Remove dead code and improve indentation.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2813 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-11-12 21:31:14 +00:00
parent a10ab88e05
commit 2431ee7165
2 changed files with 89 additions and 272 deletions

View File

@ -724,9 +724,6 @@ static void actionAddVtolAttackRun( DROID *psDroid )
{
moveDroidToDirect( psDroid, iX, iY );
}
/* update attack run count - done in projectile.c now every time a bullet is fired*/
//psDroid->sMove.iAttackRuns++;
}
static void actionUpdateVtolAttack( DROID *psDroid )
@ -742,7 +739,6 @@ static void actionUpdateVtolAttack( DROID *psDroid )
return;
}
//if (psDroid->numWeaps == 0)
/* Watermelon:if I am a multi-turret droid */
if (psDroid->numWeaps > 1)
{
@ -1226,55 +1222,8 @@ void actionUpdateDroid(DROID *psDroid)
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_DROID_REACH_LOCATION);
psScrCBOrderDroid = NULL;
psScrCBOrder = DORDER_NONE;
//if vtol and offworld and empty - 'magic' it back home!
/* alternatively - lets not - John.
if (vtolEmpty(psDroid) && missionIsOffworld())
{
//check has reached LZ
xdiff = (SDWORD)psDroid->x - (SDWORD)psDroid->actionX;
ydiff = (SDWORD)psDroid->y - (SDWORD)psDroid->actionY;
if (xdiff*xdiff + ydiff*ydiff <= TILE_UNITS*TILE_UNITS)
{
//magic! - take droid out of list and add to one back at home base
if (droidRemove(psDroid, apsDroidLists))
{
//only add to mission lists if successfully removed from current droid lists
addDroid(psDroid, mission.apsDroidLists);
//make sure fully armed etc by time back at home
mendVtol(psDroid);
addConsoleMessage("VTOL MAGIC!",DEFAULT_JUSTIFY);
}
//else the droid should be dead!
}
else
{
//re-order the droid back to the LZ
orderDroidLoc(psDroid, DORDER_MOVE, getLandingX(psDroid->player),
getLandingY(psDroid->player));
}
}*/
}
/* else if(secondaryGetState(psDroid, DSO_HALTTYPE, &state) && (state == DSS_HALT_HOLD))
{
psDroid->action = DACTION_NONE; // hold is set, stop moving.
moveStopDroid(psDroid);
}*/
/* else if ((psDroid->order == DORDER_SCOUT) &&
aiBestNearestTarget(psDroid, &psObj))
{
if (psDroid->numWeaps > 0)
{
orderDroidObj(psDroid, DORDER_ATTACK, psObj);
}
else
{
orderDroid(psDroid, DORDER_STOP);
}
}*/
//Watermelon:added multiple weapon check
else if (psDroid->numWeaps > 0)
{
@ -1317,11 +1266,6 @@ void actionUpdateDroid(DROID *psDroid)
// Got to destination
psDroid->action = DACTION_NONE;
}
/* else if(secondaryGetState(psDroid, DSO_HALTTYPE, &state) && (state == DSS_HALT_HOLD))
{
psDroid->action = DACTION_NONE; // hold is set, stop moving.
moveStopDroid(psDroid);
}*/
break;
case DACTION_TRANSPORTIN:
case DACTION_TRANSPORTOUT:
@ -1461,7 +1405,6 @@ void actionUpdateDroid(DROID *psDroid)
//check its a VTOL unit since adding Transporter's into multiPlayer
/* check vtol attack runs */
//if ( psPropStats->propulsionType == LIFT )
if (vtolDroid(psDroid))
{
actionUpdateVtolAttack( psDroid );
@ -1672,7 +1615,6 @@ void actionUpdateDroid(DROID *psDroid)
break;
case DACTION_MOVETOATTACK:
debug( LOG_NEVER, "MOVETOATTACK - %p\n",psDroid);
// don't wan't formations for this one
if (psDroid->sMove.psFormation)
@ -1691,8 +1633,7 @@ void actionUpdateDroid(DROID *psDroid)
//check the target hasn't become one the same player ID - Electronic Warfare
if ((electronicDroid(psDroid) && (psDroid->player == psDroid->psActionTarget[0]->player)) ||
!validTarget((BASE_OBJECT *)psDroid, psDroid->psActionTarget[0], 0) )// ||
// (secondaryGetState(psDroid, DSO_ATTACK_LEVEL, &state) && (state != DSS_ALEV_ALWAYS)))
!validTarget((BASE_OBJECT *)psDroid, psDroid->psActionTarget[0], 0) )
{
for (i = 0;i < psDroid->numWeaps;i++)
{
@ -2594,7 +2535,6 @@ static void actionDroidBase(DROID *psDroid, DROID_ACTION_DATA *psAction)
{
case DACTION_NONE:
// Clear up what ever the droid was doing before if necessary
// if(!driveModeActive() || !psDroid->selected) {
if (!DROID_STOPPED(psDroid))
{
moveStopDroid(psDroid);
@ -2616,12 +2556,6 @@ static void actionDroidBase(DROID *psDroid, DROID_ACTION_DATA *psAction)
{
setDroidActionTarget(psDroid, NULL, 0);
}
// } //else {
// if(psDroid->player == 0)
// {
// DBPRINTF(("DACTION_NONE %p\n",psDroid);
// }
// }
break;
case DACTION_TRANSPORTWAITTOFLYIN:
@ -2680,14 +2614,13 @@ static void actionDroidBase(DROID *psDroid, DROID_ACTION_DATA *psAction)
if ( !proj_Direct( psWeapStats ) )
{
if (psWeapStats->rotate)
{
{
psDroid->action = DACTION_ATTACK;
}
}
else
{
psDroid->action = DACTION_ROTATETOATTACK;
moveTurnDroid( psDroid, psDroid->psActionTarget[0]->x,
psDroid->psActionTarget[0]->y);
moveTurnDroid(psDroid, psDroid->psActionTarget[0]->x, psDroid->psActionTarget[0]->y);
}
}
else

View File

@ -100,6 +100,9 @@ void orderDroidStatsTwoLocAdd(DROID *psDroid, DROID_ORDER order,
//Watermelon:add a timestamp to order circle
static UDWORD orderStarted;
// whether an order effect has been displayed
static BOOL bOrderEffectDisplayed = FALSE;
//////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////
@ -272,7 +275,6 @@ BASE_OBJECT * checkForDamagedStruct(DROID *psDroid, STRUCTURE *psTarget)
/* Update a droids order state */
void orderUpdateDroid(DROID *psDroid)
{
UDWORD actionX,actionY;
BASE_OBJECT *psFireTarget, *psObj;
STRUCTURE *psStruct, *psWall;
REPAIR_FACILITY *psRepairFac;
@ -317,30 +319,31 @@ void orderUpdateDroid(DROID *psDroid)
{
orderDroidObj(psDroid, DORDER_GUARD, (BASE_OBJECT *)psDroid->psGroup->psCommander);
}
else if (psDroid->droidType == DROID_TRANSPORTER)
{
//check transporter isn't sitting there waiting to be filled when nothing exists!
if (psDroid->player == selectedPlayer && getDroidsToSafetyFlag() &&
!missionDroidsRemaining(selectedPlayer))
{
//check that nothing is on the transporter (transporter counts as first in group)
if (psDroid->psGroup && psDroid->psGroup->refCount < 2)
{
//the script can call startMission for this callback for offworld missions
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_START_NEXT_LEVEL);
}
}
}
else if (psDroid->droidType == DROID_TRANSPORTER)
{
//check transporter isn't sitting there waiting to be filled when nothing exists!
if (psDroid->player == selectedPlayer && getDroidsToSafetyFlag()
&& !missionDroidsRemaining(selectedPlayer))
{
// check that nothing is on the transporter (transporter counts as first in group)
if (psDroid->psGroup && psDroid->psGroup->refCount < 2)
{
// the script can call startMission for this callback for offworld missions
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_START_NEXT_LEVEL);
}
}
}
// default to guarding if the correct secondary order is set
// only do this for the human player in single player mode
else if ((psDroid->player == selectedPlayer) &&
(psDroid->psTarStats != (BASE_STATS *) structGetDemolishStat()) && // stop the constructor auto repairing when it is about to demolish
secondaryGetState(psDroid, DSO_HALTTYPE, &state) &&
!vtolDroid(psDroid) &&
state == DSS_HALT_GUARD)
{
actionX = psDroid->x;
actionY = psDroid->y;
UDWORD actionX = psDroid->x;
UDWORD actionY = psDroid->y;
turnOffMultiMsg(TRUE);
orderDroidLoc(psDroid, DORDER_GUARD, actionX,actionY);
turnOffMultiMsg(FALSE);
@ -704,8 +707,7 @@ void orderUpdateDroid(DROID *psDroid)
break;
case DORDER_ATTACK:
case DORDER_ATTACKTARGET:
if ((psDroid->psTarget == NULL))// ||
// (secondaryGetState(psDroid, DSO_ATTACK_LEVEL, &state) && (state != DSS_ALEV_ALWAYS)))
if (psDroid->psTarget == NULL)
{
// if vtol then return to rearm pad as long as there are no other
// orders queued up
@ -1085,12 +1087,6 @@ void orderUpdateDroid(DROID *psDroid)
}
break;
case DORDER_GUARD:
/* if (psDroid->psTarget == NULL)
{
psDroid->order = DORDER_NONE;
actionDroid(psDroid, DACTION_NONE);
}
else*/
if (orderDroidList(psDroid))
{
// started a queued order - quit
@ -1451,7 +1447,6 @@ static void orderPlayFireSupportAudio( BASE_OBJECT *psObj )
/* The base order function */
void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
{
// UDWORD actionX,actionY;
UDWORD iRepairFacDistSq, iStructDistSq, iFactoryDistSq;
STRUCTURE *psStruct, *psRepairFac, *psFactory;
SDWORD iDX, iDY;
@ -1538,13 +1533,6 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
}
}
/* if ( ((psDroid->droidType == DROID_SENSOR) ||
(psDroid->droidType == DROID_COMMAND)) &&
(psOrder->order == DORDER_MOVE) )
{
orderCheckFireSupportPos(psDroid, psOrder);
}*/
switch (psOrder->order)
{
case DORDER_NONE:
@ -1634,138 +1622,73 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
break;
case DORDER_ATTACK:
case DORDER_ATTACKTARGET:
// If there arn't any weapons on slot 2 stop
if ((psDroid->numWeaps == 0) ||
(psDroid->asWeaps[0].nStat == 0) ||
(psDroid->droidType == DROID_TRANSPORTER))
if (psDroid->numWeaps == 0
|| psDroid->asWeaps[0].nStat == 0
|| psDroid->droidType == DROID_TRANSPORTER)
{
break;
}
//check if vtol there is ammo
/*if (vtolEmpty(psDroid))
{
moveToRearm(psDroid);
break;
}*/
/* if (!proj_Direct(asWeaponStats + psDroid->asWeaps[0].nStat) &&
!visibleObject((BASE_OBJECT *)psDroid, psOrder->psObj))
{
// indirect can only attack things they can see unless attacking
// through a sensor droid - see DORDER_FIRESUPPORT
break;
}*/
if ((psDroid->order == DORDER_GUARD) &&
(psOrder->order == DORDER_ATTACKTARGET))
else if (psDroid->order == DORDER_GUARD && psOrder->order == DORDER_ATTACKTARGET)
{
// attacking something while guarding, don't change the order
actionDroidObj(psDroid, DACTION_ATTACK, (BASE_OBJECT *)psOrder->psObj);
}
else
{
//cannot attack a Transporter with EW in multiPlayer
if (game.maxPlayers > 0 && electronicDroid(psDroid) &&
psOrder->psObj->type == OBJ_DROID && ((DROID *)psOrder->psObj)->
droidType == DROID_TRANSPORTER)
{
break;
}
//cannot attack a Transporter with EW in multiPlayer
if (game.maxPlayers > 0 && electronicDroid(psDroid)
&& psOrder->psObj->type == OBJ_DROID && ((DROID *)psOrder->psObj)->droidType == DROID_TRANSPORTER)
{
break;
}
setDroidTarget(psDroid, psOrder->psObj);
psDroid->order = psOrder->order;
if ( vtolDroid(psDroid) ||
(actionInsideMinRange(psDroid, psDroid->psTarget, 0) ||
( (psOrder->order == DORDER_ATTACKTARGET) &&
secondaryGetState(psDroid, DSO_HALTTYPE, &state) && (state == DSS_HALT_HOLD) )) )
if (vtolDroid(psDroid)
|| actionInsideMinRange(psDroid, psOrder->psObj, 0)
|| (psOrder->order == DORDER_ATTACKTARGET
&& secondaryGetState(psDroid, DSO_HALTTYPE, &state) && state == DSS_HALT_HOLD))
{
actionDroidObj(psDroid, DACTION_ATTACK, psDroid->psTarget);
actionDroidObj(psDroid, DACTION_ATTACK, psOrder->psObj);
}
else
{
actionDroidLoc(psDroid, DACTION_MOVE, psOrder->psObj->x,psOrder->psObj->y);
actionDroidLoc(psDroid, DACTION_MOVE, psOrder->psObj->x, psOrder->psObj->y);
}
}
break;
case DORDER_BUILD:
// build a new structure
//if (psDroid->droidType != DROID_CONSTRUCT)
if (!(psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT))
if (!(psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT))
{
break;
}
ASSERT( psOrder->psStats != NULL,
"orderUnitBase: invalid structure stats pointer" );
#if 0
// quick hack to get the droid to choose the location itself
psRepairFac = NULL;
iRepairFacDistSq = 0;
for(psStruct=apsStructLists[psDroid->player]; psStruct; psStruct = psStruct->psNext)
{
/* get droid->facility distance squared */
iDX = (SDWORD)psDroid->x - (SDWORD)psStruct->x;
iDY = (SDWORD)psDroid->y - (SDWORD)psStruct->y;
iStructDistSq = iDX*iDX + iDY*iDY;
/* choose current structure if first repair facility found or
* nearer than previously chosen facility
*/
if ( psRepairFac == NULL || (iRepairFacDistSq > iStructDistSq) )
{
/* first facility found */
psRepairFac = psStruct;
iRepairFacDistSq = iStructDistSq;
}
}
if (bposGetLocation(psDroid->player, clustGetClusterID(psRepairFac),
psOrder->psStats, &iDX, &iDY))
{
psOrder->x = world_coord(iDX);
psOrder->y = world_coord(iDY);
}
#endif
//if (getDroidDestination((STRUCTURE_STATS *)psOrder->psStats,
// if (getDroidDestination(psOrder->psStats,
// psOrder->x,psOrder->y, &actionX,&actionY))
{
psDroid->order = DORDER_BUILD;
psDroid->orderX = psOrder->x;
psDroid->orderY = psOrder->y;
setDroidTarget(psDroid, NULL);
psDroid->psTarStats = psOrder->psStats;
actionDroidLoc(psDroid, DACTION_BUILD, psOrder->x,psOrder->y);
}
psDroid->order = DORDER_BUILD;
psDroid->orderX = psOrder->x;
psDroid->orderY = psOrder->y;
setDroidTarget(psDroid, NULL);
psDroid->psTarStats = psOrder->psStats;
actionDroidLoc(psDroid, DACTION_BUILD, psOrder->x,psOrder->y);
break;
case DORDER_BUILDMODULE:
//build a module onto the structure
//if (psDroid->droidType != DROID_CONSTRUCT)
if (!(psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT))
if (!(psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT))
{
break;
}
//if (getDroidDestination(((STRUCTURE *)psOrder->psObj)->pStructureType,
// if (getDroidDestination((BASE_STATS *)((STRUCTURE *)psOrder->psObj)->pStructureType,
// psOrder->psObj->x,psOrder->psObj->y,
// &actionX,&actionY))
{
psDroid->order = DORDER_BUILD;
psDroid->orderX = psOrder->psObj->x;
psDroid->orderY = psOrder->psObj->y;
setDroidTarget(psDroid, NULL);
psDroid->psTarStats = (BASE_STATS *)getModuleStat((STRUCTURE *)psOrder->psObj);
ASSERT( psDroid->psTarStats != NULL,
"orderUnitBase: should have found a module stats" );
actionDroidLoc(psDroid, DACTION_BUILD, psOrder->psObj->x,psOrder->psObj->y);
}
psDroid->order = DORDER_BUILD;
psDroid->orderX = psOrder->psObj->x;
psDroid->orderY = psOrder->psObj->y;
setDroidTarget(psDroid, NULL);
psDroid->psTarStats = (BASE_STATS *)getModuleStat((STRUCTURE *)psOrder->psObj);
ASSERT(psDroid->psTarStats != NULL, "orderUnitBase: should have found a module stats");
actionDroidLoc(psDroid, DACTION_BUILD, psOrder->psObj->x,psOrder->psObj->y);
break;
case DORDER_LINEBUILD:
// build a line of structures
//if (psDroid->droidType != DROID_CONSTRUCT)
if (!(psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT))
if (!(psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT))
{
break;
}
@ -1783,8 +1706,7 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
break;
case DORDER_HELPBUILD:
// help to build a structure that is starting to be built
if (!(psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT))
if (!(psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT))
{
break;
}
@ -1796,8 +1718,7 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
actionDroidLoc(psDroid, DACTION_BUILD, psDroid->orderX, psDroid->orderY);
break;
case DORDER_DEMOLISH:
if (!(psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT))
if (!(psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT))
{
break;
}
@ -1808,9 +1729,7 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
actionDroidObj(psDroid, DACTION_DEMOLISH, (BASE_OBJECT *)psOrder->psObj);
break;
case DORDER_REPAIR:
//if (psDroid->droidType != DROID_CONSTRUCT)
if (!(psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT))
if (!(psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT))
{
break;
}
@ -1821,8 +1740,7 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
actionDroidObj(psDroid, DACTION_REPAIR, (BASE_OBJECT *)psOrder->psObj);
break;
case DORDER_DROIDREPAIR:
if (!(psDroid->droidType == DROID_REPAIR ||
psDroid->droidType == DROID_CYBORG_REPAIR))
if (!(psDroid->droidType == DROID_REPAIR || psDroid->droidType == DROID_CYBORG_REPAIR))
{
break;
}
@ -1878,9 +1796,7 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
break;
case DORDER_RTB:
// send vtols back to their return pos
if (vtolDroid(psDroid) && !bMultiPlayer && psDroid->player != selectedPlayer)
{
iDX = asVTOLReturnPos[psDroid->player].x;
iDY = asVTOLReturnPos[psDroid->player].y;
@ -1904,10 +1820,8 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
psDroid->order = DORDER_RTB;
droidX = psStruct->x;
droidY = psStruct->y;
//find a place to land for vtols
//And Transporters in a multiPlay game
if (vtolDroid(psDroid) || ((game.maxPlayers > 0) && (psDroid->
droidType == DROID_TRANSPORTER)))
// Find a place to land for vtols. And Transporters in a multiPlay game.
if (vtolDroid(psDroid) || ((game.maxPlayers > 0) && (psDroid->droidType == DROID_TRANSPORTER)))
{
actionVTOLLandingPos(psDroid, &droidX,&droidY);
}
@ -1916,25 +1830,24 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
}
}
// no HQ go to the landing zone
// if (!bMultiPlayer && selectedPlayer == 0)
if (psDroid->order != DORDER_RTB)
{
//see if the LZ has been set up
iDX = getLandingX(psDroid->player);
iDY = getLandingY(psDroid->player);
if (iDX && iDY)
{
if (psDroid->order != DORDER_RTB)
{
// see if the LZ has been set up
iDX = getLandingX(psDroid->player);
iDY = getLandingY(psDroid->player);
if (iDX && iDY)
{
psDroid->order = DORDER_RTB;
//actionDroidLoc(psDroid, DACTION_MOVE, getLandingX(psDroid->player),
// getLandingY(psDroid->player));
actionDroidLoc(psDroid, DACTION_MOVE, iDX,iDY);
}
else
{
//haven't got an LZ set up so don't do anything
psDroid->order = DORDER_NONE;
}
}
}
else
{
// haven't got an LZ set up so don't do anything
psDroid->order = DORDER_NONE;
}
}
break;
case DORDER_RTR:
case DORDER_RTR_SPECIFIED:
@ -2023,12 +1936,8 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
{
orderDroid(psDroid, DORDER_RTB);
/* orderDroidLoc(psDroid, DORDER_MOVE, getLandingX(psDroid->player),
getLandingY(psDroid->player));*/
// (sLandingZone[0].x1 + sLandingZone[0].x2)/2, (sLandingZone[0].y1 + sLandingZone[0].y2)/2);
}
}
break;
case DORDER_EMBARK:
// move the droid to the transporter location
@ -2038,7 +1947,7 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
setDroidTarget(psDroid, psOrder->psObj);
actionDroidLoc(psDroid, DACTION_MOVE, psOrder->psObj->x, psOrder->psObj->y);
break;
case DORDER_DISEMBARK:
case DORDER_DISEMBARK:
//only valid in multiPlayer mode - cannot use the check on bMultiPlayer since it has been
//set to FALSE before this function call
if (game.maxPlayers > 0)
@ -2122,11 +2031,11 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
{
break;
}
if (psOrder->psObj->type != OBJ_STRUCTURE)
{
ASSERT( FALSE, "orderDroidBase: invalid object type for Restore order" );
break;
}
if (psOrder->psObj->type != OBJ_STRUCTURE)
{
ASSERT( FALSE, "orderDroidBase: invalid object type for Restore order" );
break;
}
psDroid->order = DORDER_RESTORE;
psDroid->orderX = psOrder->psObj->x;
psDroid->orderY = psOrder->psObj->y;
@ -2134,9 +2043,7 @@ void orderDroidBase(DROID *psDroid, DROID_ORDER_DATA *psOrder)
actionDroidObj(psDroid, DACTION_RESTORE, (BASE_OBJECT *)psOrder->psObj);
break;
case DORDER_CLEARWRECK:
//if (psDroid->droidType != DROID_CONSTRUCT)
if (!(psDroid->droidType == DROID_CONSTRUCT ||
psDroid->droidType == DROID_CYBORG_CONSTRUCT))
if (!(psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT))
{
break;
}
@ -2193,19 +2100,14 @@ void orderDroid(DROID *psDroid, DROID_ORDER order)
order == DORDER_STOP, // Added this PD.
"orderUnit: Invalid order" );
memset(&sOrder,0,sizeof(DROID_ORDER_DATA));
sOrder.order = order;
orderDroidBase(psDroid, &sOrder);
if(bMultiPlayer)
{
SendDroidInfo(psDroid, order, 0, 0, NULL);
}
}
/* Check the order state of a droid */
@ -2224,10 +2126,6 @@ BOOL orderState(DROID *psDroid, DROID_ORDER order)
void orderDroidLoc(DROID *psDroid, DROID_ORDER order, UDWORD x, UDWORD y)
{
DROID_ORDER_DATA sOrder;
//#warning memory report here !!!!!
// DBPRINTF(("test printf\n"));
// DBPRINTF(("droid=%p\n",psDroid);
// memMemoryReport(NULL);
ASSERT( psDroid != NULL,
"orderUnitLoc: Invalid unit pointer" );
@ -2246,14 +2144,12 @@ void orderDroidLoc(DROID *psDroid, DROID_ORDER order, UDWORD x, UDWORD y)
orderClearDroidList(psDroid);
if(bMultiPlayer) //ajl
{
SendDroidInfo(psDroid, order, x, y, NULL);
turnOffMultiMsg(TRUE); // msgs off.
}
memset(&sOrder,0,sizeof(DROID_ORDER_DATA));
sOrder.order = order;
sOrder.x = (UWORD)x;
@ -2354,8 +2250,8 @@ BOOL orderStateObj(DROID *psDroid, DROID_ORDER order, BASE_OBJECT **ppsObj)
case DORDER_FIRESUPPORT:
case DORDER_OBSERVE:
case DORDER_DEMOLISH:
case DORDER_DROIDREPAIR:
case DORDER_REARM:
case DORDER_DROIDREPAIR:
case DORDER_REARM:
case DORDER_GUARD:
if (psDroid->order == order)
{
@ -2409,8 +2305,8 @@ BOOL orderStateObj(DROID *psDroid, DROID_ORDER order, BASE_OBJECT **ppsObj)
case DORDER_DEMOLISH:
case DORDER_RTR:
case DORDER_RTR_SPECIFIED:
case DORDER_DROIDREPAIR:
case DORDER_REARM:
case DORDER_DROIDREPAIR:
case DORDER_REARM:
case DORDER_GUARD:
*ppsObj = psDroid->psTarget;
return TRUE;
@ -2432,15 +2328,6 @@ void orderDroidStatsLoc(DROID *psDroid, DROID_ORDER order,
ASSERT( order == DORDER_BUILD,
"orderUnitStatsLoc: Invalid order for location" );
// Right, now due to some extra special weirdness, we must enusure that the coordinates
// are snapped to tile EDGE coordinates, so we need to mask off the bottom 6 bits
// This is because feature coordinates might eb coming in for a build order at tile centre
// coordinates, but the build order requires tile EDGE coords.
// NO MORE, GET YE HENCE - JOHN
// x = x & (~0x7f);
// y = y & (~0x7f);
memset(&sOrder,0,sizeof(DROID_ORDER_DATA));
sOrder.order = order;
sOrder.x = (UWORD)x;
@ -2571,9 +2458,6 @@ BOOL orderStateStatsLoc(DROID *psDroid, DROID_ORDER order,
return FALSE;
}
// whether an order effect has been displayed
BOOL bOrderEffectDisplayed = FALSE;
// add an order to a droids order list
void orderDroidAdd(DROID *psDroid, DROID_ORDER_DATA *psOrder)
{