* Remove whitespace from the end of lines
* Add a FIXME note about needing to control the calling frequency of handleAbandonedStructures externally * Moved variable reductionAmount into the most local scope * Rename iterator `i` to `player` git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@4406 4a71c877-e1ca-e34f-864e-861f7616d084master
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29578ca90f
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931f87f70a
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@ -1169,9 +1169,11 @@ BOOL structureStatsShutDown(void)
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// TODO: The abandoned code needs to be factored out, see: saveMissionData
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void handleAbandonedStructures()
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{
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// FIXME: We should control the calling frequency externally from this
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// function, rather than controlling the amount of times this
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// function performs work internally.
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static int lastHandled = 0;
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int reductionAmount = 8;
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int i;
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int player;
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// We only need to run once every two seconds (2000ms)
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if (gameTime - lastHandled < 2000)
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@ -1182,11 +1184,11 @@ void handleAbandonedStructures()
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// Update when we last ran
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lastHandled = gameTime;
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for (i = 0; i < MAX_PLAYERS; i++)
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for (player = 0; player < MAX_PLAYERS; ++player)
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{
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STRUCTURE *psCurr, *psNext;
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for (psCurr = apsStructLists[i]; psCurr; psCurr = psNext)
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for (psCurr = apsStructLists[player]; psCurr; psCurr = psNext)
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{
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// Save the next structure in the list
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psNext = psCurr->psNext;
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@ -1199,7 +1201,7 @@ void handleAbandonedStructures()
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bool beingBuilt = false;
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// See is there are any droids building it
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for (psDroid = apsDroidLists[i];
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for (psDroid = apsDroidLists[player];
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psDroid;
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psDroid = psDroid->psNext)
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{
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@ -1219,12 +1221,14 @@ void handleAbandonedStructures()
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// Abandoned
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else
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{
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int reductionAmount = 8;
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// Work out how much power to deduct
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CLIP(reductionAmount, 0, psCurr->currentPowerAccrued);
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// Do the reduction
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psCurr->currentPowerAccrued -= reductionAmount;
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addPower(i, reductionAmount);
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addPower(player, reductionAmount);
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// Remove the structure if no power is accrued
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if (!psCurr->currentPowerAccrued)
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