Prune some dead code

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1320 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-04-01 18:22:27 +00:00
parent 3123e32370
commit a1d02fec76
6 changed files with 14 additions and 784 deletions

View File

@ -2794,7 +2794,6 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
#endif
UDWORD id;
/* init default template */
memset( &sDefaultDesignTemplate, 0, sizeof(DROID_TEMPLATE) );
@ -2807,13 +2806,10 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
if (!HEAP_ALLOC(psTemplateHeap, (void**) &pDroidDesign))
{
debug(LOG_ERROR, "Out of memory - Droid Templates");
abort();
return FALSE;
}
memset(pDroidDesign, 0, sizeof(DROID_TEMPLATE));
//pDroidDesign->pName = pDroidDesign->aName;
//only fill in aName now
pDroidDesign->pName = NULL;
//read the data into the storage - the data is delimited using comma's
@ -2821,44 +2817,11 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
sscanf(pDroidData, "%[^','],%d,%n", componentName, &templateID, &cnt);
pDroidData += cnt;
//We ain't EVER going back to the way it was so..just store the long (translated) name in aName
/*#ifdef RESOURCE_NAMES
//get the name associated with the resource
if (!strresGetIDNum(psStringRes, componentName, &id))
{
DBERROR(("Unable to find string resource for %s", componentName));
return FALSE;
}
//get the string from the id and copy into the MALLOC'ed area
strcpy(droidName,strresGetString(psStringRes, id));
#elif defined STORE_RESOURCE_ID
//find the pointer where the string ID is stored
if (!strresGetIDString(psStringRes, componentName, &pDroidName))
{
DBERROR(("Unable to find string resource for %s", componentName));
return FALSE;
}
strcpy(droidName,pDroidName);
#else
strcpy(droidName,componentName);
#endif
//get the string from the id and copy into the MALLOC'ed area
strcpy(droidName,strresGetString(psStringRes, id));
//allocate storage for the name - constant array now (aName)
strncpy(pDroidDesign->pName,droidName, DROID_MAXNAME);
pDroidDesign->pName[DROID_MAXNAME-1]=0;*/
/*ALWAYS get the name associated with the resource for PC regardless
of STORE_RESOURCE_ID or RESOURCE_NAMES! - 25/06/98 AB*/
if (!strresGetIDNum(psStringRes, componentName, &id))
{
debug(LOG_ERROR, "Unable to find string resource for %s", componentName);
abort();
return FALSE;
}
@ -2867,10 +2830,8 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
pDroidDesign->aName[DROID_MAXNAME-1] = 0;
//store the unique template id
pDroidDesign->multiPlayerID = templateID;
//read in Body Name
componentName[0] = '\0';
sscanf(pDroidData, "%[^','],%n", componentName, &cnt);
@ -3030,9 +2991,6 @@ BOOL loadDroidTemplates(char *pDroidData, UDWORD bufferSize)
sscanf(pDroidData, "%d,%n", &player,&cnt);
pDroidData += cnt;
//read in Propulsion Name
found = FALSE;
componentName[0] = '\0';

View File

@ -24,9 +24,6 @@
*
*/
/* extra structures required for demo */
//#define DEMO
#include "lib/framework/frame.h"
#include "mechanics.h"
#include "stats.h"
@ -40,118 +37,16 @@
#include "astar.h"
#include "visibility.h"
BOOL gameStatStart(void);
void gameStatEnd(void);
/* Initialise the mechanics system */
//BOOL mechInitialise(void)
//{
// UBYTE *pFileData;
// UDWORD fileSize;
/* Initialise the map */
/*if (!loadFile("blank.map", &pFileData, &fileSize))
{
return FALSE;
}
if (!mapLoad(pFileData, fileSize))
{
return FALSE;
}
FREE(pFileData); */
//load all the component stats from the access database
/*if (!loadStats())
{
return FALSE;
}*/
//load the droid Templates
/*if (!loadDroidTemplates())
{
return FALSE;
}*/
/*if (!loadFunctionStats())
{
return FALSE;
}*/
/*if (!loadStructureStats())
{
return FALSE;
}*/
/*if (!loadStructureWeapons())
{
return FALSE;
}
if (!loadStructureFunctions())
{
return FALSE;
}*/
//load the research stats - must have loaded the structure and functions stats first
/* if (!loadResearch())
{
return FALSE;
}
*/
/*the template weapons and programs should have been read in through the wrf file by now
so calculate build points and power points*/
//initTemplatePoints(); DONE IN SAVE GAME NOW SINCE ALWAYS STARTING IN ONE
//sets up the initial game stats - what the player's got etc
// gameStatStart(); - moved to data.c when stats are loaded from WRF - John.
/*set up the Power levels for each player - again this is set up in load game now*/
//initPlayerPower();
// return TRUE;
//}
/* Shutdown the mechanics system */
BOOL mechShutdown(void)
{
// UDWORD i;
// DROID *psCurr;
BASE_OBJECT *psObj, *psNext;
/* for(i=0; i<MAX_PLAYERS; i++)
{
for(psCurr=apsDroidLists[i]; psCurr != NULL; psCurr = psCurr->psNext)
{
FREE(psCurr->pName);
if (psCurr->numWeaps > 0)
{
FREE(psCurr->asWeaps);
}
if (psCurr->numProgs > 0)
{
FREE(psCurr->asProgs);
}
}
}*/
for(psObj = psDestroyedObj; psObj; psObj = psNext)
{
psNext = psObj->psNext;
if (psObj->type == OBJ_DROID)
{
/* FREE(((DROID *)psObj)->pName);
if (((DROID *)psObj)->numWeaps > 0)
{
FREE(((DROID *)psObj)->asWeaps);
}
if (((DROID *)psObj)->numProgs > 0)
{
FREE(((DROID *)psObj)->asProgs);
}*/
droidRelease((DROID *)psObj);
heapFree(psDroidHeap, (DROID *)psObj);
}
@ -168,9 +63,6 @@ BOOL mechShutdown(void)
}
psDestroyedObj = NULL;
//Free the space allocated for the players lists
// gameStatEnd();
return TRUE;
}
@ -268,455 +160,6 @@ void freeStructureLists(void)
}
//initialises the players list for the start of the DEMO
BOOL gameStatStart(void)
{
// UDWORD inc, comp, stat;
// BOOL builtRes = FALSE, builtGen = FALSE;
#if 0
STRUCTURE *psStructure;
DROID_TEMPLATE *pTemplate;
DROID_TEMPLATE *pNewTempl, *pCurrTempl;
UDWORD posX, posY;
#endif
/**********************************************************************
* All this gets done by calls from data.c to
* allocComponentList and allocStructLists (above)
* John.
//allocate the space for the Players' component lists
for (inc=0; inc < MAX_PLAYERS; inc++)
{
apCompLists[inc][COMP_BODY] = (UDWORD *) MALLOC(sizeof(UDWORD) * numBodyStats);
if (apCompLists[inc][COMP_BODY] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
apCompLists[inc][COMP_BRAIN] = (UDWORD *) MALLOC(sizeof(UDWORD) * numBrainStats);
if (apCompLists[inc][COMP_BRAIN] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
apCompLists[inc][COMP_ECM] = (UDWORD *) MALLOC(sizeof(UDWORD) * numECMStats);
if (apCompLists[inc][COMP_ECM] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
apCompLists[inc][COMP_PROPULSION] = (UDWORD *) MALLOC(sizeof(UDWORD) * numPropulsionStats);
if (apCompLists[inc][COMP_PROPULSION] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
apCompLists[inc][COMP_SENSOR] = (UDWORD *) MALLOC(sizeof(UDWORD) * numSensorStats);
if (apCompLists[inc][COMP_SENSOR] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
apCompLists[inc][COMP_REPAIRUNIT] = (UDWORD *) MALLOC(sizeof(UDWORD) * numRepairStats);
if (apCompLists[inc][COMP_REPAIRUNIT] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
apCompLists[inc][COMP_CONSTRUCT] = (UDWORD *) MALLOC(sizeof(UDWORD) * numConstructStats);
if (apCompLists[inc][COMP_REPAIRUNIT] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
apCompLists[inc][COMP_WEAPON] = (UDWORD *) MALLOC(sizeof(UDWORD) * numWeaponStats);
if (apCompLists[inc][COMP_WEAPON] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
apCompLists[inc][COMP_PROGRAM] = (UDWORD *) MALLOC(sizeof(UDWORD) * numProgramStats);
if (apCompLists[inc][COMP_PROGRAM] == NULL)
{
DBERROR(("Out of memory assigning Player Component Lists"));
return FALSE;
}
}
//initialise the players' lists
for (inc = 0; inc < MAX_PLAYERS; inc++)
{
for (comp=0; comp <numBodyStats; comp++)
{
apCompLists[inc][COMP_BODY][comp] = UNAVAILABLE;
}
for (comp=0; comp < numBrainStats; comp++)
{
apCompLists[inc][COMP_BRAIN][comp] = UNAVAILABLE;
}
for (comp=0; comp < numPropulsionStats; comp++)
{
apCompLists[inc][COMP_PROPULSION][comp] = UNAVAILABLE;
}
for (comp=0; comp < numSensorStats; comp++)
{
apCompLists[inc][COMP_SENSOR][comp] = UNAVAILABLE;
}
for (comp=0; comp < numECMStats; comp++)
{
apCompLists[inc][COMP_ECM][comp] = UNAVAILABLE;
}
for (comp=0; comp < numRepairStats; comp++)
{
apCompLists[inc][COMP_REPAIRUNIT][comp] = UNAVAILABLE;
}
for (comp=0; comp < numConstructStats; comp++)
{
apCompLists[inc][COMP_CONSTRUCT][comp] = UNAVAILABLE;
}
for (comp=0; comp < numWeaponStats; comp++)
{
apCompLists[inc][COMP_WEAPON][comp] = UNAVAILABLE;
}
for (comp=0; comp < numProgramStats; comp++)
{
apCompLists[inc][COMP_PROGRAM][comp] = UNAVAILABLE;
}
}
//allocate the space for the Players' structure lists
for (inc=0; inc < MAX_PLAYERS; inc++)
{
if(numStructureStats)
{
#ifdef DEMO
apStructTypeLists[inc] = (UDWORD *) MALLOC(sizeof(UDWORD) *
(numStructureStats + NUM_DEMO_STRUCTS));
#else
apStructTypeLists[inc] = (UDWORD *) MALLOC(sizeof(UDWORD) *
numStructureStats);
#endif
if (apStructTypeLists[inc] == NULL)
{
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
void makeAllAvailable(void)
{

View File

@ -38,9 +38,6 @@
#include "research.h"
#include "visibility.h"
/* Initialise the mechanics system */
//extern BOOL mechInitialise(void);
/* Shutdown the mechanics system */
extern BOOL mechShutdown(void);

View File

@ -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
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)
{
//DROID *psDroid;
DROID_TEMPLATE *psTemplates;
//STRUCTURE *psStructure;
UDWORD inc, oldType, newType, oldCompInc, newCompInc;
@ -2737,52 +2735,6 @@ void replaceComponent(COMP_BASE_STATS *pNewComponent, COMP_BASE_STATS *pOldCompo
replaceDroidComponent(apsDroidLists[player], oldType, oldCompInc, newCompInc);
replaceDroidComponent(mission.apsDroidLists[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
for (psTemplates = apsDroidTemplates[player]; psTemplates != NULL;
@ -2828,54 +2780,8 @@ void replaceComponent(COMP_BASE_STATS *pNewComponent, COMP_BASE_STATS *pOldCompo
}
}
replaceStructureComponent(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;
}
}*/
replaceStructureComponent(apsStructLists[player], oldType, oldCompInc, newCompInc, player);
replaceStructureComponent(mission.apsStructLists[player], oldType, oldCompInc, newCompInc, player);
}
/*Looks through all the currently allocated stats to check the name is not
@ -3301,7 +3207,7 @@ void replaceStructureComponent(STRUCTURE *pList, UDWORD oldType, UDWORD oldCompI
}
/*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)
{

View File

@ -337,78 +337,6 @@ UDWORD numCR(char *pFileBuffer, UDWORD fileSize)
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
@ -725,7 +653,7 @@ BOOL loadWeaponStats(char *pWeaponData, UDWORD bufferSize)
else if (!strcmp(weaponClass,"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"))
{
@ -734,7 +662,7 @@ BOOL loadWeaponStats(char *pWeaponData, UDWORD bufferSize)
else if (!strcmp(weaponClass,"MISC"))
{
//psStats->weaponClass = WC_MISC;
psStats->weaponClass = WC_HEAT;
psStats->weaponClass = WC_HEAT; // removed from release version of Warzone
}
else
{

View File

@ -268,8 +268,6 @@ extern CONSTRUCT_STATS *statsGetConstruct(UDWORD ref);
/*******************************************************************************
* Generic stats functions
*******************************************************************************/
/*Load the stats from the Access database*/
//extern BOOL loadStats(void);
/*calls the STATS_DEALLOC macro for each set of stats*/
extern BOOL statsShutDown(void);