diff --git a/src/action/action_demolish.cpp b/src/action/action_demolish.cpp index 46b2c5cc4..236c69449 100644 --- a/src/action/action_demolish.cpp +++ b/src/action/action_demolish.cpp @@ -57,9 +57,7 @@ global void HandleActionDemolish(Unit* unit) // Move near to target. // case 0: // first entry. -#ifdef NEW_ORDERS NewResetPath(unit); -#endif unit->SubAction=1; // FALL THROUGH @@ -67,11 +65,7 @@ global void HandleActionDemolish(Unit* unit) // FIXME: reset first!! why? (johns) err=DoActionMove(unit); if( unit->Reset ) { -#ifdef NEW_ORDERS goal=unit->Orders[0].Goal; -#else - goal=unit->Command.Data.Move.Goal; -#endif // // Target is dead, stop demolish. // FIXME: what should I do, go back or explode on place? @@ -84,8 +78,7 @@ global void HandleActionDemolish(Unit* unit) ReleaseUnit(goal); } // FIXME: perhaps I should choose an alternative -#ifdef NEW_ORDERS - unit->Orders[0].Goal=goal=NoUnitP; + unit->Orders[0].Goal=NoUnitP; unit->Orders[0].Action=UnitActionStill; unit->SubAction=0; return; @@ -94,31 +87,16 @@ global void HandleActionDemolish(Unit* unit) RefsDebugCheck( !goal->Refs ); --goal->Refs; RefsDebugCheck( !goal->Refs ); - unit->Orders[0].Goal=goal=NoUnitP; + unit->Orders[0].Goal=NoUnitP; // FIXME: perhaps I should choose an alternative unit->Orders[0].Action=UnitActionStill; unit->SubAction=0; -#else - unit->Command.Data.Move.Goal=goal=NoUnitP; - unit->Command.Action=UnitActionStill; - unit->SubAction=0; - return; - } else if( goal->Removed || !goal->HP - || goal->Command.Action==UnitActionDie ) { - RefsDebugCheck( !goal->Refs ); - --goal->Refs; - RefsDebugCheck( !goal->Refs ); - // FIXME: perhaps I should choose an alternative - unit->Command.Data.Move.Goal=goal=NoUnitP; - unit->Command.Action=UnitActionStill; - unit->SubAction=0; -#endif return; } } // - // Have reached target? FIXME: could use result? + // Have reached target? FIXME: could use pathfinder result? // if( goal ) { if( MapDistanceToUnit(unit->X,unit->Y,goal)<=1 ) { @@ -126,22 +104,14 @@ global void HandleActionDemolish(Unit* unit) unit->SubAction=2; } } else if( MapDistance(unit->X,unit->Y -#ifdef NEW_ORDERS ,unit->Orders[0].X,unit->Orders[0].Y)<=1 ) { -#else - ,unit->Command.Data.Move.DX - ,unit->Command.Data.Move.DY)<=1 ) { -#endif unit->State=0; unit->SubAction=2; } else if( err==PF_UNREACHABLE ) { + unit->Orders[0].Action=UnitActionStill; return; } -#ifdef NEW_ORDERS - unit->Orders[0].Action=UnitActionDemolish; -#else - unit->Command.Action=UnitActionDemolish; -#endif + DebugCheck( unit->Orders[0].Action!=UnitActionDemolish ); } break; @@ -149,20 +119,12 @@ global void HandleActionDemolish(Unit* unit) // Demolish the target. // case 2: -#ifdef NEW_ORDERS goal=unit->Orders[0].Goal; -#else - goal=unit->Command.Data.Move.Goal; -#endif if( goal ) { RefsDebugCheck( !goal->Refs ); --goal->Refs; RefsDebugCheck( !goal->Refs ); -#ifdef NEW_ORDERS unit->Orders[0].Goal=NoUnitP; -#else - unit->Command.Data.Move.Goal=NoUnitP; -#endif } x=unit->X; diff --git a/src/action/action_die.cpp b/src/action/action_die.cpp index cfdf110d0..b6c17dad7 100644 --- a/src/action/action_die.cpp +++ b/src/action/action_die.cpp @@ -24,9 +24,6 @@ #include <stdlib.h> #include "freecraft.h" -#include "video.h" -#include "sound_id.h" -#include "unitsound.h" #include "unittype.h" #include "player.h" #include "unit.h" @@ -57,8 +54,7 @@ global void HandleActionDie(Unit* unit) UnitShowAnimation(unit,unit->Type->Animations->Die); } else { // some units has no death animation - unit->Reset=1; - unit->Wait=1; + unit->Reset=unit->Wait=1; } // @@ -73,7 +69,6 @@ global void HandleActionDie(Unit* unit) unit->State=unit->Type->CorpseScript; unit->Type=unit->Type->CorpseType; -#ifdef NEW_ORDERS CommandStopUnit(unit); // This clears all order queues IfDebug( if( unit->Orders[0].Action!=UnitActionDie ) { @@ -82,17 +77,9 @@ global void HandleActionDie(Unit* unit) ); unit->Orders[0].Action=UnitActionDie; --unit->OrderCount; // remove the stop command -#else - unit->Command.Action=UnitActionDie; - if( unit->NextCount ) { - DebugLevel0Fn("NextCount = %d\n",unit->NextCount); - } - unit->NextCount=0; -#endif unit->SubAction=0; unit->Frame=0; UnitUpdateHeading(unit); - DebugCheck( !unit->Type->Animations || !unit->Type->Animations->Die ); UnitShowAnimation(unit,unit->Type->Animations->Die); // FIXME: perhaps later or never is better diff --git a/src/ui/button_table.cpp b/src/ui/button_table.cpp index 7b997078b..cc0cdc447 100644 --- a/src/ui/button_table.cpp +++ b/src/ui/button_table.cpp @@ -33,6 +33,8 @@ -- Defines ----------------------------------------------------------------------------*/ +#ifndef USE_CCL + #define USE_EXTENSIONS /// Enable our extensions // Unit lists @@ -79,11 +81,12 @@ #define ORC_AIR_FORCES \ "unit-eye-of-kilrogg,unit-dragon,unit-goblin-zeppelin" +#endif + /*---------------------------------------------------------------------------- -- Declaration ----------------------------------------------------------------------------*/ - /*---------------------------------------------------------------------------- -- Variables ----------------------------------------------------------------------------*/ @@ -127,7 +130,6 @@ global int ButtonCheckFalse(const Unit* unit,const ButtonAction* button) */ global int ButtonCheckUpgrade(const Unit* unit,const ButtonAction* button) { - DebugLevel2Fn("%s\n",button->AllowStr); return UpgradeIdentAllowed(unit->Player,button->AllowStr)=='R'; } @@ -140,7 +142,6 @@ global int ButtonCheckUpgrade(const Unit* unit,const ButtonAction* button) */ global int ButtonCheckUnit(const Unit* unit,const ButtonAction* button) { - DebugLevel3("%s\n",button->AllowStr); return HaveUnitTypeByIdent(unit->Player,button->AllowStr); } @@ -157,7 +158,6 @@ global int ButtonCheckUnits(const Unit* unit,const ButtonAction* button) const char* s; Player* player; - DebugLevel3("%s\n",button->AllowStr); player=unit->Player; buf=alloca(strlen(button->AllowStr)+1); strcpy(buf,button->AllowStr); @@ -186,6 +186,7 @@ global int ButtonCheckNetwork(const Unit* unit,const ButtonAction* button) /** ** Check for button enabled, if the unit isn't working. +** Working is training, upgrading, researching. ** ** @param unit Pointer to unit for button. ** @param button Pointer to button to check/enable. @@ -193,17 +194,10 @@ global int ButtonCheckNetwork(const Unit* unit,const ButtonAction* button) */ global int ButtonCheckNoWork(const Unit* unit,const ButtonAction* button) { -#ifdef NEW_ORDERS return unit->Type->Building && unit->Orders[0].Action != UnitActionTrain && unit->Orders[0].Action != UnitActionUpgradeTo && unit->Orders[0].Action != UnitActionResearch; -#else - return unit->Type->Building - && unit->Command.Action != UnitActionTrain - && unit->Command.Action != UnitActionUpgradeTo - && unit->Command.Action != UnitActionResearch; -#endif } /** @@ -215,15 +209,9 @@ global int ButtonCheckNoWork(const Unit* unit,const ButtonAction* button) */ global int ButtonCheckNoResearch(const Unit* unit,const ButtonAction* button) { -#ifdef NEW_ORDERS return unit->Type->Building && unit->Orders[0].Action != UnitActionUpgradeTo && unit->Orders[0].Action != UnitActionResearch; -#else - return unit->Type->Building - && unit->Command.Action != UnitActionUpgradeTo - && unit->Command.Action != UnitActionResearch; -#endif } /** @@ -236,16 +224,9 @@ global int ButtonCheckNoResearch(const Unit* unit,const ButtonAction* button) */ global int ButtonCheckUpgradeTo(const Unit* unit,const ButtonAction* button) { -#ifdef NEW_ORDERS if ( unit->Orders[0].Action != UnitActionStill ) { return 0; } -#else - if ( unit->Command.Action != UnitActionStill ) { - return 0; - } -#endif - DebugLevel3("%s\n",button->ValueStr); return CheckDependByIdent(unit->Player,button->ValueStr); } @@ -274,7 +255,6 @@ global int ButtonCheckResearch(const Unit* unit,const ButtonAction* button) return 0; } - DebugLevel3("%s\n",button->ValueStr); // check if allowed if ( !CheckDependByIdent( ThisPlayer, button->ValueStr ) ) { return 0;