Prune some dead code
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1320 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
3123e32370
commit
a1d02fec76
46
src/droid.c
46
src/droid.c
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@ -2794,7 +2794,6 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
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#endif
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#endif
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UDWORD id;
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UDWORD id;
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/* init default template */
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/* init default template */
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memset( &sDefaultDesignTemplate, 0, sizeof(DROID_TEMPLATE) );
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memset( &sDefaultDesignTemplate, 0, sizeof(DROID_TEMPLATE) );
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@ -2806,14 +2805,11 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
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{
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{
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if (!HEAP_ALLOC(psTemplateHeap, (void**) &pDroidDesign))
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if (!HEAP_ALLOC(psTemplateHeap, (void**) &pDroidDesign))
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{
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{
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debug( LOG_ERROR, "Out of memory - Droid Templates" );
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debug(LOG_ERROR, "Out of memory - Droid Templates");
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abort();
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return FALSE;
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return FALSE;
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}
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}
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memset(pDroidDesign, 0, sizeof(DROID_TEMPLATE));
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memset(pDroidDesign, 0, sizeof(DROID_TEMPLATE));
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//pDroidDesign->pName = pDroidDesign->aName;
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//only fill in aName now
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pDroidDesign->pName = NULL;
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pDroidDesign->pName = NULL;
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//read the data into the storage - the data is delimited using comma's
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//read the data into the storage - the data is delimited using comma's
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@ -2821,44 +2817,11 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
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sscanf(pDroidData, "%[^','],%d,%n", componentName, &templateID, &cnt);
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sscanf(pDroidData, "%[^','],%d,%n", componentName, &templateID, &cnt);
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pDroidData += cnt;
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pDroidData += cnt;
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//We ain't EVER going back to the way it was so..just store the long (translated) name in aName
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/*#ifdef RESOURCE_NAMES
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//get the name associated with the resource
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if (!strresGetIDNum(psStringRes, componentName, &id))
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{
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DBERROR(("Unable to find string resource for %s", componentName));
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return FALSE;
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}
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//get the string from the id and copy into the MALLOC'ed area
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strcpy(droidName,strresGetString(psStringRes, id));
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#elif defined STORE_RESOURCE_ID
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//find the pointer where the string ID is stored
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if (!strresGetIDString(psStringRes, componentName, &pDroidName))
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{
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DBERROR(("Unable to find string resource for %s", componentName));
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return FALSE;
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}
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strcpy(droidName,pDroidName);
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#else
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strcpy(droidName,componentName);
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#endif
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//get the string from the id and copy into the MALLOC'ed area
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strcpy(droidName,strresGetString(psStringRes, id));
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//allocate storage for the name - constant array now (aName)
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strncpy(pDroidDesign->pName,droidName, DROID_MAXNAME);
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pDroidDesign->pName[DROID_MAXNAME-1]=0;*/
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/*ALWAYS get the name associated with the resource for PC regardless
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/*ALWAYS get the name associated with the resource for PC regardless
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of STORE_RESOURCE_ID or RESOURCE_NAMES! - 25/06/98 AB*/
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of STORE_RESOURCE_ID or RESOURCE_NAMES! - 25/06/98 AB*/
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if (!strresGetIDNum(psStringRes, componentName, &id))
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if (!strresGetIDNum(psStringRes, componentName, &id))
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{
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{
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debug( LOG_ERROR, "Unable to find string resource for %s", componentName );
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debug(LOG_ERROR, "Unable to find string resource for %s", componentName);
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abort();
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return FALSE;
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return FALSE;
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}
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}
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@ -2867,10 +2830,8 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
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pDroidDesign->aName[DROID_MAXNAME-1] = 0;
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pDroidDesign->aName[DROID_MAXNAME-1] = 0;
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//store the unique template id
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//store the unique template id
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pDroidDesign->multiPlayerID = templateID;
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pDroidDesign->multiPlayerID = templateID;
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//read in Body Name
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//read in Body Name
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componentName[0] = '\0';
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componentName[0] = '\0';
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sscanf(pDroidData, "%[^','],%n", componentName, &cnt);
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sscanf(pDroidData, "%[^','],%n", componentName, &cnt);
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@ -3030,9 +2991,6 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
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sscanf(pDroidData, "%d,%n", &player,&cnt);
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sscanf(pDroidData, "%d,%n", &player,&cnt);
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pDroidData += cnt;
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pDroidData += cnt;
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//read in Propulsion Name
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//read in Propulsion Name
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found = FALSE;
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found = FALSE;
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componentName[0] = '\0';
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componentName[0] = '\0';
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559
src/mechanics.c
559
src/mechanics.c
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@ -24,9 +24,6 @@
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*
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*
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*/
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*/
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/* extra structures required for demo */
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//#define DEMO
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#include "lib/framework/frame.h"
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#include "lib/framework/frame.h"
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#include "mechanics.h"
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#include "mechanics.h"
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#include "stats.h"
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#include "stats.h"
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@ -40,118 +37,16 @@
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#include "astar.h"
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#include "astar.h"
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#include "visibility.h"
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#include "visibility.h"
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BOOL gameStatStart(void);
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void gameStatEnd(void);
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/* Initialise the mechanics system */
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//BOOL mechInitialise(void)
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//{
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// UBYTE *pFileData;
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// UDWORD fileSize;
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/* Initialise the map */
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/*if (!loadFile("blank.map", &pFileData, &fileSize))
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{
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return FALSE;
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}
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if (!mapLoad(pFileData, fileSize))
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{
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return FALSE;
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}
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FREE(pFileData); */
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//load all the component stats from the access database
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/*if (!loadStats())
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{
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return FALSE;
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}*/
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//load the droid Templates
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/*if (!loadDroidTemplates())
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{
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return FALSE;
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}*/
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/*if (!loadFunctionStats())
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{
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return FALSE;
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}*/
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/*if (!loadStructureStats())
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{
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return FALSE;
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}*/
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/*if (!loadStructureWeapons())
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{
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return FALSE;
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}
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if (!loadStructureFunctions())
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{
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return FALSE;
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}*/
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//load the research stats - must have loaded the structure and functions stats first
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/* if (!loadResearch())
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{
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return FALSE;
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}
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*/
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/*the template weapons and programs should have been read in through the wrf file by now
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so calculate build points and power points*/
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//initTemplatePoints(); DONE IN SAVE GAME NOW SINCE ALWAYS STARTING IN ONE
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//sets up the initial game stats - what the player's got etc
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// gameStatStart(); - moved to data.c when stats are loaded from WRF - John.
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/*set up the Power levels for each player - again this is set up in load game now*/
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//initPlayerPower();
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// return TRUE;
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//}
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/* Shutdown the mechanics system */
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/* Shutdown the mechanics system */
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BOOL mechShutdown(void)
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BOOL mechShutdown(void)
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{
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{
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// UDWORD i;
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BASE_OBJECT *psObj, *psNext;
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// DROID *psCurr;
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BASE_OBJECT *psObj, *psNext;
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/* for(i=0; i<MAX_PLAYERS; i++)
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{
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for(psCurr=apsDroidLists[i]; psCurr != NULL; psCurr = psCurr->psNext)
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{
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FREE(psCurr->pName);
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if (psCurr->numWeaps > 0)
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{
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FREE(psCurr->asWeaps);
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}
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if (psCurr->numProgs > 0)
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{
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FREE(psCurr->asProgs);
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}
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}
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}*/
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for(psObj = psDestroyedObj; psObj; psObj = psNext)
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for(psObj = psDestroyedObj; psObj; psObj = psNext)
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{
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{
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psNext = psObj->psNext;
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psNext = psObj->psNext;
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if (psObj->type == OBJ_DROID)
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if (psObj->type == OBJ_DROID)
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{
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{
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/* FREE(((DROID *)psObj)->pName);
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if (((DROID *)psObj)->numWeaps > 0)
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{
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FREE(((DROID *)psObj)->asWeaps);
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}
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if (((DROID *)psObj)->numProgs > 0)
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{
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FREE(((DROID *)psObj)->asProgs);
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}*/
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droidRelease((DROID *)psObj);
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droidRelease((DROID *)psObj);
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heapFree(psDroidHeap, (DROID *)psObj);
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heapFree(psDroidHeap, (DROID *)psObj);
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}
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}
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}
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}
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psDestroyedObj = NULL;
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psDestroyedObj = NULL;
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//Free the space allocated for the players lists
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// gameStatEnd();
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return TRUE;
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return TRUE;
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}
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}
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@ -268,455 +160,6 @@ void freeStructureLists(void)
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}
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}
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//initialises the players list for the start of the DEMO
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BOOL gameStatStart(void)
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{
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// UDWORD inc, comp, stat;
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// BOOL builtRes = FALSE, builtGen = FALSE;
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#if 0
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STRUCTURE *psStructure;
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DROID_TEMPLATE *pTemplate;
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DROID_TEMPLATE *pNewTempl, *pCurrTempl;
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UDWORD posX, posY;
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#endif
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/**********************************************************************
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* All this gets done by calls from data.c to
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* allocComponentList and allocStructLists (above)
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* John.
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//allocate the space for the Players' component lists
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for (inc=0; inc < MAX_PLAYERS; inc++)
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{
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apCompLists[inc][COMP_BODY] = (UDWORD *) MALLOC(sizeof(UDWORD) * numBodyStats);
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if (apCompLists[inc][COMP_BODY] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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apCompLists[inc][COMP_BRAIN] = (UDWORD *) MALLOC(sizeof(UDWORD) * numBrainStats);
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if (apCompLists[inc][COMP_BRAIN] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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apCompLists[inc][COMP_ECM] = (UDWORD *) MALLOC(sizeof(UDWORD) * numECMStats);
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if (apCompLists[inc][COMP_ECM] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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apCompLists[inc][COMP_PROPULSION] = (UDWORD *) MALLOC(sizeof(UDWORD) * numPropulsionStats);
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if (apCompLists[inc][COMP_PROPULSION] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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apCompLists[inc][COMP_SENSOR] = (UDWORD *) MALLOC(sizeof(UDWORD) * numSensorStats);
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if (apCompLists[inc][COMP_SENSOR] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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apCompLists[inc][COMP_REPAIRUNIT] = (UDWORD *) MALLOC(sizeof(UDWORD) * numRepairStats);
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if (apCompLists[inc][COMP_REPAIRUNIT] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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apCompLists[inc][COMP_CONSTRUCT] = (UDWORD *) MALLOC(sizeof(UDWORD) * numConstructStats);
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if (apCompLists[inc][COMP_REPAIRUNIT] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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apCompLists[inc][COMP_WEAPON] = (UDWORD *) MALLOC(sizeof(UDWORD) * numWeaponStats);
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if (apCompLists[inc][COMP_WEAPON] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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apCompLists[inc][COMP_PROGRAM] = (UDWORD *) MALLOC(sizeof(UDWORD) * numProgramStats);
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if (apCompLists[inc][COMP_PROGRAM] == NULL)
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{
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DBERROR(("Out of memory assigning Player Component Lists"));
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return FALSE;
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}
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}
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//initialise the players' lists
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for (inc = 0; inc < MAX_PLAYERS; inc++)
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{
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for (comp=0; comp <numBodyStats; comp++)
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{
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apCompLists[inc][COMP_BODY][comp] = UNAVAILABLE;
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}
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for (comp=0; comp < numBrainStats; comp++)
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{
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apCompLists[inc][COMP_BRAIN][comp] = UNAVAILABLE;
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}
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for (comp=0; comp < numPropulsionStats; comp++)
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{
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apCompLists[inc][COMP_PROPULSION][comp] = UNAVAILABLE;
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}
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for (comp=0; comp < numSensorStats; comp++)
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{
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apCompLists[inc][COMP_SENSOR][comp] = UNAVAILABLE;
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}
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for (comp=0; comp < numECMStats; comp++)
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{
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apCompLists[inc][COMP_ECM][comp] = UNAVAILABLE;
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}
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for (comp=0; comp < numRepairStats; comp++)
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{
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apCompLists[inc][COMP_REPAIRUNIT][comp] = UNAVAILABLE;
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}
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for (comp=0; comp < numConstructStats; comp++)
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{
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apCompLists[inc][COMP_CONSTRUCT][comp] = UNAVAILABLE;
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}
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for (comp=0; comp < numWeaponStats; comp++)
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{
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apCompLists[inc][COMP_WEAPON][comp] = UNAVAILABLE;
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}
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for (comp=0; comp < numProgramStats; comp++)
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{
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apCompLists[inc][COMP_PROGRAM][comp] = UNAVAILABLE;
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}
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}
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//allocate the space for the Players' structure lists
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for (inc=0; inc < MAX_PLAYERS; inc++)
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{
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if(numStructureStats)
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{
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#ifdef DEMO
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apStructTypeLists[inc] = (UDWORD *) MALLOC(sizeof(UDWORD) *
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(numStructureStats + NUM_DEMO_STRUCTS));
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#else
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apStructTypeLists[inc] = (UDWORD *) MALLOC(sizeof(UDWORD) *
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numStructureStats);
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#endif
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if (apStructTypeLists[inc] == NULL)
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{
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|
||||||
DBERROR(("Out of memory assigning Player Structure Lists"));
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
#ifdef DEMO
|
|
||||||
for (stat = 0; stat < numStructureStats + NUM_DEMO_STRUCTS; stat++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][stat] = UNAVAILABLE;
|
|
||||||
}
|
|
||||||
#else
|
|
||||||
for (stat = 0; stat < numStructureStats; stat++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][stat] = UNAVAILABLE;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc] = NULL;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
//don't want any of the next bit if using scripts
|
|
||||||
#ifndef SCRIPTS
|
|
||||||
//initialise the players' structure lists
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
|
|
||||||
for (comp=0; comp <numStructureStats; comp++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][comp] = UNAVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//set up the starting structures
|
|
||||||
for (comp=0; comp < numStructureStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asStructureStats[comp].pName, "Droid Factory"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!strcmp(asStructureStats[comp].pName, "Factory Module"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!strcmp(asStructureStats[comp].pName, "Power Generator"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!strcmp(asStructureStats[comp].pName, "Oil Derrick"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!strcmp(asStructureStats[comp].pName, "Command Center"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!strcmp(asStructureStats[comp].pName, "Research Lab"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!strcmp(asStructureStats[comp].pName, "Research Module"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//set up the starting components
|
|
||||||
for (comp=0; comp < numWeaponStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asWeaponStats[comp].pName, "Light Machine Gun"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_WEAPON][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (comp=0; comp < numSensorStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asSensorStats[comp].pName, "Default Sensor"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_SENSOR][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (comp=0; comp < numRepairStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asRepairStats[comp].pName, "Light Repair #1"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_REPAIRUNIT][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (comp=0; comp < numPropulsionStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asPropulsionStats[comp].pName, "Wheeled Propulsion"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_PROPULSION][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
/*for (comp=0; comp < numProgramStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asProgramStats[comp].pName, "Radar Program"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_PROGRAM][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (!strcmp(asProgramStats[comp].pName, "program #1"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_PROGRAM][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (!strcmp(asProgramStats[comp].pName, "Construct"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_PROGRAM][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
for (comp=0; comp < numConstructStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asConstructStats[comp].pName, "Building Constructor"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_CONSTRUCT][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (comp=0; comp < numBrainStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asBrainStats[comp].pName, "Standard Brain"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_BRAIN][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (comp=0; comp < numBodyStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asBodyStats[comp].pName, "Viper Body"))
|
|
||||||
{
|
|
||||||
for (inc = 0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
apCompLists[inc][COMP_BODY][comp] = AVAILABLE;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// set the default sensor and ECM
|
|
||||||
for(comp=0; comp < numSensorStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asSensorStats[comp].pName, "Default Sensor"))
|
|
||||||
{
|
|
||||||
for(inc = 0; inc < MAX_PLAYERS; inc ++)
|
|
||||||
{
|
|
||||||
aDefaultSensor[inc] = comp;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for(comp=0; comp < numECMStats; comp++)
|
|
||||||
{
|
|
||||||
if (!strcmp(asECMStats[comp].pName, "Light ECM #1"))
|
|
||||||
{
|
|
||||||
for(inc = 0; inc < MAX_PLAYERS; inc ++)
|
|
||||||
{
|
|
||||||
aDefaultECM[inc] = comp;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
#if 0
|
|
||||||
//give each player a resource extractor and a power generator
|
|
||||||
for (inc=0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
builtGen = builtRes = FALSE;
|
|
||||||
//make the structures available in the lists
|
|
||||||
for (comp = 0; comp < numStructureStats; comp++)
|
|
||||||
{
|
|
||||||
if (asStructureStats[comp].type == REF_RESOURCE_EXTRACTOR)
|
|
||||||
{
|
|
||||||
// apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
do
|
|
||||||
{
|
|
||||||
posX = rand()%mapWidth/2+mapWidth/4;
|
|
||||||
posY = rand()%mapHeight/2+mapHeight/4;
|
|
||||||
}
|
|
||||||
while(blockingTile(posX,posY,TER_ALL));
|
|
||||||
/* psStructure = buildStructure(&asStructureStats[comp], posX <<
|
|
||||||
TILE_SHIFT + TILE_UNITS/2 , (posY << TILE_SHIFT) + TILE_UNITS/2,
|
|
||||||
inc); */
|
|
||||||
psStructure = buildStructure(&asStructureStats[comp],
|
|
||||||
posX << TILE_SHIFT, (posY << TILE_SHIFT), inc,FALSE);
|
|
||||||
psStructure->status = SS_BUILT;
|
|
||||||
builtRes = TRUE;
|
|
||||||
}
|
|
||||||
if (asStructureStats[comp].type == REF_POWER_GEN)
|
|
||||||
{
|
|
||||||
// apStructTypeLists[inc][comp] = AVAILABLE;
|
|
||||||
do
|
|
||||||
{
|
|
||||||
posX = rand()%mapWidth/2+mapWidth/4;
|
|
||||||
posY = rand()%mapHeight/2+mapHeight/4;
|
|
||||||
}
|
|
||||||
while(blockingTile(posX,posY,TER_ALL));
|
|
||||||
/* psStructure = buildStructure(&asStructureStats[comp], posX <<
|
|
||||||
TILE_SHIFT + TILE_UNITS/2, (posY << TILE_SHIFT) + TILE_UNITS/2,
|
|
||||||
inc); */
|
|
||||||
psStructure = buildStructure(&asStructureStats[comp],
|
|
||||||
posX << TILE_SHIFT, posY << TILE_SHIFT, inc,FALSE);
|
|
||||||
psStructure->status = SS_BUILT;
|
|
||||||
builtGen = TRUE;
|
|
||||||
}
|
|
||||||
if (builtRes & builtGen)
|
|
||||||
{
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//#ifdef DEMO
|
|
||||||
#if 0
|
|
||||||
for (inc = 1; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
pCurrTempl = NULL;
|
|
||||||
for(pTemplate = apsDroidTemplates[0]; pTemplate; pTemplate=pTemplate->psNext)
|
|
||||||
{
|
|
||||||
if (createTemplate(pTemplate, &pNewTempl))
|
|
||||||
{
|
|
||||||
if (pCurrTempl == NULL)
|
|
||||||
{
|
|
||||||
apsDroidTemplates[inc] = pNewTempl;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
pCurrTempl->psNext = pNewTempl;
|
|
||||||
}
|
|
||||||
pCurrTempl = pNewTempl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return TRUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void gameStatEnd(void)
|
|
||||||
{
|
|
||||||
UDWORD inc;
|
|
||||||
|
|
||||||
for (inc=0; inc < MAX_PLAYERS; inc++)
|
|
||||||
{
|
|
||||||
//free the component lists
|
|
||||||
FREE(apCompLists[inc][COMP_BODY]);
|
|
||||||
FREE(apCompLists[inc][COMP_BRAIN]);
|
|
||||||
FREE(apCompLists[inc][COMP_PROPULSION]);
|
|
||||||
FREE(apCompLists[inc][COMP_SENSOR]);
|
|
||||||
FREE(apCompLists[inc][COMP_ECM]);
|
|
||||||
FREE(apCompLists[inc][COMP_REPAIRUNIT]);
|
|
||||||
FREE(apCompLists[inc][COMP_CONSTRUCT]);
|
|
||||||
FREE(apCompLists[inc][COMP_WEAPON]);
|
|
||||||
//FREE(apCompLists[inc][COMP_PROGRAM]);
|
|
||||||
|
|
||||||
//free the structure lists
|
|
||||||
if(apStructTypeLists[inc]) {
|
|
||||||
FREE(apStructTypeLists[inc]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//TEST FUNCTION - MAKE EVERYTHING AVAILABLE
|
//TEST FUNCTION - MAKE EVERYTHING AVAILABLE
|
||||||
void makeAllAvailable(void)
|
void makeAllAvailable(void)
|
||||||
{
|
{
|
||||||
|
|
|
@ -38,9 +38,6 @@
|
||||||
#include "research.h"
|
#include "research.h"
|
||||||
#include "visibility.h"
|
#include "visibility.h"
|
||||||
|
|
||||||
/* Initialise the mechanics system */
|
|
||||||
//extern BOOL mechInitialise(void);
|
|
||||||
|
|
||||||
/* Shutdown the mechanics system */
|
/* Shutdown the mechanics system */
|
||||||
extern BOOL mechShutdown(void);
|
extern BOOL mechShutdown(void);
|
||||||
|
|
||||||
|
|
112
src/research.c
112
src/research.c
|
@ -2712,12 +2712,10 @@ RESEARCH * getResearch(char *pName, BOOL resName)
|
||||||
|
|
||||||
/* looks through the players lists of structures and droids to see if any are using
|
/* looks through the players lists of structures and droids to see if any are using
|
||||||
the old component - if any then replaces them with the new component */
|
the old component - if any then replaces them with the new component */
|
||||||
void replaceComponent(COMP_BASE_STATS *pNewComponent, COMP_BASE_STATS *pOldComponent,
|
static void replaceComponent(COMP_BASE_STATS *pNewComponent, COMP_BASE_STATS *pOldComponent,
|
||||||
UBYTE player)
|
UBYTE player)
|
||||||
{
|
{
|
||||||
//DROID *psDroid;
|
|
||||||
DROID_TEMPLATE *psTemplates;
|
DROID_TEMPLATE *psTemplates;
|
||||||
//STRUCTURE *psStructure;
|
|
||||||
UDWORD inc, oldType, newType, oldCompInc, newCompInc;
|
UDWORD inc, oldType, newType, oldCompInc, newCompInc;
|
||||||
|
|
||||||
|
|
||||||
|
@ -2734,57 +2732,11 @@ void replaceComponent(COMP_BASE_STATS *pNewComponent, COMP_BASE_STATS *pOldCompo
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
replaceDroidComponent(apsDroidLists[player], oldType, oldCompInc, newCompInc);
|
replaceDroidComponent(apsDroidLists[player], oldType, oldCompInc, newCompInc);
|
||||||
replaceDroidComponent(mission.apsDroidLists[player], oldType, oldCompInc, newCompInc);
|
replaceDroidComponent(mission.apsDroidLists[player], oldType, oldCompInc, newCompInc);
|
||||||
replaceDroidComponent(apsLimboDroids[player], oldType, oldCompInc, newCompInc);
|
replaceDroidComponent(apsLimboDroids[player], oldType, oldCompInc, newCompInc);
|
||||||
//check thru the droids
|
|
||||||
/*for (psDroid = apsDroidLists[player]; psDroid != NULL; psDroid = psDroid->psNext)
|
|
||||||
{
|
|
||||||
switch(oldType)
|
|
||||||
{
|
|
||||||
case COMP_BODY:
|
|
||||||
case COMP_BRAIN:
|
|
||||||
case COMP_PROPULSION:
|
|
||||||
case COMP_REPAIRUNIT:
|
|
||||||
case COMP_ECM:
|
|
||||||
case COMP_SENSOR:
|
|
||||||
case COMP_CONSTRUCT:
|
|
||||||
if (psDroid->asBits[oldType].nStat == oldCompInc)
|
|
||||||
{
|
|
||||||
psDroid->asBits[oldType].nStat = (UBYTE)newCompInc;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
//case COMP_PROGRAM:
|
|
||||||
// for (inc=0; inc < psDroid->numProgs; inc++)
|
|
||||||
// {
|
|
||||||
// if ((psDroid->asProgs[inc].psStats->ref - REF_PROGRAM_START) ==
|
|
||||||
// oldCompInc)
|
|
||||||
// {
|
|
||||||
// psDroid->asProgs[inc].psStats = (asProgramStats + newCompInc);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// break;
|
|
||||||
case COMP_WEAPON:
|
|
||||||
//can only be one weapon now
|
|
||||||
//for (inc=0; inc < psDroid->numWeaps; inc++)
|
|
||||||
if (psDroid->asWeaps[0].nStat > 0)
|
|
||||||
{
|
|
||||||
//if (psDroid->asWeaps[inc].nStat == oldCompInc)
|
|
||||||
if (psDroid->asWeaps[0].nStat == oldCompInc)
|
|
||||||
{
|
|
||||||
//psDroid->asWeaps[inc].nStat = newCompInc;
|
|
||||||
psDroid->asWeaps[0].nStat = newCompInc;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
//unknown comp type
|
|
||||||
DBERROR(("Unknown component type - invalid droid"));
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
|
|
||||||
//check thru the templates
|
//check thru the templates
|
||||||
for (psTemplates = apsDroidTemplates[player]; psTemplates != NULL;
|
for (psTemplates = apsDroidTemplates[player]; psTemplates != NULL;
|
||||||
psTemplates = psTemplates->psNext)
|
psTemplates = psTemplates->psNext)
|
||||||
{
|
{
|
||||||
|
@ -2828,54 +2780,8 @@ void replaceComponent(COMP_BASE_STATS *pNewComponent, COMP_BASE_STATS *pOldCompo
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
replaceStructureComponent(apsStructLists[player], oldType, oldCompInc,
|
replaceStructureComponent(apsStructLists[player], oldType, oldCompInc, newCompInc, player);
|
||||||
newCompInc, player);
|
replaceStructureComponent(mission.apsStructLists[player], oldType, oldCompInc, newCompInc, player);
|
||||||
replaceStructureComponent(mission.apsStructLists[player], oldType,
|
|
||||||
oldCompInc, newCompInc, player);
|
|
||||||
|
|
||||||
//check thru the structures
|
|
||||||
/*for (psStructure = apsStructLists[player]; psStructure != NULL; psStructure =
|
|
||||||
psStructure->psNext)
|
|
||||||
{
|
|
||||||
switch (oldType)
|
|
||||||
{
|
|
||||||
case COMP_ECM:
|
|
||||||
if (psStructure->pStructureType->pECM == (asECMStats + oldCompInc))
|
|
||||||
{
|
|
||||||
psStructure->ecmPower = (UWORD)(asECMStats + newCompInc)->power;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case COMP_SENSOR:
|
|
||||||
if (psStructure->pStructureType->pSensor == (asSensorStats + oldCompInc))
|
|
||||||
{
|
|
||||||
//psStructure->sensorPower = (asSensorStats + newCompInc)->power;
|
|
||||||
psStructure->sensorPower = (UWORD)sensorPower(asSensorStats +
|
|
||||||
newCompInc,player);
|
|
||||||
//psStructure->sensorRange = (asSensorStats + newCompInc)->range;
|
|
||||||
psStructure->sensorRange = (UWORD)sensorRange(asSensorStats +
|
|
||||||
newCompInc,player);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case COMP_WEAPON:
|
|
||||||
//for (inc=0; inc < psStructure->numWeaps; inc++)
|
|
||||||
//can only be one weapon now
|
|
||||||
if (psStructure->asWeaps[0].nStat > 0)
|
|
||||||
{
|
|
||||||
//if (psStructure->asWeaps[inc].nStat == oldCompInc)
|
|
||||||
//{
|
|
||||||
// psStructure->asWeaps[inc].nStat = newCompInc;
|
|
||||||
//}
|
|
||||||
if (psStructure->asWeaps[0].nStat == oldCompInc)
|
|
||||||
{
|
|
||||||
psStructure->asWeaps[0].nStat = newCompInc;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
//ignore all other component types
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*Looks through all the currently allocated stats to check the name is not
|
/*Looks through all the currently allocated stats to check the name is not
|
||||||
|
@ -3301,8 +3207,8 @@ void replaceStructureComponent(STRUCTURE *pList, UDWORD oldType, UDWORD oldCompI
|
||||||
}
|
}
|
||||||
|
|
||||||
/*swaps the old component for the new one for a specific droid*/
|
/*swaps the old component for the new one for a specific droid*/
|
||||||
void switchComponent(DROID *psDroid, UDWORD oldType, UDWORD oldCompInc,
|
static void switchComponent(DROID *psDroid, UDWORD oldType, UDWORD oldCompInc,
|
||||||
UDWORD newCompInc)
|
UDWORD newCompInc)
|
||||||
{
|
{
|
||||||
|
|
||||||
ASSERT( PTRVALID(psDroid, sizeof(DROID)),
|
ASSERT( PTRVALID(psDroid, sizeof(DROID)),
|
||||||
|
|
76
src/stats.c
76
src/stats.c
|
@ -337,78 +337,6 @@ UDWORD numCR(char *pFileBuffer, UDWORD fileSize)
|
||||||
return lines;
|
return lines;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*Load the stats from the Access database*/
|
|
||||||
//BOOL loadStats(void)
|
|
||||||
//{
|
|
||||||
/*if (!loadWeaponStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load weapon stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadBodyStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load body stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadBrainStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load brain stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadPropulsionStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load propulsion stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadSensorStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load sensor stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadECMStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load ecm stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadRepairStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load repair stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadProgramStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load program stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if(!loadConstructStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load construct stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadPropulsionTypes())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load propulsion types"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadTerrainTable())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load terrain table"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
/*if (!loadSpecialAbility())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load special ability stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
/*if (!loadFeatureStats())
|
|
||||||
{
|
|
||||||
DBERROR(("Unable to load feature stats"));
|
|
||||||
return FALSE;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
// return TRUE;
|
|
||||||
//}
|
|
||||||
|
|
||||||
/*******************************************************************************
|
/*******************************************************************************
|
||||||
* Allocate stats functions
|
* Allocate stats functions
|
||||||
|
@ -725,7 +653,7 @@ BOOL loadWeaponStats(char *pWeaponData, UDWORD bufferSize)
|
||||||
else if (!strcmp(weaponClass,"EXPLOSIVE"))
|
else if (!strcmp(weaponClass,"EXPLOSIVE"))
|
||||||
{
|
{
|
||||||
//psStats->weaponClass = WC_EXPLOSIVE;
|
//psStats->weaponClass = WC_EXPLOSIVE;
|
||||||
psStats->weaponClass = WC_KINETIC;
|
psStats->weaponClass = WC_KINETIC; // explosives were removed from release version of Warzone
|
||||||
}
|
}
|
||||||
else if (!strcmp(weaponClass,"HEAT"))
|
else if (!strcmp(weaponClass,"HEAT"))
|
||||||
{
|
{
|
||||||
|
@ -734,7 +662,7 @@ BOOL loadWeaponStats(char *pWeaponData, UDWORD bufferSize)
|
||||||
else if (!strcmp(weaponClass,"MISC"))
|
else if (!strcmp(weaponClass,"MISC"))
|
||||||
{
|
{
|
||||||
//psStats->weaponClass = WC_MISC;
|
//psStats->weaponClass = WC_MISC;
|
||||||
psStats->weaponClass = WC_HEAT;
|
psStats->weaponClass = WC_HEAT; // removed from release version of Warzone
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -268,8 +268,6 @@ extern CONSTRUCT_STATS *statsGetConstruct(UDWORD ref);
|
||||||
/*******************************************************************************
|
/*******************************************************************************
|
||||||
* Generic stats functions
|
* Generic stats functions
|
||||||
*******************************************************************************/
|
*******************************************************************************/
|
||||||
/*Load the stats from the Access database*/
|
|
||||||
//extern BOOL loadStats(void);
|
|
||||||
|
|
||||||
/*calls the STATS_DEALLOC macro for each set of stats*/
|
/*calls the STATS_DEALLOC macro for each set of stats*/
|
||||||
extern BOOL statsShutDown(void);
|
extern BOOL statsShutDown(void);
|
||||||
|
|
Loading…
Reference in New Issue