NEW_ORDERS are now only supported, old code removed.
This commit is contained in:
parent
b02d1003b2
commit
73c60057b6
11 changed files with 13 additions and 1035 deletions
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@ -50,7 +50,6 @@ global void HandleActionResearch(Unit* unit)
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DebugLevel3("Research %Zd\n",UnitNumber(unit));
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#ifdef NEW_ORDERS
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if( !unit->SubAction ) { // first entry
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unit->SubAction=1;
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unit->Data.Research.Ticks=0;
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@ -60,12 +59,6 @@ global void HandleActionResearch(Unit* unit)
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unit->Data.Research.Ticks+=SpeedResearch;
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if( unit->Data.Research.Ticks>=upgrade->Costs[TimeCost] ) {
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#else
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upgrade=unit->Command.Data.Research.What;
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unit->Command.Data.Research.Ticks+=SpeedResearch;
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if( unit->Command.Data.Research.Ticks>=upgrade->Costs[TimeCost] ) {
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#endif
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// FIXME: should als speak and tell ai. generic notify/message.
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if( unit->Player==ThisPlayer ) {
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@ -77,11 +70,7 @@ global void HandleActionResearch(Unit* unit)
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UpgradeAcquire(unit->Player,upgrade);
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unit->Reset=unit->Wait=1;
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#ifdef NEW_ORDERS
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unit->Orders[0].Action=UnitActionStill;
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#else
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unit->Command.Action=UnitActionStill;
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#endif
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unit->SubAction=0;
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// Upgrade can change all
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@ -52,7 +52,6 @@ global void HandleActionTrain(Unit* unit)
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Player* player;
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player=unit->Player;
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#ifdef NEW_ORDERS
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//
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// First entry
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//
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@ -67,14 +66,6 @@ global void HandleActionTrain(Unit* unit)
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if( unit->Data.Train.Ticks
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>=unit->Data.Train.What[0]
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->Stats[player->Player].Costs[TimeCost] ) {
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#else
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unit->Command.Data.Train.Ticks+=SpeedTrain;
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// FIXME: Should count down
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if( unit->Command.Data.Train.Ticks
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>=unit->Command.Data.Train.What[0]
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->Stats[player->Player].Costs[TimeCost] ) {
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#endif
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//
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// Check if enough food available.
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//
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@ -89,21 +80,13 @@ global void HandleActionTrain(Unit* unit)
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// AiNeedMoreFarms(unit);
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}
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#ifdef NEW_ORDERS
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unit->Data.Train.Ticks-=SpeedTrain;
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#else
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unit->Command.Data.Train.Ticks-=SpeedTrain;
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#endif
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unit->Reset=1;
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unit->Wait=FRAMES_PER_SECOND/6;
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return;
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}
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#ifdef NEW_ORDERS
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nunit=MakeUnit(unit->Data.Train.What[0],player);
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#else
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nunit=MakeUnit(unit->Command.Data.Train.What[0],player);
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#endif
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nunit->X=unit->X;
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nunit->Y=unit->Y;
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type=unit->Type;
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@ -119,7 +102,6 @@ global void HandleActionTrain(Unit* unit)
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unit->Reset=unit->Wait=1;
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#ifdef NEW_ORDERS
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if ( --unit->Data.Train.Count ) {
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int z;
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for( z = 0; z < unit->Data.Train.Count ; z++ ) {
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@ -143,30 +125,6 @@ global void HandleActionTrain(Unit* unit)
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RefsDebugCheck( !nunit->Orders[0].Goal->Refs );
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nunit->Orders[0].Goal->Refs++;
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}
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#else
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if ( --unit->Command.Data.Train.Count ) {
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int z;
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for( z = 0; z < unit->Command.Data.Train.Count ; z++ ) {
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unit->Command.Data.Train.What[z] =
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unit->Command.Data.Train.What[z+1];
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}
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unit->Command.Data.Train.Ticks=0;
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} else {
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unit->Command.Action=UnitActionStill;
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unit->SubAction=0;
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}
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nunit->Command=unit->PendCommand;
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//
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// FIXME: Pending command uses any references?
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//
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if( nunit->Command.Data.Move.Goal ) {
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if( nunit->Command.Data.Move.Goal->Destroyed ) {
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DebugLevel0Fn("FIXME: you have found a bug, please fix it.\n");
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}
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nunit->Command.Data.Move.Goal->Refs++;
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}
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#endif
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if( IsSelected(unit) ) {
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UpdateButtonPanel();
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@ -63,11 +63,7 @@ local int MoveToCoast(Unit* unit)
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}
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)
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#ifdef NEW_ORDERS
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unit->Orders[0].Action=UnitActionUnload;
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#else
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unit->Command.Action=UnitActionUnload;
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#endif
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DebugCheck( unit->Orders[0].Action!=UnitActionUnload );
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return 1;
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}
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@ -81,18 +77,10 @@ local void LeaveTransporter(Unit* unit)
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int i;
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Unit* goal;
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#ifdef NEW_ORDERS
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goal=unit->Orders[0].Goal;
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#else
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goal=unit->Command.Data.Move.Goal;
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#endif
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DebugLevel3Fn("Goal %p\n",goal);
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if( goal ) {
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#ifdef NEW_ORDERS
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unit->Orders[0].Goal=NoUnitP;
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#else
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unit->Command.Data.Move.Goal=NoUnitP;
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#endif
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if( goal->Destroyed ) {
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DebugLevel0Fn("destroyed unit\n");
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RefsDebugCheck( !goal->Refs );
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@ -132,11 +120,7 @@ local void LeaveTransporter(Unit* unit)
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MustRedraw|=RedrawPanels;
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}
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unit->Wait=1;
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#ifdef NEW_ORDERS
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unit->Orders[0].Action=UnitActionStill;
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#else
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unit->Command.Action=UnitActionStill;
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#endif
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unit->SubAction=0;
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}
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@ -157,26 +141,16 @@ global void HandleActionUnload(Unit* unit)
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// Move the transporter
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//
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case 0:
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#ifdef NEW_ORDERS
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NewResetPath(unit);
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#endif
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unit->SubAction=1;
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// FALL THROUGH
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case 1:
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#ifdef NEW_ORDERS
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if( !unit->Orders[0].Goal ) {
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#else
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if( !unit->Command.Data.Move.Goal ) {
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#endif
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// NOTE: the Move clears the goal!!
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if( (i=MoveToCoast(unit)) ) {
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if( i==-1 ) {
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if( ++unit->SubAction==1 ) {
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#ifdef NEW_ORDERS
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unit->Orders[0].Action=UnitActionStill;
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#else
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unit->Command.Action=UnitActionStill;
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#endif
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unit->SubAction=0;
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}
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} else {
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@ -49,7 +49,6 @@ global void HandleActionUpgradeTo(Unit* unit)
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DebugLevel3Fn(" %Zd\n",UnitNumber(unit));
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player=unit->Player;
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#ifdef NEW_ORDERS
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if( !unit->SubAction ) { // first entry
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unit->Data.UpgradeTo.Ticks=0;
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unit->SubAction=1;
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@ -60,14 +59,6 @@ global void HandleActionUpgradeTo(Unit* unit)
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// FIXME: Should count down here
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unit->Data.UpgradeTo.Ticks+=SpeedUpgrade;
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if( unit->Data.UpgradeTo.Ticks>=stats->Costs[TimeCost] ) {
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#else
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type=unit->Command.Data.UpgradeTo.What;
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stats=&type->Stats[player->Player];
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// FIXME: Should count down here
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unit->Command.Data.UpgradeTo.Ticks+=SpeedUpgrade;
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if( unit->Command.Data.UpgradeTo.Ticks>=stats->Costs[TimeCost] ) {
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#endif
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unit->HP+=stats->HitPoints-unit->Type->Stats[player->Player].HitPoints;
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// don't have such unit now
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@ -86,11 +77,7 @@ global void HandleActionUpgradeTo(Unit* unit)
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// FIXME: AiUpgradeToComplete(unit,type);
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}
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unit->Reset=unit->Wait=1;
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#ifdef NEW_ORDERS
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unit->Orders[0].Action=UnitActionStill;
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#else
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unit->Command.Action=UnitActionStill;
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#endif
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unit->SubAction=0;
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//
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@ -97,13 +97,10 @@ local void HandleUnitAction(Unit* unit)
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{
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int z;
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// FIXME: Johns: What should this do?
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// FIXME: Revealer is special unit, that should reveal the map.
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// FIXME: Johns: What should this do here?
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if ( unit->Revealer ) {
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#ifdef NEW_ORDERS
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unit->Orders[0].Action = UnitActionDie;
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#else
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unit->Command.Action = UnitActionDie;
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#endif
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}
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//
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@ -111,9 +108,6 @@ local void HandleUnitAction(Unit* unit)
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//
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if( unit->Reset ) {
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unit->Reset=0;
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#ifdef NEW_ORDERS
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//
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// o Look if we have a new order and old finished.
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// o Or the order queue should be flushed.
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@ -160,52 +154,14 @@ local void HandleUnitAction(Unit* unit)
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MustRedraw|=RedrawInfoPanel;
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}
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}
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#else
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//
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// New command and forced or old ready (= still)
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// FIXME: how should we deal with saved commands?
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//
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if( unit->NextCount
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&& (unit->Command.Action == UnitActionStill || unit->NextFlush)
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&& !unit->Removed ) {
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// Structure assign
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unit->Command=unit->NextCommand[0];
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// Next line shouldn't affect human players,
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// but needed for AI player
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unit->NextCommand[0].Action=UnitActionStill;
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// cade: shift queue
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unit->NextCount--;
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for ( z = 0; z < unit->NextCount; z++ ) {
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unit->NextCommand[z] = unit->NextCommand[z+1];
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}
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unit->NextFlush=0;
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// Reset for new order
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unit->SubAction=unit->State=0;
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unit->Wait=1;
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if( IsSelected(unit) ) { // update display for new action
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UpdateButtonPanel();
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MustRedraw|=RedrawInfoPanel;
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}
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}
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#endif
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}
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// FIXME: fire handling should be moved to here.
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//
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// Select action.
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// Select action. FIXME: should us function pointers|array.
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//
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#ifdef NEW_ORDERS
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switch( unit->Orders[0].Action ) {
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#else
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switch( unit->Command.Action ) {
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#endif
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case UnitActionNone:
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DebugLevel1Fn("FIXME: Should not happen!\n");
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break;
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@ -296,11 +252,7 @@ local void HandleUnitAction(Unit* unit)
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break;
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default:
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#ifdef NEW_ORDERS
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DebugLevel1Fn("Unknown action %d\n",unit->Orders[0].Action);
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#else
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DebugLevel1Fn("Unknown action %d\n",unit->Command.Action);
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#endif
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break;
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}
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}
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File diff suppressed because it is too large
Load diff
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@ -248,18 +248,11 @@ local int AiFindFreeWorkers(Unit ** table)
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//
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for (num = i = 0; i < nunits; i++) {
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unit = table[i];
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#ifdef NEW_ORDERS
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if (unit->Orders[0].Action != UnitActionBuild
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&& (unit->OrderCount==1
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&& (unit->OrderCount==2
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|| unit->Orders[1].Action != UnitActionBuild) ) {
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table[num++] = unit;
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}
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#else
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if (unit->Command.Action != UnitActionBuild
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&& unit->NextCommand[0].Action != UnitActionBuild) {
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table[num++] = unit;
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}
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#endif
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}
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return num;
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}
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@ -784,15 +777,9 @@ local int AiTrainCreature(int type)
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return -1;
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}
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while (nunits--) {
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#ifdef NEW_ORDERS
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if (units[nunits]->Orders[0].Action != UnitActionStill) {
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continue;
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}
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#else
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if (units[nunits]->Command.Action != UnitActionStill) {
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continue;
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}
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#endif
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player = AiPlayer->Player;
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CommandTrainUnit(units[nunits], &UnitTypes[type],FlushCommands);
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// FIXME: and if not possible?
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@ -937,11 +924,7 @@ local void AiAssignWorker(void)
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if (num_worker) {
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num_still = num_gold = num_wood = num_repair = 0;
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for (w = 0; w < num_worker; ++w) {
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#ifdef NEW_ORDERS
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action = workers[w]->Orders[0].Action;
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#else
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action = workers[w]->Command.Action;
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#endif
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switch (action) {
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case UnitActionStill:
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++num_still;
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@ -972,11 +955,7 @@ local void AiAssignWorker(void)
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if (num_still) { // assign the non-working
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for (w = 0; w < num_worker; ++w) {
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type = workers[w]->Type->Type;
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#ifdef NEW_ORDERS
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action = workers[w]->Orders[0].Action;
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#else
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action = workers[w]->Command.Action;
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#endif
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if (action == UnitActionStill) {
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if (type ==
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AiChooseRace(UnitTypeHumanWorkerWithGold->Type)
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@ -1010,11 +989,7 @@ local void AiAssignWorker(void)
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CommandReturnGoods(workers[w],NoUnitP,FlushCommands);
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} else {
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// FIXME: don't interrupt chopping
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#ifdef NEW_ORDERS
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action = workers[w]->Orders[0].Action;
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#else
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action = workers[w]->Command.Action;
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#endif
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if (action == UnitActionStill
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|| action == UnitActionHarvest) {
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AiMineGold(workers[w]);
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@ -1036,11 +1011,7 @@ local void AiAssignWorker(void)
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AiChooseRace(UnitTypeHumanWorkerWithGold->Type)) {
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CommandReturnGoods(workers[w],NoUnitP,FlushCommands);
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} else {
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#ifdef NEW_ORDERS
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action = workers[w]->Orders[0].Action;
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#else
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action = workers[w]->Command.Action;
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#endif
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if (action == UnitActionStill
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|| action == UnitActionMineGold) {
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AiHarvest(workers[w]);
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@ -1053,11 +1024,7 @@ local void AiAssignWorker(void)
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// FIXME: if there is no gold/no wood forget this!
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if (num_still) { // assign the non working
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for (w = 0; w < num_worker; ++w) {
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#ifdef NEW_ORDERS
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action = workers[w]->Orders[0].Action;
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#else
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action = workers[w]->Command.Action;
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#endif
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if (action == UnitActionStill) {
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type = workers[w]->Type->Type;
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if (type == AiChooseRace(UnitTypeHumanWorkerWithGold->Type)
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@ -1093,11 +1060,7 @@ local void AiAssignWorker(void)
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if (num_worker) { // assign the non working
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if (AiPlayer->MainHall) {
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for (w = 0; w < num_worker; ++w) {
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#ifdef NEW_ORDERS
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action = workers[w]->Orders[0].Action;
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#else
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action = workers[w]->Command.Action;
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#endif
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if (action == UnitActionStill) {
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CommandReturnGoods(workers[w],NoUnitP,FlushCommands);
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}
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@ -1113,11 +1076,7 @@ local void AiAssignWorker(void)
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if (num_worker) { // assign the non working
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if (AiPlayer->MainHall) {
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for (w = 0; w < num_worker; ++w) {
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#ifdef NEW_ORDERS
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action = workers[w]->Orders[0].Action;
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#else
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action = workers[w]->Command.Action;
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#endif
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if (action == UnitActionStill) {
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CommandReturnGoods(workers[w],NoUnitP,FlushCommands);
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}
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@ -688,105 +688,38 @@ global void FireMissile(Unit* unit)
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DebugLevel3Fn("\n");
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// FIXME: make sure thats the correct unit.
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//
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// Goal dead?
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// FIXME: make sure thats the correct unit.
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//
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#ifdef NEW_ORDERS
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goal=unit->Orders[0].Goal;
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#else
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goal=unit->Command.Data.Move.Goal;
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#endif
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if( goal ) {
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if( goal->Destroyed ) {
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DebugLevel0Fn("destroyed unit\n");
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return;
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}
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if( goal->Removed ) {
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DebugLevel3Fn("Missile-none hits removed unit!\n");
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return;
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}
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#ifdef NEW_ORDERS
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if( !goal->HP || goal->Orders[0].Action==UnitActionDie ) {
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#else
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if( !goal->HP || goal->Command.Action==UnitActionDie ) {
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#endif
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DebugLevel3Fn("Missile-none hits dead unit!\n");
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return;
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}
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// Better let the caller/action handle this.
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#if 0
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// Check if goal is correct unit.
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if( goal->Destroyed ) {
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DebugLevel0Fn("destroyed unit\n");
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RefsDebugCheck( !goal->Refs );
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if( !--goal->Refs ) {
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ReleaseUnit(goal);
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}
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#ifdef NEW_ORDERS
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unit->Orders[0].Goal=NULL;
|
||||
ResetPath(unit->Orders[0]);
|
||||
#else
|
||||
unit->Command.Data.Move.DX=goal->X;
|
||||
unit->Command.Data.Move.DY=goal->Y;
|
||||
unit->Command.Data.Move.Goal=NULL;
|
||||
ResetPath(unit->Command);
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if( goal->Removed ) {
|
||||
DebugLevel3Fn("Missile-none hits removed unit!\n");
|
||||
RefsDebugCheck( !goal->Refs );
|
||||
--goal->Refs;
|
||||
RefsDebugCheck( !goal->Refs );
|
||||
#ifdef NEW_ORDERS
|
||||
goal=unit->Orders[0].Goal=NULL;
|
||||
ResetPath(unit->Orders[0]);
|
||||
#else
|
||||
unit->Command.Data.Move.Goal=NULL;
|
||||
ResetPath(unit->Command);
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
#ifdef NEW_ORDERS
|
||||
if( !goal->HP || goal->Orders[0].Action==UnitActionDie ) {
|
||||
#else
|
||||
if( !goal->HP || goal->Command.Action==UnitActionDie ) {
|
||||
#endif
|
||||
DebugLevel3Fn("Missile-none hits dead unit!\n");
|
||||
RefsDebugCheck( !goal->Refs );
|
||||
--goal->Refs;
|
||||
RefsDebugCheck( !goal->Refs );
|
||||
#ifdef NEW_ORDERS
|
||||
goal=unit->Orders[0].Goal=NULL;
|
||||
ResetPath(unit->Orders[0]);
|
||||
#else
|
||||
unit->Command.Data.Move.Goal=NULL;
|
||||
ResetPath(unit->Command);
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
// None missile hits immediately!
|
||||
//
|
||||
if( ((MissileType*)unit->Type->Missile.Missile)->Class==MissileClassNone ) {
|
||||
#ifdef NEW_ORDERS
|
||||
// No goal, take target coordinates
|
||||
if( !goal ) {
|
||||
dx=unit->Orders[0].X;
|
||||
dy=unit->Orders[0].Y;
|
||||
#else
|
||||
if( !goal ) {
|
||||
dx=unit->Command.Data.Move.DX;
|
||||
dy=unit->Command.Data.Move.DY;
|
||||
#endif
|
||||
if( WallOnMap(dx,dy) ) {
|
||||
if( HumanWallOnMap(dx,dy) ) {
|
||||
// FIXME: don't use UnitTypeByIdent here, this is slow!
|
||||
|
@ -831,13 +764,8 @@ global void FireMissile(Unit* unit)
|
|||
}
|
||||
|
||||
} else {
|
||||
#ifdef NEW_ORDERS
|
||||
dx=unit->Orders[0].X;
|
||||
dy=unit->Orders[0].Y;
|
||||
#else
|
||||
dx=unit->Command.Data.Move.DX;
|
||||
dy=unit->Command.Data.Move.DY;
|
||||
#endif
|
||||
// FIXME: Can this be too near??
|
||||
}
|
||||
|
||||
|
|
|
@ -784,9 +784,6 @@ global void CclInit(void)
|
|||
#ifdef USE_SDL
|
||||
gh_symbol2scm("freecraft-feature-use-sdl");
|
||||
#endif
|
||||
#ifdef USE_CCL
|
||||
gh_symbol2scm("freecraft-feature-use-ccl");
|
||||
#endif
|
||||
#ifdef USE_ONLYCCL
|
||||
gh_symbol2scm("freecraft-feature-only-ccl");
|
||||
#endif
|
||||
|
@ -817,9 +814,6 @@ global void CclInit(void)
|
|||
#ifdef UNIT_ON_MAP
|
||||
gh_symbol2scm("freecraft-feature-unit-on-map");
|
||||
#endif
|
||||
#ifdef NEW_ORDERS
|
||||
gh_symbol2scm("freecraft-feature-new-orders");
|
||||
#endif
|
||||
#ifdef NEW_MAPDRAW
|
||||
gh_symbol2scm("freecraft-feature-new-mapdraw");
|
||||
#endif
|
||||
|
|
|
@ -195,15 +195,9 @@ global int SelectUnitsByType(Unit* base)
|
|||
|
||||
// if unit is a cadaver or hidden (not on map)
|
||||
// no unit can be selected.
|
||||
#ifdef NEW_ORDERS
|
||||
if( base->Removed || base->Orders[0].Action==UnitActionDie ) {
|
||||
return 0;
|
||||
}
|
||||
#else
|
||||
if( base->Removed || base->Command.Action==UnitActionDie ) {
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
UnSelectAll();
|
||||
Selected[0]=base;
|
||||
|
@ -401,17 +395,10 @@ global int SelectUnitsInRectangle(int tx,int ty,int w,int h)
|
|||
continue;
|
||||
}
|
||||
// FIXME: Can we get this?
|
||||
#ifdef NEW_ORDERS
|
||||
if( !unit->Removed && unit->Orders[0].Action!=UnitActionDie ) {
|
||||
SelectSingleUnit(unit);
|
||||
return 1;
|
||||
}
|
||||
#else
|
||||
if( !unit->Removed && unit->Command.Action!=UnitActionDie ) {
|
||||
SelectSingleUnit(unit);
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -450,17 +437,10 @@ global int SelectUnitsInRectangle(int tx,int ty,int w,int h)
|
|||
// FIXME: isn't it enough to see a field of the building?
|
||||
continue;
|
||||
}
|
||||
#ifdef NEW_ORDERS
|
||||
if( !unit->Removed && unit->Orders[0].Action!=UnitActionDie ) {
|
||||
SelectSingleUnit(unit);
|
||||
return 1;
|
||||
}
|
||||
#else
|
||||
if( !unit->Removed && unit->Command.Action!=UnitActionDie ) {
|
||||
SelectSingleUnit(unit);
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -308,9 +308,6 @@ global int main1(int argc __attribute__ ((unused)),
|
|||
#ifdef UNIT_ON_MAP
|
||||
"UNIT-ON-MAP "
|
||||
#endif
|
||||
#ifdef NEW_ORDERS
|
||||
"NEW-ORDERS "
|
||||
#endif
|
||||
#ifdef NEW_MAPDRAW
|
||||
"NEW-MAPDRAW "
|
||||
#endif
|
||||
|
@ -326,6 +323,9 @@ global int main1(int argc __attribute__ ((unused)),
|
|||
#ifdef NEW_SHIPS
|
||||
"NEW-SHIPS "
|
||||
#endif
|
||||
#ifdef NEW_NETMENUS
|
||||
"NEW-NETMENUS "
|
||||
#endif
|
||||
#ifdef SLOW_INPUT
|
||||
"SLOW-INPUT "
|
||||
#endif
|
||||
|
@ -477,9 +477,6 @@ local void Usage(void)
|
|||
#ifdef UNIT_ON_MAP
|
||||
"UNIT-ON-MAP "
|
||||
#endif
|
||||
#ifdef NEW_ORDERS
|
||||
"NEW-ORDERS "
|
||||
#endif
|
||||
#ifdef NEW_MAPDRAW
|
||||
"NEW-MAPDRAW "
|
||||
#endif
|
||||
|
@ -495,6 +492,9 @@ local void Usage(void)
|
|||
#ifdef NEW_SHIPS
|
||||
"NEW-SHIPS "
|
||||
#endif
|
||||
#ifdef NEW_NETMENUS
|
||||
"NEW-NETMENUS "
|
||||
#endif
|
||||
#ifdef SLOW_INPUT
|
||||
"SLOW-INPUT "
|
||||
#endif
|
||||
|
|
Loading…
Add table
Reference in a new issue