Remove unused network code

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1987 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-06-27 18:40:41 +00:00
parent d55bd507c6
commit a4bf9eea4e
2 changed files with 7 additions and 91 deletions

View File

@ -48,8 +48,6 @@
#define ANYPLAYER 99
#define UNKNOWN 99
DROIDSTORE *tempDroidList = NULL;
// ////////////////////////////////////////////////////////////////////////////
// External Stuff.
extern DROID_ORDER chooseOrderLoc(DROID *psDroid, UDWORD x,UDWORD y);
@ -150,6 +148,8 @@ BOOL sendVtolRearm(DROID *psDroid,STRUCTURE *psStruct, UBYTE chosen)
msg.size = (12 + i);
msg.type = NET_VTOLREARM;
// FIXME: Err... How about actually sending the packet here? - Per
return TRUE;
}
@ -586,55 +586,6 @@ BOOL recvDroid(NETMSG * m)
// Droid Group/selection orders.
// minimises comms by sending orders for whole groups, rather than each droid
BOOL SendCmdGroup(DROID_GROUP *psGroup, UWORD x, UWORD y, BASE_OBJECT *psObj)
{
//NETMSG m;
//DROID *pDroid;
//UWORD droidcount=0;
return FALSE; //doesnt fukin work. return FALSE and use other msgs to cope with this (about 2 packet overhead)
/*
if (psObj == NULL) //it's a position order
{
NetAdd(m,0,x);
NetAdd(m,4,y);
m.body[8] = 0; // subtype flag
}
else // it's a object order
{
NetAdd(m,0, psObj->id);
NetAdd(m,4, psObj->type);
m.body[8]=1; // subtype flag
}
m.body[10]=1; // a cmd order.
m.size=12;
for (pDroid = psGroup->psList; pDroid; pDroid=pDroid->psGrpNext)
{
if (!orderState(pDroid, DORDER_RTR)) // CHANGE THIS BIT WHEN REQD!!!
{
NetAdd(m,m.size,pDroid->id);
m.size += sizeof(UDWORD);
droidcount ++;
}
}
if( droidcount > 0 ) // return TRUE if it's worth using.
{
NetAdd(m,9,droidcount); // note how many in this message.
m.type = NET_GROUPORDER; // send it
NETbcast(&m,FALSE);
return TRUE;
}
else
{
return FALSE; // didn't bother using it, so return false, to allow individiual orders.
}
*/
}
BOOL SendGroupOrderSelected(UBYTE player, UDWORD x, UDWORD y, BASE_OBJECT *psObj)
{
NETMSG m;
@ -1111,7 +1062,6 @@ BOOL receiveWholeDroid(NETMSG *m)
UDWORD sizecount=0;
DROID_TEMPLATE dt;
DROID *pD,*existingdroid;
DROIDSTORE *tempDroid;
UWORD x,y,z;
UDWORD id;
UBYTE player;
@ -1178,41 +1128,14 @@ BOOL receiveWholeDroid(NETMSG *m)
NetGet(m,sizecount,pD->secondaryOrder); sizecount+=sizeof(pD->secondaryOrder);
if(ingame.localJoiningInProgress)
for (i = 0;i < dt.numWeaps;i++)
{
ASSERT(!"unused", "Tell Per he was wrong and that this code is actually in use!");
NetGet(m,sizecount,pD->order); sizecount+=sizeof(pD->order); // processed laater
NetGet(m,sizecount,pD->orderX); sizecount+=sizeof(pD->orderX); //later!
NetGet(m,sizecount,pD->orderY); sizecount+=sizeof(pD->orderY); //later!
NetGet(m,sizecount,pD->orderX2); sizecount+=sizeof(pD->orderX2);
NetGet(m,sizecount,pD->orderY2); sizecount+=sizeof(pD->orderY2);
//Watermelon:recieve packet changes to cope with psTarget[] array change
for (i = 0;i < dt.numWeaps;i++)
{
NetGet(m,sizecount,pD->psTarget[i]); sizecount+=sizeof(pD->psTarget[i]); //later!
}
NetGet(m,sizecount,pD->psTarStats[0]); sizecount+=sizeof(pD->psTarStats[0]); //later!
//store the droid for later.
//except there is no 'later', this is NEVER USED except here! What happens to the poor droid? - Per
tempDroid = (DROIDSTORE*)malloc(sizeof(DROIDSTORE));
tempDroid->psDroid = pD;
tempDroid->psNext = tempDroidList;
tempDroidList = tempDroid;
NetGet(m, sizecount, id); sizecount += sizeof(id);
pD->psTarget[i] = IdToPointer(id, ANYPLAYER);
}
else //don't bother setting the orders. they'll update sooner or later anywho.
{
for (i = 0;i < dt.numWeaps;i++)
{
NetGet(m, sizecount, id); sizecount += sizeof(id);
pD->psTarget[i] = IdToPointer(id, ANYPLAYER);
}
pD->psTarStats[0] = 0;
pD->psTarStats[0] = NULL;
addDroid(pD, apsDroidLists);
}
addDroid(pD, apsDroidLists);
return TRUE;
}

View File

@ -1384,13 +1384,6 @@ static void orderCmdGroupBase(DROID_GROUP *psGroup, DROID_ORDER_DATA *psData)
ASSERT( psGroup != NULL,
"cmdUnitOrderGroupBase: invalid unit group" );
if (bMultiPlayer && SendCmdGroup(psGroup, psData->x, psData->y, psData->psObj[0]) )
{ // turn off multiplay messages,since we've send a group one instead.
turnOffMultiMsg(TRUE);
}
if (psData->order == DORDER_RECOVER)
{
// picking up an artifact - only need to send one unit