Fix indentation and remove some dead code.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3228 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
52aa90d200
commit
3550e701f6
18
src/droid.c
18
src/droid.c
|
@ -676,9 +676,7 @@ BOOL droidRemove(DROID *psDroid, DROID *pList[MAX_PLAYERS])
|
|||
{
|
||||
CHECK_DROID(psDroid);
|
||||
|
||||
if(!driveDroidKilled(psDroid)) { // Tell the driver system it's gone.
|
||||
|
||||
}
|
||||
driveDroidKilled(psDroid); // Tell the driver system it's gone.
|
||||
|
||||
//tell the power system its gone
|
||||
powerDestroyObject((BASE_OBJECT *)psDroid);
|
||||
|
@ -689,14 +687,6 @@ BOOL droidRemove(DROID *psDroid, DROID *pList[MAX_PLAYERS])
|
|||
return FALSE;
|
||||
}
|
||||
|
||||
/* remove animation if present - do this when the droid is destroyed*/
|
||||
/*if ( psDroid->psCurAnim != NULL )
|
||||
{
|
||||
bRet = animObj_Remove( psDroid->psCurAnim, psDroid->psCurAnim->psAnim->uwID );
|
||||
ASSERT( bRet == TRUE, "droidRemove: animObj_Remove failed" );
|
||||
psDroid->psCurAnim = NULL;
|
||||
}*/
|
||||
|
||||
// leave the current formation if any
|
||||
if (psDroid->sMove.psFormation)
|
||||
{
|
||||
|
@ -711,7 +701,7 @@ BOOL droidRemove(DROID *psDroid, DROID *pList[MAX_PLAYERS])
|
|||
psDroid->psGroup = NULL;
|
||||
}
|
||||
|
||||
//reset the baseStruct
|
||||
// reset the baseStruct
|
||||
setDroidBase(psDroid, NULL);
|
||||
|
||||
// remove the droid from the cluster systerm
|
||||
|
@ -722,7 +712,7 @@ BOOL droidRemove(DROID *psDroid, DROID *pList[MAX_PLAYERS])
|
|||
|
||||
removeDroid(psDroid, pList);
|
||||
|
||||
//tell the power system its gone
|
||||
// tell the power system it is gone
|
||||
powerDestroyObject((BASE_OBJECT *)psDroid);
|
||||
|
||||
if (psDroid->player == selectedPlayer)
|
||||
|
@ -730,7 +720,7 @@ BOOL droidRemove(DROID *psDroid, DROID *pList[MAX_PLAYERS])
|
|||
intRefreshScreen();
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static void droidFlameFallCallback( ANIM_OBJECT * psObj )
|
||||
|
|
|
@ -47,8 +47,6 @@ UDWORD gridWidth, gridHeight;
|
|||
GRID_ARRAY *apsMapGrid[GRID_MAXAREA];
|
||||
#define GridIndex(a,b) (((b)*gridWidth) + (a))
|
||||
|
||||
//GRID_ARRAY *apsMapGrid[GRID_WIDTH][GRID_HEIGHT];
|
||||
|
||||
// which grid to garbage collect on next
|
||||
SDWORD garbageX, garbageY;
|
||||
|
||||
|
@ -74,7 +72,6 @@ SDWORD gridObjRange(BASE_OBJECT *psObj);
|
|||
// initialise the grid system
|
||||
BOOL gridInitialise(void)
|
||||
{
|
||||
// memset(apsMapGrid, 0, sizeof(GRID_ARRAY *) * GRID_WIDTH * GRID_HEIGHT);
|
||||
memset(apsMapGrid, 0, sizeof(GRID_ARRAY *) * GRID_MAXAREA);
|
||||
|
||||
garbageX = 0;
|
||||
|
@ -97,13 +94,11 @@ void gridClear(void)
|
|||
{
|
||||
for(y = 0; y < gridHeight; ++y)
|
||||
{
|
||||
// for(psCurr = apsMapGrid[x][y]; psCurr; psCurr = psNext)
|
||||
for(psCurr = apsMapGrid[GridIndex(x,y)]; psCurr != NULL; psCurr = psNext)
|
||||
{
|
||||
psNext = psCurr->psNext;
|
||||
free(psCurr);
|
||||
}
|
||||
// apsMapGrid[x][y] = NULL;
|
||||
apsMapGrid[GridIndex(x,y)] = NULL;
|
||||
}
|
||||
}
|
||||
|
@ -239,7 +234,6 @@ void gridRemoveObject(BASE_OBJECT *psObj)
|
|||
{
|
||||
for(y = 0; y < gridHeight; y++)
|
||||
{
|
||||
// for (psCurr = apsMapGrid[x][y]; psCurr; psCurr = psCurr->psNext)
|
||||
for (psCurr = apsMapGrid[GridIndex(x,y)]; psCurr; psCurr = psCurr->psNext)
|
||||
{
|
||||
for (i = 0; i < MAX_GRID_ARRAY_CHUNK; i++)
|
||||
|
@ -269,7 +263,6 @@ void gridStartIterate(SDWORD x, SDWORD y)
|
|||
x = x / GRID_UNITS;
|
||||
y = y / GRID_UNITS;
|
||||
|
||||
// psIterateGrid = apsMapGrid[x][y];
|
||||
psIterateGrid = apsMapGrid[GridIndex(x,y)];
|
||||
iterateEntry = 0;
|
||||
}
|
||||
|
@ -341,7 +334,6 @@ void gridGarbageCollect(void)
|
|||
BASE_OBJECT *psObj;
|
||||
|
||||
check = 0;
|
||||
// psCheck = apsMapGrid[garbageX][garbageY];
|
||||
psCheck = apsMapGrid[GridIndex(garbageX,garbageY)];
|
||||
while (psCheck != NULL)
|
||||
{
|
||||
|
@ -350,7 +342,6 @@ void gridGarbageCollect(void)
|
|||
{
|
||||
// see if there is a duplicate element in the array
|
||||
curr = 0;
|
||||
// psCurr = apsMapGrid[garbageX][garbageY];
|
||||
psCurr = apsMapGrid[GridIndex(garbageX,garbageY)];
|
||||
while ( psCurr != NULL )
|
||||
{
|
||||
|
@ -391,7 +382,6 @@ void gridAddArrayObject(SDWORD x, SDWORD y, BASE_OBJECT *psObj)
|
|||
|
||||
// see if there is an empty slot in the currently allocated array
|
||||
psPrev = NULL;
|
||||
// for (psCurr = apsMapGrid[x][y]; psCurr; psCurr=psCurr->psNext)
|
||||
for (psCurr = apsMapGrid[GridIndex(x,y)]; psCurr; psCurr=psCurr->psNext)
|
||||
{
|
||||
for(i=0; i<MAX_GRID_ARRAY_CHUNK; i++)
|
||||
|
@ -421,7 +411,6 @@ void gridAddArrayObject(SDWORD x, SDWORD y, BASE_OBJECT *psObj)
|
|||
// add the chunk to the end of the list
|
||||
if (psPrev == NULL)
|
||||
{
|
||||
// apsMapGrid[x][y] = psNew;
|
||||
apsMapGrid[GridIndex(x,y)] = psNew;
|
||||
}
|
||||
else
|
||||
|
@ -437,7 +426,6 @@ void gridRemoveArrayObject(SDWORD x, SDWORD y, BASE_OBJECT *psObj)
|
|||
GRID_ARRAY *psCurr;
|
||||
SDWORD i;
|
||||
|
||||
// for (psCurr = apsMapGrid[x][y]; psCurr; psCurr = psCurr->psNext)
|
||||
for (psCurr = apsMapGrid[GridIndex(x,y)]; psCurr; psCurr = psCurr->psNext)
|
||||
{
|
||||
for (i=0; i<MAX_GRID_ARRAY_CHUNK; i++)
|
||||
|
@ -458,7 +446,6 @@ void gridCompactArray(SDWORD x, SDWORD y)
|
|||
GRID_ARRAY *psDone, *psMove, *psPrev, *psNext;
|
||||
SDWORD done, move;
|
||||
|
||||
// psDone = psMove = apsMapGrid[x][y];
|
||||
psDone = psMove = apsMapGrid[GridIndex(x,y)];
|
||||
done = move = 0;
|
||||
|
||||
|
@ -499,7 +486,6 @@ void gridCompactArray(SDWORD x, SDWORD y)
|
|||
// now release any unused chunks
|
||||
if (psPrev == NULL)
|
||||
{
|
||||
// apsMapGrid[x][y] = NULL;
|
||||
apsMapGrid[GridIndex(x,y)] = NULL;
|
||||
}
|
||||
else
|
||||
|
@ -528,7 +514,6 @@ void gridDisplayCoverage(BASE_OBJECT *psObj)
|
|||
{
|
||||
for(y = 0; y < gridHeight; y++)
|
||||
{
|
||||
// psCurr = apsMapGrid[x][y];
|
||||
psCurr = apsMapGrid[GridIndex(x, y)];
|
||||
i = 0;
|
||||
while (psCurr != NULL)
|
||||
|
@ -651,6 +636,3 @@ SDWORD gridObjRange(BASE_OBJECT *psObj)
|
|||
|
||||
return (TILE_UNITS * 20);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
80
src/order.c
80
src/order.c
|
@ -780,50 +780,46 @@ void orderUpdateDroid(DROID *psDroid)
|
|||
}
|
||||
break;
|
||||
case DORDER_EMBARK:
|
||||
//only place it can be trapped - in multiPlayer can only put cyborgs onto a Transporter
|
||||
if (bMultiPlayer && !cyborgDroid(psDroid))
|
||||
{
|
||||
psDroid->order = DORDER_NONE;
|
||||
// only place it can be trapped - in multiPlayer can only put cyborgs onto a Transporter
|
||||
if (bMultiPlayer && !cyborgDroid(psDroid))
|
||||
{
|
||||
psDroid->order = DORDER_NONE;
|
||||
actionDroid(psDroid, DACTION_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// don't want the droids to go into a formation for this order
|
||||
if (psDroid->sMove.psFormation != NULL)
|
||||
{
|
||||
formationLeave(psDroid->sMove.psFormation, (BASE_OBJECT *)psDroid);
|
||||
psDroid->sMove.psFormation = NULL;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// don't want the droids to go into a formation for this order
|
||||
if (psDroid->sMove.psFormation != NULL)
|
||||
{
|
||||
formationLeave(psDroid->sMove.psFormation, (BASE_OBJECT *)psDroid);
|
||||
psDroid->sMove.psFormation = NULL;
|
||||
}
|
||||
|
||||
// Wait for the action to finish then assign to Transporter (if not already flying)
|
||||
if ( (psDroid->psTarget == NULL) ||
|
||||
//(((DROID *)psDroid->psTarget)->order != DORDER_NONE &&
|
||||
//(((DROID *)psDroid->psTarget)->order != DORDER_GUARD)))
|
||||
transporterFlying((DROID *)psDroid->psTarget))
|
||||
{
|
||||
psDroid->order = DORDER_NONE;
|
||||
actionDroid(psDroid, DACTION_NONE);
|
||||
}
|
||||
else if ( (abs((SDWORD)psDroid->pos.x - (SDWORD)psDroid->psTarget->pos.x) < TILE_UNITS) &&
|
||||
(abs((SDWORD)psDroid->pos.y - (SDWORD)psDroid->psTarget->pos.y) < TILE_UNITS) )
|
||||
{
|
||||
//if in multiPlayer, only want to process if this player's droid
|
||||
if (!bMultiPlayer || psDroid->player == selectedPlayer)
|
||||
{
|
||||
//psDroid->order = DORDER_NONE;
|
||||
transporterAddDroid((DROID *)psDroid->psTarget, psDroid);
|
||||
//order the droid to stop so moveUpdateDroid does not process this unit
|
||||
orderDroid(psDroid, DORDER_STOP);
|
||||
setDroidTarget(psDroid, NULL);
|
||||
psDroid->psTarStats = NULL;
|
||||
secondarySetState(psDroid, DSO_RETURN_TO_LOC, DSS_NONE);
|
||||
}
|
||||
}
|
||||
else if(psDroid->action == DACTION_NONE)
|
||||
{
|
||||
actionDroidLoc(psDroid, DACTION_MOVE, psDroid->psTarget->pos.x,psDroid->psTarget->pos.y);
|
||||
}
|
||||
}
|
||||
// Wait for the action to finish then assign to Transporter (if not already flying)
|
||||
if (psDroid->psTarget == NULL || transporterFlying((DROID *)psDroid->psTarget))
|
||||
{
|
||||
psDroid->order = DORDER_NONE;
|
||||
actionDroid(psDroid, DACTION_NONE);
|
||||
}
|
||||
else if (abs((SDWORD)psDroid->pos.x - (SDWORD)psDroid->psTarget->pos.x) < TILE_UNITS
|
||||
&& abs((SDWORD)psDroid->pos.y - (SDWORD)psDroid->psTarget->pos.y) < TILE_UNITS)
|
||||
{
|
||||
// if in multiPlayer, only want to process if this player's droid
|
||||
if (!bMultiPlayer || psDroid->player == selectedPlayer)
|
||||
{
|
||||
transporterAddDroid((DROID *)psDroid->psTarget, psDroid);
|
||||
// order the droid to stop so moveUpdateDroid does not process this unit
|
||||
orderDroid(psDroid, DORDER_STOP);
|
||||
setDroidTarget(psDroid, NULL);
|
||||
psDroid->psTarStats = NULL;
|
||||
secondarySetState(psDroid, DSO_RETURN_TO_LOC, DSS_NONE);
|
||||
}
|
||||
}
|
||||
else if (psDroid->action == DACTION_NONE)
|
||||
{
|
||||
actionDroidLoc(psDroid, DACTION_MOVE, psDroid->psTarget->pos.x,psDroid->psTarget->pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
// Do we need to clear the secondary order "DSO_EMBARK" here? (PD)
|
||||
break;
|
||||
|
|
Loading…
Reference in New Issue