cleanup: Remove some unused defines.

master
Cyp 2013-01-09 12:49:04 +01:00
parent 20cefacef6
commit 40cbe8067b
49 changed files with 6 additions and 284 deletions

View File

@ -259,9 +259,7 @@ struct RESOURCEFILE
};
#define RESFILETYPE_EMPTY (0) // empty entry
#define RESFILETYPE_PC_SBL (1) // Johns SBL stuff
#define RESFILETYPE_LOADED (2) // Loaded from a file (!)
#define RESFILETYPE_WDGPTR (3) // A pointer from the WDG cache
#define MAXLOADEDRESOURCES (6)

View File

@ -29,8 +29,6 @@
/** Maximum number of characters in a resource type. */
#define RESTYPE_MAXCHAR 20
/** Maximum number of characters in a resource ID. */
#define RESID_MAXCHAR 40
/** Function pointer for a function that loads from a memory buffer. */
typedef bool (*RES_BUFFERLOAD)(const char *pBuffer, UDWORD size, void **pData);

View File

@ -44,7 +44,6 @@
#define ONEINTHREE (rand()%3==0)
#define ONEINFOUR (rand()%4==0)
#define ONEINFIVE (rand()%5==0)
#define ONEINEIGHT (rand()%8==0)
#define ONEINTEN (rand()%10==0)
#define MACROS_H_STRINGIFY(x) #x

View File

@ -35,7 +35,6 @@
#define ANIM_MAX_STR 256
#define ANIM_DELAYED 0xFFFE
#define NO_ANIM 0xFFFD
#define NO_IMD 0xFFFC
enum ANIM_MODE
@ -45,22 +44,6 @@ enum ANIM_MODE
};
struct ANIM_STATE;
struct BASEANIM;
#define ANIM_BASE_ELEMENTS \
char szFileName[ANIM_MAX_STR]; \
char animType; \
UWORD uwID; \
UWORD uwFrameRate; \
UWORD uwStates; \
UWORD uwObj; \
UWORD uwAnimTime; \
ANIM_MODE ubType; \
struct ANIM_STATE *psStates; \
struct BASEANIM *psNext;
struct ANIM_STATE
{
UWORD uwFrame; /* frame to play */

View File

@ -48,10 +48,6 @@
*/
#define ANIM_HASH_TABLE_SIZE 499
/* Allocation sizes for the anim heap */
#define ANIM_INIT 10
#define ANIM_EXT 5
/***************************************************************************/
/* global variables */

View File

@ -34,9 +34,6 @@
#include <time.h>
// Maximum ticks per frame.
// If not reaching the goal, force graphics updates, even if we aren't doing enough game state updates to maintain game speed.
#define MAXIMUM_TICKS_PER_FRAME (GAME_TICKS_PER_SEC / 4)
/* See header file for documentation */
UDWORD gameTime = 0, deltaGameTime = 0, graphicsTime = 0, deltaGraphicsTime = 0, realTime = 0, deltaRealTime = 0;

View File

@ -53,10 +53,4 @@ extern iIMDShape *iV_ProcessIMD(const char **ppFileData, const char *FileDataEnd
extern bool iV_IMDSave(char *filename, iIMDShape *s, bool PieIMD);
extern void iV_IMDRelease(iIMDShape *s);
// How high up do we want to stop looking
#define DROID_VIS_UPPER 100
// How low do we stop looking?
#define DROID_VIS_LOWER 10
#endif

View File

@ -42,9 +42,6 @@
/***************************************************************************/
#define NUM_BACKDROPS 7
#define BACKDROP_WIDTH 640
#define BACKDROP_HEIGHT 480
/* These are Qamly's hacks used for map previews. They need to be power of
* two sized until we clean up this mess properly. */
#define BACKDROP_HACK_WIDTH 512

View File

@ -44,13 +44,6 @@
#define SHADOW_END_DISTANCE (8000*8000) // Keep in sync with lighting.c:FOG_END
#define VERTICES_PER_TRIANGLE 3
#define COLOUR_COMPONENTS 4
#define TEXCOORD_COMPONENTS 2
#define VERTEX_COMPONENTS 3
#define TRIANGLES_PER_TILE 2
#define VERTICES_PER_TILE (TRIANGLES_PER_TILE * VERTICES_PER_TRIANGLE)
extern bool drawing_interface;
// Shadow stencil stuff

View File

@ -64,7 +64,6 @@ static unsigned int masterserver_port = 0, gameserver_port = 0;
#define WZ_SERVER_DISCONNECT 0
#define WZ_SERVER_CONNECT 1
#define WZ_SERVER_LAUNCH 2
#define WZ_SERVER_UPDATE 3
#define NET_TIMEOUT_DELAY 2500 // we wait this amount of time for socket activity

View File

@ -130,8 +130,6 @@ enum MESSAGE_TYPES
#define modlist_string_size 255 // For a concatenated list of mods
#define password_string_size 64 // longer passwords slow down the join code
#define SESSION_JOINDISABLED 1
#define MAX_CONNECTED_PLAYERS MAX_PLAYERS
#define MAX_TMP_SOCKETS 16

View File

@ -28,16 +28,6 @@
#include <assert.h>
// Flags for storing function indexes
#define FUNC_SETBIT 0x80000000 // set for a set function, clear otherwise
#define FUNC_LISTMASK 0x70000000
#define FUNC_INDEXMASK 0x0fffffff
#define FUNC_INSTINCT 0x00000000 // instinct function
#define FUNC_CALLBACK 0x40000000 // callback function
#define FUNC_OBJVAR 0x10000000 // object variable
#define FUNC_EXTERNAL 0x20000000 // external variable
// Initialise the script library
bool scriptInitialise()
{

View File

@ -37,7 +37,6 @@
/* Pixel gap between edge of edit box and text */
#define WEDB_XGAP 4
#define WEDB_YGAP 2
/* Size of the overwrite cursor */
#define WEDB_CURSORSIZE 8

View File

@ -28,13 +28,6 @@
#include "lib/ivis_opengl/piedef.h"
#include "lib/ivis_opengl/textdraw.h"
/* Button colours */
#define WBUTC_TEXT 0 // Colour for button text
#define WBUTC_BKGRND 1 // Colour for button background
#define WBUTC_BORDER1 2 // Colour for button border
#define WBUTC_BORDER2 3 // 2nd border colour
#define WBUTC_HILITE 4 // Hilite colour
/* Forward definitions */
struct WIDGET;

View File

@ -46,7 +46,6 @@
/* attack run distance */
#define VTOL_ATTACK_LENGTH 1000
#define VTOL_ATTACK_WIDTH 200
#define VTOL_ATTACK_TARDIST 400
// turret rotation limit

View File

@ -45,8 +45,6 @@
#define RAIN_SPEED_DRIFT (rand()%50)
#define RAIN_SPEED_FALL (0-((rand()%300) + 700))
#define TYPE_WATER 75
#define TYPE_LAND 76
enum AP_TYPE
{

View File

@ -36,8 +36,6 @@
#include "projectile.h"
#include "random.h"
// maximum random pause for firing
#define RANDOM_PAUSE 500
/* Fire a weapon at something */
bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot)

View File

@ -83,10 +83,7 @@
#define FLASH_BUTTONS // Enable flashing body part buttons.
#define MAX_TABS 4
#define TAB_USEMAJOR 0
#define TAB_USEMINOR 1
//how many buttons can be put on the system component form
#define DES_BUTSPERFORM 8
@ -121,7 +118,6 @@ static DES_SYSMODE desSysMode;
/* The major component tabs on the design screen */
#define IDES_MAINTAB 0
#define IDES_EXTRATAB 1
#define IDES_EXTRATAB2 2
/* Which component type is being selected on the design screen */
//added IDES_TURRET_A,IDES_TURRET_B,changing the name of IDES_TURRET might break exist codes
@ -160,19 +156,9 @@ char StringBuffer[STRING_BUFFER_SIZE];
#define DES_TABBUTGAP 2
#define DES_TABBUTWIDTH 60
#define DES_TABBUTHEIGHT 46
#define DES_TITLEY 10
#define DES_TITLEHEIGHT 20
#define DES_NAMELABELX 10
#define DES_NAMELABELWIDTH 100
#define DES_TAB_LEFTOFFSET OBJ_TABOFFSET
#define DES_TAB_RIGHTOFFSET OBJ_TABOFFSET
#define DES_TAB_SYSOFFSET 0
#define DES_TAB_SYSWIDTH 12
#define DES_TAB_SYSHEIGHT 19
#define DES_TAB_WIDTH OBJ_TABWIDTH
#define DES_TAB_HEIGHT OBJ_TABHEIGHT
#define DES_TAB_SYSHORZOFFSET OBJ_TABOFFSET
#define DES_TAB_SYSGAP 4
#define DES_LEFTFORMX RET_X
#define DES_LEFTFORMY DESIGN_Y
@ -205,8 +191,6 @@ char StringBuffer[STRING_BUFFER_SIZE];
#define DES_POWERFORMWIDTH (DES_CENTERFORMWIDTH - 2*DES_POWERFORMX)
#define DES_POWERFORMHEIGHT 40
#define DES_RIGHTFORMX RADTLX
#define DES_RIGHTFORMY DESIGN_Y
#define DES_RIGHTFORMWIDTH (RET_FORMWIDTH + 20)
#define DES_RIGHTFORMHEIGHT DES_LEFTFORMHEIGHT
#define DES_RIGHTFORMBUTX 2
@ -226,14 +210,6 @@ char StringBuffer[STRING_BUFFER_SIZE];
#define DES_COMPBUTWIDTH 150
#define DES_COMPBUTHEIGHT 85
#define DES_MAINBUTWIDTH 36
#define DES_MAINBUTHEIGHT 24
#define DES_ICONX 5
#define DES_ICONY 22//28
#define DES_ICONWIDTH 76
#define DES_ICONHEIGHT 53
#define DES_POWERX 1
#define DES_POWERY 6
#define DES_POWERSEPARATIONX 4
@ -243,7 +219,6 @@ char StringBuffer[STRING_BUFFER_SIZE];
#define DES_PARTSEPARATIONY 6
/* Positions of stuff on the clickable boxes (Design screen) */
#define DES_CLICKLABELHEIGHT 14
#define DES_CLICKBARX 154
#define DES_CLICKBARY 7
#define DES_CLICKBARWIDTH 140

View File

@ -29,25 +29,15 @@
#define IDDES_STATSFORM 5001 // The design screen stats form
#define IDDES_TEMPLFORM 5002 // The tabbed form of design templates
#define IDDES_COMPFORM 5003 // The tabbed form of components
#define IDDES_STATFORM 5004 // The bottom form with the overall stats
#define IDDES_BRAINFORM 5005 // The clickable form for the brain
#define IDDES_SYSTEMFORM 5006 // The clickable form for the weapon/ecm/sensor
#define IDDES_BODYFORM 5007 // The clickable form for the body
#define IDDES_PROPFORM 5008 // The clickable form for the propulsion
#define IDDES_3DVIEW 5009 // The 3D view of the droid
#define IDDES_BRAINVIEW 5010 // The Brain display box
#define IDDES_BIN 5011 // The bin button
#define IDDES_NAMELABEL 5012 // The Name label
#define IDDES_NAMEBOX 5013 // The Name box
#define IDDES_BRAINLAB 5014 // The Brain label
#define IDDES_SYSTEMLAB 5015 // The System label
#define IDDES_BODYLAB 5016 // The Body label
#define IDDES_PROPLAB 5017 // The Propulsion label
#define IDDES_3DVIEWLAB 5018 // The 3D view label
#define IDDES_POWERFORM 5019 // The form for the power and points bars
#define IDDES_TEMPLBASE 5020 // The base form for the Template (left) form
#define IDDES_RIGHTBASE 5021 // The base form for the right form!
#define IDDES_ICON 5022 // The form to hold the player' icon on
#define IDDES_POWERBAR 5023 // The power bar for the template
#define IDDES_WEAPONS 5024 // The weapon button for the Component form (right)

View File

@ -207,7 +207,6 @@ extern void setDesiredPitch(SDWORD pitch);
#define CAMERA_PIVOT_HEIGHT (500)
#define INITIAL_DESIRED_PITCH (-40)
#define INITIAL_STARTING_PITCH (-40)
#define INITIAL_DESIRED_ROTATION (-45)

View File

@ -133,11 +133,6 @@ extern void showRangeAtPos(SDWORD centerX, SDWORD centerY, SDWORD radius);
#define BASE_MUZZLE_FLASH_DURATION (GAME_TICKS_PER_SEC/10)
#define EFFECT_MUZZLE_ADDITIVE 128
#define BAR_FULL 0
#define BAR_BASIC 1
#define BAR_DOT 2
#define BAR_NONE 3
extern UWORD barMode;
extern bool CauseCrash;

View File

@ -33,8 +33,6 @@
#define RADTLY (RET_Y + 1) // Paul's settings (332-17)
#define RADWIDTH 128
#define RADHEIGHT 128
#define RADBRX (RADTLX + RADWIDTH) -1
#define RADBRY (RADTLY + RADHEIGHT) -1
#define SKY_MULT 1
#define SKY_SHIMMY_BASE ((DEG(1)*SKY_MULT)/2)

View File

@ -53,8 +53,7 @@
//defines how many times to perform the iteration on looking for a blank location
#define LOOK_FOR_EMPTY_TILE 20
//used to get a location next to a droid - withinh one tile
#define LOOK_NEXT_TO_DROID 8
/* The different types of droid */

View File

@ -96,7 +96,6 @@
#define SET_SCALED(x) ((x->control) = (UBYTE)(x->control | EFFECT_SCALED))
#define SET_LIT(x) ((x->control) = (UBYTE)(x->control | EFFECT_LIT))
#define MINIMUM_IMPACT_VELOCITY (16)
#define NORMAL_SMOKE_LIFESPAN (6000 + rand()%3000)
#define SMALL_SMOKE_LIFESPAN (3000 + rand()%3000)
#define TRAIL_SMOKE_LIFESPAN (1200)
@ -118,7 +117,6 @@
#define CONSTRUCTION_FRAME_DELAY (40 + rand()%30)
#define EXPLOSION_SIZE (110+(30-rand()%60))
#define LIMITED_EXPLOSION_SIZE (100+(5-rand()%10))
#define BLOOD_SIZE (100+(30-rand()%60))
#define BLOOD_FALL_SPEED (-(20+rand()%20))
@ -134,20 +132,11 @@
#define STRUCTURE_DESTRUCTION_DURATION ((7*GAME_TICKS_PER_SEC)/2) // 3.5 seconds
#define FIREWORK_EXPLODE_HEIGHT 400
#define STARBURST_RADIUS 150
#define STARBURST_DIAMETER 300
#define EFFECT_SMOKE_ADDITIVE 1
#define EFFECT_STEAM_ADDITIVE 8
#define EFFECT_WAYPOINT_ADDITIVE 32
#define EFFECT_EXPLOSION_ADDITIVE 164
#define EFFECT_PLASMA_ADDITIVE 224
#define EFFECT_SMOKE_TRANSPARENCY 130
#define EFFECT_STEAM_TRANSPARENCY 128
#define EFFECT_WAYPOINT_TRANSPARENCY 128
#define EFFECT_BLOOD_TRANSPARENCY 128
#define EFFECT_EXPLOSION_TRANSPARENCY 164
#define EFFECT_DROID_DIVISION 101
#define EFFECT_STRUCTURE_DIVISION 103

View File

@ -62,16 +62,6 @@ UDWORD numFeatureStats;
//Value is stored for easy access to this feature in destroyDroid()/destroyStruct()
FEATURE_STATS* oilResFeature = NULL;
/* other house droid to add */
#define DROID_TEMPLINDEX 0
#define DROID_X (TILE_UNITS * 37 + TILE_UNITS/2)
#define DROID_Y (TILE_UNITS + TILE_UNITS/2)
#define DROID_TARX 37
#define DROID_TARY 42
//specifies how far round (in tiles) a constructor droid sound look for more wreckage
#define WRECK_SEARCH 3
static const StringToEnum<FEATURE_TYPE> map_FEATURE_TYPE[] =
{
{ "PROPULSION_TYPE_HOVER WRECK", FEAT_HOVER },

View File

@ -49,7 +49,7 @@
#define VERSION_10 10 //includes gateways and zones in .map file.
#define VERSION_11 11 //newstyle save game with extending structure checked in 13 Nov.
#define VERSION_12 12 //mission and order stuff checked in 20 Nov.
#define VERSION_13 13 //odds and ends to 24 Nov. and hashed scripts
//#define VERSION_13 13 //odds and ends to 24 Nov. and hashed scripts
#define VERSION_14 14 //
#define VERSION_15 15 //
#define VERSION_16 16 //beta save game
@ -73,7 +73,7 @@
#define VERSION_34 34 //saves AI names for multiplayer (.gam file)
#define VERSION_35 35 //uses the (de)serialization API for saving/loading games and is big-endian instead of little-endian
#define VERSION_36 36 //saves beacon properly
#define VERSION_37 37 //dpid changes; this had better be the last version
//#define VERSION_37 37 //dpid changes; this had better be the last version
#define VERSION_38 38 //mod list!
#define VERSION_39 39 //lots of changes, breaking everything

View File

@ -82,21 +82,15 @@
#define IDSTAT_FORM 14000 // The stats form for structure/droid/research type
#define IDSTAT_TITLEFORM 14001 // The form for the close box
#define IDSTAT_LABEL 14002 // Unused
#define IDSTAT_CLOSE 14003 // The stats close box
#define IDSTAT_TABFORM 14004 // The tab form with the stats buttons
#define IDSTAT_START 14100 // The first stats ID
#define IDSTAT_END 14999 // The last stats ID enough for 899 things
#define IDSTAT_TABSCRL_LEFT 15000 // Our left Tab scroll button
#define IDSTAT_TABSCRL_RIGHT 15002 // Our right Tab scroll button
//#define IDSTAT_BARSTART 4200
#define IDSTAT_BAREND 4299
#define IDSTAT_TIMEBARSTART 4300
#define IDSTAT_TIMEBAREND 4399
#define IDSTAT_SLIDER 4400
#define IDSTAT_SLIDERCOUNT 4401
#define IDSTAT_INFINITE_BUTTON 4402
#define IDSTAT_LOOP_BUTTON 4403
#define IDSTAT_LOOP_LABEL 4404
#define IDSTAT_DP_BUTTON 4405
@ -104,7 +98,6 @@
#define IDSTAT_RESICONEND 4599
#define IDSTAT_PRODSTART 4600
#define IDSTAT_PRODEND 4699
#define IDSTAT_MANULIMITS 4700
#define IDSTAT_ALLYSTART 4800
#define IDSTAT_ALLYEND 5100
@ -141,16 +134,12 @@
#define STAT_SLDY 4 // Slider y.
#define STAT_SLDWIDTH 70 // Slider width.
#define STAT_SLDHEIGHT 12 //4 // Slider height.
// Power bar position.
#define POW_X OBJ_BACKX + 12
#define POW_Y (OBJ_BACKY + OBJ_BACKHEIGHT + 6)
#define POW_BARWIDTH 308
#define POW_GAPX 5
#define POW_GAPY 2
//tab details
#define OBJ_TABWIDTH 26
#define OBJ_TABHEIGHT 11
@ -170,7 +159,6 @@
#define STAT_WIDTH RET_FORMWIDTH // Width of the tab form.
#define STAT_HEIGHT 273 // Height of the tab form.
#define STAT_TABWIDTH 15
#define STAT_TABHEIGHT 40
#define STAT_TABFORMX 0 // Offset of the tab form within the main form.
#define STAT_TABFORMY 18 // Offset of the tab form within the main form.
@ -270,11 +258,6 @@ extern bool SecondaryWindowUp;
extern std::vector<DROID_TEMPLATE *> apsTemplateList; ///< Either a list of templates a factory can build or a list of designable templates, for UI use only.
extern std::list<DROID_TEMPLATE> localTemplates; ///< Unsychnronised list, for UI use only.
/*Message View Buffer width and height - MAXIMUM Sizes! - only need to be
as big as Pie View in Research Msg now*/
#define MSG_BUFFER_WIDTH INTMAP_PIEWIDTH//DISP_WIDTH//640
#define MSG_BUFFER_HEIGHT INTMAP_PIEHEIGHT//DISP_HEIGHT//480
/* pointer to hold the imd to use for a new template in the design screen */
extern iIMDShape *pNewDesignIMD;

View File

@ -68,11 +68,6 @@ extern bool isInGamePopupUp;
#define PAUSEMESSAGE_YOFFSET (0)
#define INTINGAMEOP_PAUSEX RET_X
#define INTINGAMEOP_PAUSEY 10
#define INTINGAMEOP_PAUSEWIDTH 60
#define INTINGAMEOP_PAUSEHEIGHT 20
// button sizes.
#define INTINGAMEOP_OP_W (INTINGAMEOP_W-10)
#define INTINGAMEOP_SW_W (INTINGAMEOP2_W - 15)

View File

@ -83,7 +83,6 @@
//
//#define formIsHilite(p) ( (((W_CLICKFORM*)p)->state & WCLICK_HILITE) || (((W_CLICKFORM*)p)->state & WCLICK_FLASHON) )
#define formIsHilite(p) (((W_CLICKFORM*)p)->state & WCLICK_HILITE)
#define formIsFlashing(p) (((W_CLICKFORM*)p)->state & WCLICK_FLASHON)
// Is a button widget hilited, either because the cursor is over it or it is flashing.
//
@ -104,9 +103,6 @@ static int FormCloseCount; // Count used to ensure only one sfx played when two
BASE_STATS *CurrentStatsTemplate = NULL;
#define DEFAULT_BUTTON_ROTATION (45)
#define BUT_TRANSPORTER_DIST (5000)
#define BUT_TRANSPORTER_SCALE (20)
#define BUT_TRANSPORTER_ALT (-50)
UDWORD ManuPower = 0; // Power required to manufacture the current item.
@ -544,9 +540,6 @@ void intUpdateCommandFact(WIDGET *psWidget, W_CONTEXT *psContext)
}
}
#define BARXOFFSET 46
// Widget callback to update and display the power bar.
// !!!!!!!!!!!!!!!!!!!!!!ONLY WORKS ON A SIDEWAYS POWERBAR!!!!!!!!!!!!!!!!!
void intDisplayPowerBar(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DECL_UNUSED PIELIGHT *pColours)
@ -2221,7 +2214,7 @@ void CreateIMDButton(IMAGEFILE *ImageFile, UWORD ImageID, void *Object, UDWORD P
if (((DROID*)Object)->droidType == DROID_TRANSPORTER || ((DROID*)Object)->droidType == DROID_SUPERTRANSPORTER)
{
Position.x = 0;
Position.y = 0;//BUT_TRANSPORTER_ALT;
Position.y = 0;
Position.z = BUTTON_DEPTH;
if (((DROID*)Object)->droidType == DROID_TRANSPORTER)
{
@ -2243,7 +2236,7 @@ void CreateIMDButton(IMAGEFILE *ImageFile, UWORD ImageID, void *Object, UDWORD P
if (((DROID_TEMPLATE*)Object)->droidType == DROID_TRANSPORTER || ((DROID_TEMPLATE*)Object)->droidType == DROID_SUPERTRANSPORTER)
{
Position.x = 0;
Position.y = 0;//BUT_TRANSPORTER_ALT;
Position.y = 0;
Position.z = BUTTON_DEPTH;
if (((DROID_TEMPLATE*)Object)->droidType == DROID_TRANSPORTER)
{

View File

@ -73,7 +73,6 @@ struct BUTTON_SURFACE
#define RENDERBUTTON_INITIALISED(x) ((x)->Initialised=true)
#define RENDERBUTTON_NOTINITIALISED(x) ((x)->Initialised=false)
#define IsBufferInitialised(x) ((x)->Initialised)
#define IsBufferInUse(x) ((x)->InUse)
struct RENDERED_BUTTON

View File

@ -74,7 +74,6 @@
#define IDINTMAP_MSGFORM 6001 //The intelligence map tabbed form
#define IDINTMAP_CLOSE 6004 //The close button icon for the 3D view
#define IDINTMAP_PAUSELABEL 6005 //The paused message
#define IDINITMAP_TITLEVIEW 6006 //The Title view part of MSGVIEW
#define IDINITMAP_PIEVIEW 6007 //The PIE view part of MSGVIEW
#define IDINTMAP_FLICVIEW 6008 //The Flic View part of MSGVIEW
#define IDINTMAP_TEXTVIEW 6009 //The Text area of MSGVIEW

View File

@ -36,8 +36,6 @@
#define INTMAP_PIEHEIGHT 169
#define INTMAP_TEXTWINDOWHEIGHT (30)
// The current message being displayed
extern MESSAGE *psCurrentMsg;

View File

@ -23,8 +23,6 @@
#include "lib/framework/input.h"
#define NO_META_KEY 9999
#define KEYFUNC_TOGGLE_RADAR 20
enum KEY_ACTION
{

View File

@ -26,8 +26,7 @@
#define FOG_FLAGS 7
#define FOG_BACKGROUND 1
#define FOG_DISTANCE 2
#define FOG_GROUND 4
#define FOG_ENABLED 8
extern UDWORD fogStatus;

View File

@ -94,8 +94,6 @@ struct GATEWAY_SAVE
/* Sanity check definitions for the save struct file sizes */
#define SAVE_HEADER_SIZE 16
#define SAVE_TILE_SIZE 3
#define SAVE_TILE_SIZEV1 6
#define SAVE_TILE_SIZEV2 3
// Maximum expected return value from get height
#define MAX_HEIGHT (256 * ELEVATION_SCALE)

View File

@ -93,8 +93,6 @@
/* Transporter Timer form position */
#define TRAN_FORM_X STAT_X
#define TRAN_FORM_Y TIMER_Y
#define TRAN_FORM_WIDTH 75
#define TRAN_FORM_HEIGHT 25
/* Transporter Timer position */
#define TRAN_TIMER_X 4
@ -601,7 +599,6 @@ void addTransporterTimerInterface(void)
}
}
#define OFFSCREEN_RADIUS 600
#define OFFSCREEN_HEIGHT 600
#define EDGE_SIZE 1

View File

@ -66,27 +66,11 @@
/* minimum distance for cyborgs to jump */
#define CYBORG_MIN_JUMP_DISTANCE 500
#define CYBORG_MIN_JUMP_HEIGHT 50
#define CYBORG_MAX_JUMP_HEIGHT 200
/* Radius of a droid for collision detection */
#define DROID_SIZE 64
// Maximum size of an object for collision
#define OBJ_MAXRADIUS (TILE_UNITS * 4)
// Accuracy for the boundary vector
#define BOUND_ACC 1000
/* Width and length of the droid collision box */
#define HITBOX_WIDTH 128
#define HITBOX_LENGTH (HITBOX_WIDTH * 3)
/* Angle covered by hit box at far end */
#define HITBOX_ANGLE 36
/* How close to a way point a droid has to get before going to the next */
#define DROID_HIT_DIST 16
// how long a shuffle can propagate before they all stop
#define MOVE_SHUFFLETIME 10000

View File

@ -69,9 +69,6 @@ void loadMapPreview(bool hideInterface);
// ////////////////////////////////////////////////////////////////
// CONNECTION SCREEN
#define CON_CONTYPES 10103
#define CON_CONTYPESWIDTH 290
#define CON_CONTYPES_FORM 10104
#define CON_TYPESID_START 10105
#define CON_TYPESID_END 10128
@ -92,7 +89,6 @@ void loadMapPreview(bool hideInterface);
#define CON_PHONE 10132
#define CON_PHONEX 20
#define CON_PHONEY 45
#define CON_IP 10133
#define CON_IPX 20
@ -102,15 +98,8 @@ void loadMapPreview(bool hideInterface);
//for clients
#define CON_PASSWORD 10139
#define CON_PASSWORDX 20
#define CON_PASSWORDY 110
#define CON_PASSWORDYES 10141
#define CON_PASSWORDNO 10142
// for hosts
#define CON_H_PASSWORD 10140
#define CON_H_PASSWORDX MCOL2
#define CON_H_PASSWORDY MROW10 +31
// ////////////////////////////////////////////////////////////////
@ -123,7 +112,6 @@ void loadMapPreview(bool hideInterface);
// We can have a max of 4 icons for status, current icon size if 36x25.
#define GAMES_STATUS_START 393
#define GAMES_GAMENAME_START 2
#define GAMES_VERSION_START 2 + 6 // indent a bit
#define GAMES_MAPNAME_START 173
#define GAMES_MODNAME_START 173 + 6 // indent a bit
#define GAMES_PLAYERS_START 360
@ -158,8 +146,6 @@ void loadMapPreview(bool hideInterface);
#define MULTIOP_READY_END (MULTIOP_READY_START + MAX_PLAYERS - 1)
#define MULTIOP_READY_WIDTH 41
#define MULTIOP_READY_HEIGHT 38
#define MULTIOP_READY_IMG_OFFSET_X 3
#define MULTIOP_READY_IMG_OFFSET_Y 6
#define MULTIOP_PLAYERWIDTH 245
#define MULTIOP_PLAYERHEIGHT 38
@ -198,21 +184,13 @@ void loadMapPreview(bool hideInterface);
#define MULTIOP_PNAME 10253
#define MULTIOP_GNAME_ICON 10254
#define MULTIOP_GNAME 10255
#define MULTIOP_FNAME_ICON 10256
#define MULTIOP_FNAME 10257
#define MULTIOP_MAP_ICON 10258
#define MULTIOP_MAP 10259
//#define MULTIOP_ARENA 10260
#define MULTIOP_CAMPAIGN 10261
//#define MULTIOP_TEAMPLAY 10262
#define MULTIOP_SKIRMISH 10263
#define MULTIOP_TECH_LOW 10264
#define MULTIOP_TECH_MED 10265
#define MULTIOP_TECH_HI 10266
#define MULTIOP_CLEAN 10267
#define MULTIOP_BASE 10268
#define MULTIOP_DEFENCE 10269
@ -226,21 +204,14 @@ void loadMapPreview(bool hideInterface);
#define MULTIOP_POWLEV_HI 10274
#define MULTIOP_REFRESH 10275
#define MULTIOP_REFRESHX 75
#define MULTIOP_REFRESHY 453
#define MULTIOP_HOST 10276
#define MULTIOP_HOST_BUT 0xf0f0
#define MULTIOP_HOSTX 5
#define MULTIOP_HOSTY MROW3+3
#define MULTIOP_STRUCTLIMITS 21277 // we are using 10277 already
#define MULTIOP_LIMITS_BUT 0xf0d0
#define MULTIOP_STRUCTLIMITSX 5
#define MULTIOP_STRUCTLIMITSY MROW2+5
#define MULTIOP_OKX MULTIOP_HOSTX
#define MULTIOP_OKY MULTIOP_HOSTY
#define MULTIOP_CANCELX 6
#define MULTIOP_CANCELY 6
@ -271,18 +242,10 @@ void loadMapPreview(bool hideInterface);
#define MULTIOP_POWER 10296
#define MULTIOP_ALLIANCES 10298
#define MULTIOP_BASETYPE 10300
#define MULTIOP_TECHLEVEL 10302
#define MULTIOP_COMPUTER 10304
#define MULTIOP_COMPUTER_Y 10308
#define MULTIOP_COMPUTER_N 10309
#define MULTIOP_SKSLIDE 102842 //10313
#define MULTIOP_SKSLIDE_END 102873 //10320
//#define MULTIOP_PLAYCHOOSER 102842 //10321
//#define MULTIOP_PLAYCHOOSER_END 102873 //10330
#define MULTIOP_MAP_PREVIEW 920000
#define MULTIOP_MAP_BUT 920002
@ -314,18 +277,9 @@ void loadMapPreview(bool hideInterface);
// ///////////////////////////////
// Many Button Variations..
#define CON_BUTWIDTH 60
#define CON_BUTHEIGHT 46
#define CON_CONBUTW CON_CONTYPESWIDTH-15
#define CON_CONBUTH 46
#define CON_NAMEBOXWIDTH CON_SETTINGSWIDTH-CON_PHONEX
#define CON_NAMEBOXHEIGHT 15
#define CON_COMBUTWIDTH 37
#define CON_COMBUTHEIGHT 24
#define MULTIOP_OKW 37
#define MULTIOP_OKH 24

View File

@ -78,7 +78,6 @@ UDWORD current_tech = 1;
UDWORD current_numplayers = 4;
#define DEBUGMENU_FORM_W 200
#define DEBUGMENU_FORM_H 300
#define DEBUGMENU_FORM_X (screenWidth - DEBUGMENU_FORM_W) //pie_GetVideoBufferWidth() ?
#define DEBUGMENU_FORM_Y 110 + D_H
@ -114,10 +113,6 @@ UDWORD current_numplayers = 4;
#define MULTIMENU_GIFT_POW (MULTIMENU_GIFT_DRO +MAX_PLAYERS)
#define MULTIMENU_CHANNEL (MULTIMENU_GIFT_POW +MAX_PLAYERS)
#define MULTIMENU_STOPS 50
#define MULTIMENU_MIDPOS (MULTIMENU_STOPS/2)
#define MULTIMENU_MULTIPLIER ((100/MULTIMENU_STOPS)*2)
/// requester stuff.
#define M_REQUEST_CLOSE (MULTIMENU+49)
#define M_REQUEST (MULTIMENU+50)

View File

@ -59,7 +59,6 @@ extern UDWORD current_tech;
#define DEBUGMENU 106000
#define DEBUGMENU_CLOSE (DEBUGMENU+1)
#define DEBUGMENU_MAX_ENTRIES 10
#define DEBUGMENU_BUTTON (DEBUGMENU_CLOSE + DEBUGMENU_MAX_ENTRIES)
extern char debugMenuEntry[DEBUGMENU_MAX_ENTRIES][MAX_STR_LENGTH];

View File

@ -57,12 +57,9 @@
#define BAR_CRAWL_TIME (GAME_TICKS_PER_SEC*3)
#define MT_X_POS (MISSIONRES_TITLE_X + D_W + 140)
#define MT_Y_POS (MISSIONRES_TITLE_Y + D_H + 80)
#define DROID_LEVELS 9
#define MAX_BAR_LENGTH 100
#define LC_UPPER 100
#define LC_X 32
#define RC_X 320+32

View File

@ -32,9 +32,6 @@
*/
/***************************************************************************/
#define SEQUENCE_PLAY 0//play once and exit
#define SEQUENCE_LOOP 1//loop till stopped externally
#define SEQUENCE_PAUSE 2//pause time
#define SEQUENCE_KILL 3//stop
#define SEQUENCE_HOLD 4//play once and hold last frame

View File

@ -488,16 +488,12 @@ struct BRAIN_STATS : public COMPONENT_STATS
};
#define NULL_COMP (-1)
/*
* Stats structures type definitions
*/
#define SHOOT_ON_GROUND 0x01
#define SHOOT_IN_AIR 0x02
//Special angles representing top or bottom hit
#define HIT_ANGLE_TOP 361
#define HIT_ANGLE_BOTTOM 362
struct BODY_STATS : public COMPONENT_STATS
{

View File

@ -92,11 +92,6 @@
#include "random.h"
#define STR_RECOIL_TIME (GAME_TICKS_PER_SEC/4)
// Maximum Distance allowed between a friendly structure and an assembly point.
#define ASSEMBLY_RANGE (10*TILE_UNITS)
//Maximium slope of the terrin for building a structure
#define MAX_INCLINE 50//80//40

View File

@ -39,14 +39,6 @@
#define STRUCTURE_DAMAGE_SCALING 400
/* explosion data for when a structure is blown up - used by features as well*/
#define FLAME_MAX_ANIMS 4
#define FLAME_MAX_OFFSET 50
#define FLAME_MIN_DELAY 2000
#define FLAME_MAX_DELAY 8000
#define FLAME_CYCLES_MAX 10
#define NON_STOP_PRODUCTION (STAT_SLDSTOPS + 1)
//production loop max
#define INFINITE_PRODUCTION 9//10
@ -58,8 +50,6 @@
//used to flag when the Factory is ready to start building
#define ACTION_START_TIME 0
//distance that VTOLs can be away from the reArm pad
#define REARM_DIST (TILE_UNITS*2)
extern iIMDShape * factoryModuleIMDs[NUM_FACTORY_MODULES][NUM_FACMOD_TYPES];
extern iIMDShape * researchModuleIMDs[NUM_RESEARCH_MODULES];

View File

@ -45,8 +45,6 @@
#define MIPMAP_LEVELS 4
#define MIPMAP_MIN 16
#define MIPMAP_NORMAL 64
#define MIPMAP_MAX 128
/* Texture page and coordinates for each tile */

View File

@ -101,8 +101,6 @@
/*contents tabbed form screen positions */
#define TRANSCONT_TABX STAT_TABFORMX
#define TRANSCONT_TABY STAT_TABFORMY
#define TRANSCONT_TABWIDTH STAT_TABWIDTH
#define TRANSCONT_TABHEIGHT STAT_TABHEIGHT
/*droid form screen positions */
#define TRANSDROID_X RADTLX

View File

@ -48,9 +48,6 @@
#include "wavecast.h"
// accuracy for the height gradient
#define GRAD_MUL 10000
// rate to change visibility level
static const int VIS_LEVEL_INC = 255 * 2;
static const int VIS_LEVEL_DEC = 50;

View File

@ -84,7 +84,6 @@ static SDWORD presAvAngle = 0;;
/* Offset from droid's world coords */
/* How far we track relative to the droids location - direction matters */
#define CAM_DEFAULT_OFFSET -400
#define MINCAMROTX -20
/* How much info do you want when tracking a droid - this toggles full stat info */