Patch by Gerard Krol (as in message on <45D5D583.4000803@student.tudelft.nl> the dev mailing list)
* replace an awfully large amount of strange pointer usage (as struct members) with temporaries git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1122 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
d34898df16
commit
a58ba2cffc
77
src/design.c
77
src/design.c
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@ -3615,14 +3615,14 @@ static void intSetTemplatePowerShadowStats(COMP_BASE_STATS *psStats)
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UDWORD power, i;
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if (psStats != NULL) {
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COMP_BASE_STATS* bodyStats = asBodyStats + sCurrDesign.asParts[COMP_BODY];
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COMP_BASE_STATS* brainStats = asBrainStats + sCurrDesign.asParts[COMP_BRAIN];
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COMP_BASE_STATS* sensorStats = asSensorStats + sCurrDesign.asParts[COMP_SENSOR];
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COMP_BASE_STATS* ECMStats = asECMStats + sCurrDesign.asParts[COMP_ECM];
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COMP_BASE_STATS* repairStats = asRepairStats + sCurrDesign.asParts[COMP_REPAIRUNIT];
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COMP_BASE_STATS* constructStats = asConstructStats + sCurrDesign.asParts[COMP_CONSTRUCT];
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COMP_BASE_STATS* propulsionStats = asPropulsionStats + sCurrDesign.asParts[COMP_PROPULSION];
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COMP_BASE_STATS* weaponStats = asWeaponStats + sCurrDesign.asWeaps[0];
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UDWORD bodyPower = (asBodyStats + sCurrDesign.asParts[COMP_BODY])->buildPower;
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UDWORD brainPower = (asBrainStats + sCurrDesign.asParts[COMP_BRAIN])->buildPower;
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UDWORD sensorPower = (asSensorStats + sCurrDesign.asParts[COMP_SENSOR])->buildPower;
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UDWORD ECMPower = (asECMStats + sCurrDesign.asParts[COMP_ECM])->buildPower;
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UDWORD repairPower = (asRepairStats + sCurrDesign.asParts[COMP_REPAIRUNIT])->buildPower;
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UDWORD constructPower = (asConstructStats + sCurrDesign.asParts[COMP_CONSTRUCT])->buildPower;
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UDWORD propulsionPower = (asPropulsionStats + sCurrDesign.asParts[COMP_PROPULSION])->buildPower;
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UDWORD weaponPower = (asWeaponStats + sCurrDesign.asWeaps[0])->buildPower;
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type = statType(psStats->ref);
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@ -3662,25 +3662,25 @@ static void intSetTemplatePowerShadowStats(COMP_BASE_STATS *psStats)
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switch (type)
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{
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case COMP_BODY:
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bodyStats = psStats;
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bodyPower = psStats->buildPower;
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break;
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case COMP_PROPULSION:
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propulsionStats = psStats;
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propulsionPower = psStats->buildPower;
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break;
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case COMP_ECM:
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ECMStats = psStats;
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ECMPower = psStats->buildPower;
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break;
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case COMP_SENSOR:
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sensorStats = psStats;
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sensorPower = psStats->buildPower;
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break;
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case COMP_CONSTRUCT:
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constructStats = psStats;
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constructPower = psStats->buildPower;
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break;
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case COMP_REPAIRUNIT:
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repairStats = psStats;
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repairPower = psStats->buildPower;
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break;
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case COMP_WEAPON:
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weaponStats = psStats;
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weaponPower = psStats->buildPower;
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break;
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//default:
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//don't want to draw for unknown comp
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@ -3689,15 +3689,15 @@ static void intSetTemplatePowerShadowStats(COMP_BASE_STATS *psStats)
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// this code is from calcTemplatePower
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//get the component power
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power = bodyStats->buildPower + brainStats->buildPower + sensorStats->buildPower + ECMStats->buildPower + repairStats->buildPower + constructStats->buildPower;
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power = bodyPower + brainPower + sensorPower + ECMPower + repairPower + constructPower;
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/* propulsion power points are a percentage of the bodys' power points */
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power += (propulsionStats->buildPower *
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bodyStats->buildPower) / 100;
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power += (propulsionPower *
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bodyPower) / 100;
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//add weapon power
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// FIXME: Only takes first weapon into account
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power += weaponStats->buildPower;
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power += weaponPower;
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for(i=1; i<sCurrDesign.numWeaps; i++)
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{
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power += (asWeaponStats + sCurrDesign.asWeaps[i])->buildPower;
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@ -3727,14 +3727,14 @@ static void intSetTemplateBodyShadowStats(COMP_BASE_STATS *psStats)
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UDWORD body, i;
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if (psStats != NULL) {
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COMP_BASE_STATS* bodyStats = asBodyStats + sCurrDesign.asParts[COMP_BODY];
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COMP_BASE_STATS* brainStats = asBrainStats + sCurrDesign.asParts[COMP_BRAIN];
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COMP_BASE_STATS* sensorStats = asSensorStats + sCurrDesign.asParts[COMP_SENSOR];
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COMP_BASE_STATS* ECMStats = asECMStats + sCurrDesign.asParts[COMP_ECM];
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COMP_BASE_STATS* repairStats = asRepairStats + sCurrDesign.asParts[COMP_REPAIRUNIT];
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COMP_BASE_STATS* constructStats = asConstructStats + sCurrDesign.asParts[COMP_CONSTRUCT];
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COMP_BASE_STATS* propulsionStats = asPropulsionStats + sCurrDesign.asParts[COMP_PROPULSION];
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COMP_BASE_STATS* weaponStats = asWeaponStats + sCurrDesign.asWeaps[0];
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UDWORD bodyBody = (asBodyStats + sCurrDesign.asParts[COMP_BODY])->body;
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UDWORD brainBody = (asBrainStats + sCurrDesign.asParts[COMP_BRAIN])->body;
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UDWORD sensorBody = (asSensorStats + sCurrDesign.asParts[COMP_SENSOR])->body;
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UDWORD ECMBody = (asECMStats + sCurrDesign.asParts[COMP_ECM])->body;
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UDWORD repairBody = (asRepairStats + sCurrDesign.asParts[COMP_REPAIRUNIT])->body;
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UDWORD constructBody = (asConstructStats + sCurrDesign.asParts[COMP_CONSTRUCT])->body;
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UDWORD propulsionBody = (asPropulsionStats + sCurrDesign.asParts[COMP_PROPULSION])->body;
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UDWORD weaponBody = (asWeaponStats + sCurrDesign.asWeaps[0])->body;
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type = statType(psStats->ref);
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@ -3774,42 +3774,41 @@ static void intSetTemplateBodyShadowStats(COMP_BASE_STATS *psStats)
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switch (type)
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{
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case COMP_BODY:
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bodyStats = psStats;
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bodyBody = psStats->body;
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break;
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case COMP_PROPULSION:
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propulsionStats = psStats;
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propulsionBody = psStats->body;
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break;
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case COMP_ECM:
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ECMStats = psStats;
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ECMBody = psStats->body;
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break;
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case COMP_SENSOR:
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sensorStats = psStats;
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sensorBody = psStats->body;
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break;
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case COMP_CONSTRUCT:
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constructStats = psStats;
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constructBody = psStats->body;
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break;
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case COMP_REPAIRUNIT:
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repairStats = psStats;
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repairBody = psStats->body;
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break;
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case COMP_WEAPON:
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weaponStats = psStats;
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weaponBody = psStats->body;
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break;
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//default:
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//don't want to draw for unknown comp
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}
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// this code is from calcTemplateBody
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//get the component power
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body = bodyStats->body + brainStats->body + sensorStats->body + ECMStats->body + repairStats->body + constructStats->body;
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body = bodyBody + brainBody + sensorBody + ECMBody + repairBody + constructBody;
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/* propulsion power points are a percentage of the bodys' power points */
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body += (propulsionStats->body *
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bodyStats->body) / 100;
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body += (propulsionBody *
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bodyBody) / 100;
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//add weapon power
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// FIXME: Only takes first weapon into account
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body += weaponStats->body;
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body += weaponBody;
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for(i=1; i<sCurrDesign.numWeaps; i++)
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{
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body += (asWeaponStats + sCurrDesign.asWeaps[i])->body;
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