOUR_STATS);
}*/
/* Allocate Body Stats */
BOOL statsAllocBody(UDWORD numStats)
{
@ -661,17 +620,6 @@ BOOL loadWeaponStats(const char *pWeaponData, UDWORD bufferSize)
StatsName=psStats->pName;
//covered by the movement model now - AB 15/06/98
//set the homing round
/*if (compareYes(homingRound, StatsName))
{
psStats->homingRound = TRUE;
}
else
{
psStats->homingRound = FALSE;
}*/
//set the face Player value
if (compareYes(facePlayer, StatsName))
{
@ -825,95 +773,10 @@ BOOL loadWeaponStats(const char *pWeaponData, UDWORD bufferSize)
//increment the pointer to the start of the next record
pWeaponData = strchr(pWeaponData,'\n') + 1;
}
// free(pData);
// free(psStats);
return TRUE;
}
/*Load the Armour stats from the file exported from Access*/
/*BOOL loadArmourStats(void)
{
char *pArmourData, *pStartArmourData;
UDWORD fileSize;
ARMOUR_STATS *psStats, *psStartStats;
UDWORD NumArmour = 0,i;
char ArmourName[50];
BOOL EndOfFile;
if (!loadFile("Armour.txt", &pArmourData, &fileSize))
{
return FALSE;
}
pStartArmourData = pArmourData;
psStats = (ARMOUR_STATS *)malloc(sizeof(ARMOUR_STATS));
if (psStats == NULL)
{
DBERROR(("Armour Stats - Out of memory"));
return FALSE;
}
//reserve the start of the data
psStartStats = psStats;
EndOfFile = FALSE;
//determine the number of records to add by counting the number of '\n'
while (!EndOfFile)
{
pArmourData = strchr(pArmourData,'\n');
if (pArmourData == NULL)
{
EndOfFile = TRUE;
}
else
{
pArmourData++;
NumArmour++;
}
}
//return to the start of the data
pArmourData = pStartArmourData;
if (!statsAllocArmour(NumArmour))
{
return FALSE;
}
for (i=0; i < NumArmour; i++)
{
memset(psStats, 0, sizeof(ARMOUR_STATS));
//read the data into the storage - the data is delimeted using comma's
sscanf(pArmourData,"%[^','],%d,%d,%d,%d,%d,%d",
&ArmourName, &psStats->buildPower,&psStats->buildPoints,
&psStats->weight, &psStats->hitPoints, &psStats->systemPoints,
&psStats->strength);
//allocate storage for the name
psStats->pName = (char *)malloc((strlen(ArmourName))+1);
if (psStats->pName == NULL)
{
DBERROR(("Armour Stats Name - Out of memory"));
return FALSE;
}
strcpy(psStats->pName,ArmourName);
psStats->ref = REF_ARMOUR_START + i;
//save the stats
statsSetArmour(psStats, i);
psStats = psStartStats;
//increment the pointer to the start of the next record
pArmourData = strchr(pArmourData,'\n') + 1;
}
free(pStartArmourData);
free(psStats);
return TRUE;
}
*/
/*Load the Body stats from the file exported from Access*/
BOOL loadBodyStats(const char *pBodyData, UDWORD bufferSize)
{
@ -956,10 +819,6 @@ BOOL loadBodyStats(const char *pBodyData, UDWORD bufferSize)
(int*)&psStats->armourValue[HIT_SIDE_BOTTOM][WC_HEAT], (char*)&flameIMD, &designable);//, &psStats->armourValue[WC_EXPLOSIVE],
//&psStats->armourValue[WC_MISC]);
#if (MAX_PLAYERS != 4 && MAX_PLAYERS != 8)
# error Invalid number of players
#endif
//allocate storage for the name
if (!allocateStatName((BASE_STATS *)psStats, BodyName))
{
@ -1199,10 +1058,6 @@ BOOL loadPropulsionStats(const char *pPropulsionData, UDWORD bufferSize)
&psStats->weight, &psStats->hitPoints, &psStats->systemPoints,
&psStats->body, (char*)&imdName, (char*)&type, &psStats->maxSpeed, &designable);
#if (MAX_PLAYERS!=4 && MAX_PLAYERS!=8)
#error Invalid number of players
#endif
if (!allocateStatName((BASE_STATS *)psStats, PropulsionName))
{
return FALSE;
@ -1320,10 +1175,6 @@ BOOL loadSensorStats(const char *pSensorData, UDWORD bufferSize)
&psStats->body, (char*)&GfxFile,(char*)&mountGfx,
&psStats->range, (char*)&location, (char*)&type, &psStats->time, &psStats->power, &designable);
#if (MAX_PLAYERS!=4 && MAX_PLAYERS!=8)
#error Invalid number of players
#endif
if (!allocateStatName((BASE_STATS *)psStats, SensorName))
{
return FALSE;
@ -1465,10 +1316,6 @@ BOOL loadECMStats(const char *pECMData, UDWORD bufferSize)
// set a default ECM range for now
psStats->range = TILE_UNITS * 8;
#if (MAX_PLAYERS!=4 && MAX_PLAYERS!=8)
#error Invalid number of players
#endif
if (!allocateStatName((BASE_STATS *)psStats, ECMName))
{
return FALSE;
@ -1544,8 +1391,7 @@ BOOL loadECMStats(const char *pECMData, UDWORD bufferSize)
//increment the pointer to the start of the next record
pECMData = strchr(pECMData,'\n') + 1;
}
// free(pData);
// free(psStats);
return TRUE;
}
@ -1705,10 +1551,6 @@ BOOL loadConstructStats(const char *pConstructData, UDWORD bufferSize)
&psStats->body, (char*)&GfxFile, (char*)&mountGfx,
&psStats->constructPoints,&designable);
#if (MAX_PLAYERS!=4 && MAX_PLAYERS!=8)
#error Invalid number of players
#endif
if (!allocateStatName((BASE_STATS *)psStats, ConstructName))
{
return FALSE;
@ -1778,8 +1620,7 @@ BOOL loadConstructStats(const char *pConstructData, UDWORD bufferSize)
//increment the pointer to the start of the next record
pConstructData = strchr(pConstructData,'\n') + 1;
}
// free(pData);
// free(psStats);
return TRUE;
}
@ -1967,7 +1808,6 @@ BOOL loadSpecialAbility(const char *pSAbilityData, UDWORD bufferSize)
pSAbilityData = strchr(pSAbilityData,'\n') + 1;
asSpecialAbility++;
}
// free(pData);
//reset the pointer to the start of the special ability stats
asSpecialAbility = pSAbility;
@ -2107,9 +1947,8 @@ BOOL loadBodyPropulsionIMDs(const char *pData, UDWORD bufferSize)
//increment the pointer to the start of the next record
pData = strchr(pData,'\n') + 1;
}
// free(pStartData);
return(TRUE);
return(TRUE);
}
@ -2200,7 +2039,6 @@ BOOL loadWeaponSounds(const char *pSoundData, UDWORD bufferSize)
pSoundData = strchr(pSoundData,'\n') + 1;
}
// return Ok;
return TRUE;
}
@ -2346,11 +2184,6 @@ void statsSetWeapon(WEAPON_STATS *psStats, UDWORD index)
{
SET_STATS(psStats, asWeaponStats, index, WEAPON_STATS, REF_WEAPON_START);
}
/* Set the stats for a particular armour type */
/*void statsSetArmour(ARMOUR_STATS *psStats, UDWORD index)
{
SET_STATS(psStats, asArmourStats, index, ARMOUR_STATS, REF_ARMOUR_START);
}*/
/* Set the stats for a particular body type */
void statsSetBody(BODY_STATS *psStats, UDWORD index)
{
@ -2408,22 +2241,6 @@ WEAPON_STATS *statsGetWeapon(UDWORD ref)
return NULL; // should never get here, but this stops the compiler complaining.
}
/*ARMOUR_STATS *statsGetArmour(UDWORD ref)
{
UDWORD index;
ASSERT( (ref >= REF_ARMOUR_START) && (ref < REF_ARMOUR_START + REF_RANGE),
"statsGetArmour: Invalid reference number: %x", ref );
for (index = 0; index < numArmourStats; index++)
{
if (asArmourStats[index].ref == ref)
{
return &asArmourStats[index];
}
}
ASSERT( FALSE, "statsGetArmour: Reference number not found in list: %x", ref );
}*/
BODY_STATS *statsGetBody(UDWORD ref)
{
UDWORD index;
@ -2550,15 +2367,6 @@ CONSTRUCT_STATS *statsGetConstruct(UDWORD ref)
//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;

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@ -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