NEW_ORDERS are now only supported, old code removed.
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acb8598330
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3 changed files with 3 additions and 39 deletions
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@ -404,11 +404,7 @@ global void MapUpdateVisible(void)
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// This is not a big deal as far as only mines are
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// concerned, but for more units (like parasited ones
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// in *craft), maybe we should create a dedicated queue...
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#ifdef NEW_ORDERS
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if( unit->Orders[0].Action==UnitActionMineGold ) {
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#else
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if( unit->Command.Action==UnitActionMineGold ) {
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#endif
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mine=GoldMineOnMap(unit->X,unit->Y);
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if( mine ) { // Somtimes, the peon is at home :).
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#ifdef NEW_FOW
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@ -850,18 +850,11 @@ global int NewPath(Unit* unit,int* xdp,int* ydp)
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x=unit->X;
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y=unit->Y;
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#ifdef NEW_ORDERS
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goal=unit->Orders[0].Goal;
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gx=unit->Orders[0].X;
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gy=unit->Orders[0].Y;
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rx=unit->Orders[0].RangeX;
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ry=unit->Orders[0].RangeY;
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#else
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goal=unit->Command.Data.Move.Goal;
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gx=unit->Command.Data.Move.DX;
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gy=unit->Command.Data.Move.DY;
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rx=ry=unit->Command.Data.Move.Range;
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#endif
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DebugLevel3Fn("%Zd: -> %s %p | %dx%d+%d+%d\n"
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,UnitNumber(unit),unit->Command.Data.Move.Fast ? "F" : "C"
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@ -873,17 +866,10 @@ global int NewPath(Unit* unit,int* xdp,int* ydp)
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// A new path should always have the fast flag set.
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//
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if( unit->Goal!=goal || unit->GoalX!=gx || unit->GoalY!=gy ) {
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#ifdef NEW_ORDERS
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if( !unit->Data.Move.Fast ) {
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DebugLevel0Fn("ResetPath missing\n");
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abort();
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}
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#else
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if( !unit->Command.Data.Move.Fast ) {
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DebugLevel0Fn("ResetPath missing\n");
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abort();
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}
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#endif
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unit->Goal=goal;
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unit->GoalX=gx;
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unit->GoalY=gy;
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@ -924,33 +910,21 @@ global int NewPath(Unit* unit,int* xdp,int* ydp)
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*xdp=*ydp=0;
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return PF_UNREACHABLE;
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}
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#ifdef NEW_ORDERS
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unit->Data.Move.Fast=1; // this could be handled fast
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#else
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unit->Command.Data.Move.Fast=1; // this could be handled fast
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#endif
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}
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}
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//
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// If possible, try fast.
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//
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#ifdef NEW_ORDERS
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if( 0 && unit->Data.Move.Fast ) {
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#else
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if( 0 && unit->Command.Data.Move.Fast ) {
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#endif
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if( unit->Data.Move.Fast ) {
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if( (i=FastNewPath(unit,gx,gy,rx,ry,xdp,ydp))>=-1 ) {
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// Fast works
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DebugCheck( *xdp==0 && *ydp==0 );
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return i;
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}
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DebugLevel3Fn("Fallback to slow method\n");
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#ifdef NEW_ORDERS
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unit->Data.Move.Fast=0;
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#else
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unit->Command.Data.Move.Fast=0;
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#endif
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}
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//
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@ -737,15 +737,9 @@ global int SpellCast( const SpellType* spell, Unit* unit, Unit* target,
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for( i=0; i<NumUnits; ++i ) {
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// FIXME: this tries to draw all corps, ohje
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#ifdef NEW_ORDERS
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if( (Units[i]->Type->Vanishes
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|| Units[i]->Orders[0].Action==UnitActionDie)
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&& Units[i]->X == x && Units[i]->Y == y ) {
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#else
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if( (Units[i]->Type->Vanishes
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|| Units[i]->Command.Action==UnitActionDie)
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&& Units[i]->X == x && Units[i]->Y == y ) {
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#endif
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|| Units[i]->Orders[0].Action==UnitActionDie)
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&& Units[i]->X == x && Units[i]->Y == y ) {
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//FIXME: URGENT: remove corpse
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//RemoveUnit( Units[i] );
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//UnitLost( Units[i] );
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