NEW_ORDERS are now only supported, old code removed.

This commit is contained in:
johns 2001-03-25 18:32:30 +00:00
parent ccd291b5de
commit 91824584e4

View file

@ -55,16 +55,10 @@ global void HandleActionBuild(Unit* unit)
if( !unit->SubAction ) { // first entry
unit->SubAction=1;
#ifdef NEW_ORDERS
NewResetPath(unit);
#endif
}
#ifdef NEW_ORDERS
type=unit->Orders[0].Type;
#else
type=unit->Command.Data.Build.BuildThis;
#endif
switch( DoActionMove(unit) ) { // reached end-point?
case PF_UNREACHABLE:
@ -72,9 +66,6 @@ global void HandleActionBuild(Unit* unit)
// Some tries to reach the goal
//
if( unit->SubAction++<10 ) {
#ifndef NEW_ORDERS
unit->Command.Action=UnitActionBuild;
#endif
// To keep the load low, retry each 1/4 second.
unit->Wait=FRAMES_PER_SECOND/4+unit->SubAction;
return;
@ -86,9 +77,7 @@ global void HandleActionBuild(Unit* unit)
AiCanNotReach(unit,type);
}
#ifdef NEW_ORDERS
unit->Orders[0].Action=UnitActionStill;
#endif
unit->SubAction=0;
if( IsSelected(unit) ) { // update display for new action
UpdateButtonPanel();
@ -107,14 +96,8 @@ global void HandleActionBuild(Unit* unit)
//
// Building place must be reached!
//
#ifdef NEW_ORDERS
x=unit->Orders[0].X;
y=unit->Orders[0].Y;
#else
x=unit->Command.Data.Move.DX;
y=unit->Command.Data.Move.DY;
#endif
if( type->ShoreBuilding ) { // correct coordinates.
++x;
++y;
@ -128,9 +111,6 @@ global void HandleActionBuild(Unit* unit)
// Some tries to build the building.
//
if( unit->SubAction++<10 ) {
#ifndef NEW_ORDERS
unit->Command.Action=UnitActionBuild;
#endif
// To keep the load low, retry each 1/4 second.
unit->Wait=FRAMES_PER_SECOND/4+unit->SubAction;
return;
@ -143,9 +123,7 @@ global void HandleActionBuild(Unit* unit)
AiCanNotBuild(unit,type);
}
#ifdef NEW_ORDERS
unit->Orders[0].Action=UnitActionStill;
#endif
unit->SubAction=0;
if( IsSelected(unit) ) { // update display for new action
UpdateButtonPanel();
@ -171,7 +149,7 @@ global void HandleActionBuild(Unit* unit)
build->Player->UnitTypesCount[type->Type]--;
build->Constructed=1;
build->HP=0;
#ifdef NEW_ORDERS
build->Orders[0].Action=UnitActionBuilded;
build->Data.Builded.Sum=0; // FIXME: Is it necessary?
build->Data.Builded.Val=stats->HitPoints;
@ -183,19 +161,6 @@ global void HandleActionBuild(Unit* unit)
DebugLevel3Fn("Build Sum %d, Add %d, Val %d, Sub %d\n"
,build->Data.Builded.Sum,build->Data.Builded.Add
,build->Data.Builded.Val,build->Data.Builded.Sub);
#else
build->Command.Action=UnitActionBuilded;
build->Command.Data.Builded.Sum=0; // FIXME: Is it necessary?
build->Command.Data.Builded.Val=stats->HitPoints;
n=(stats->Costs[TimeCost]*FRAMES_PER_SECOND/6)/(SpeedBuild*5);
build->Command.Data.Builded.Add=stats->HitPoints/n;
build->Command.Data.Builded.Sub=n;
build->Command.Data.Builded.Cancel=0; // FIXME: Is it necessary?
build->Command.Data.Builded.Worker=unit;
DebugLevel3Fn("Build Sum %d, Add %d, Val %d, Sub %d\n"
,build->Command.Data.Builded.Sum,build->Command.Data.Builded.Add
,build->Command.Data.Builded.Val,build->Command.Data.Builded.Sub);
#endif
build->Wait=FRAMES_PER_SECOND/6;
//
@ -214,11 +179,7 @@ global void HandleActionBuild(Unit* unit)
unit->X=x;
unit->Y=y;
#ifdef NEW_ORDERS
unit->Orders[0].Action=UnitActionStill;
#else
unit->Command.Action=UnitActionStill;
#endif
unit->SubAction=0;
CheckUnitToBeDrawn(build);
@ -240,19 +201,11 @@ global void HandleActionBuilded(Unit* unit)
//
// Check if construction should be canceled...
//
#ifdef NEW_ORDERS
if( unit->Data.Builded.Cancel ) {
// Drop out unit
peon=unit->Data.Builded.Worker;
peon->Orders[0].Action=UnitActionStill;
unit->Data.Builded.Worker=NoUnitP;
#else
if( unit->Command.Data.Builded.Cancel ) {
// Drop out unit
peon=unit->Command.Data.Builded.Worker;
peon->Command.Action=UnitActionStill;
unit->Command.Data.Builded.Worker=NoUnitP;
#endif
peon->Reset=peon->Wait=1;
peon->SubAction=0;
@ -269,7 +222,6 @@ global void HandleActionBuilded(Unit* unit)
// FIXME: if attacked subtract hit points!!
#ifdef NEW_ORDERS
unit->Data.Builded.Val-=unit->Data.Builded.Sub;
if( unit->Data.Builded.Val<0 ) {
unit->Data.Builded.Val+=unit->Stats->HitPoints;
@ -284,43 +236,18 @@ global void HandleActionBuilded(Unit* unit)
//
if( unit->Data.Builded.Sum>=unit->Stats->HitPoints
|| unit->HP>=unit->Stats->HitPoints ) {
#else
unit->Command.Data.Builded.Val-=unit->Command.Data.Builded.Sub;
if( unit->Command.Data.Builded.Val<0 ) {
unit->Command.Data.Builded.Val+=unit->Stats->HitPoints;
unit->HP++;
unit->Command.Data.Builded.Sum++;
}
unit->HP+=unit->Command.Data.Builded.Add;
unit->Command.Data.Builded.Sum+=unit->Command.Data.Builded.Add;
//
// Check if building ready.
//
if( unit->Command.Data.Builded.Sum>=unit->Stats->HitPoints
|| unit->HP>=unit->Stats->HitPoints ) {
#endif
if( unit->HP>unit->Stats->HitPoints ) {
unit->HP=unit->Stats->HitPoints;
}
#ifdef NEW_ORDERS
unit->Orders[0].Action=UnitActionStill;
#else
unit->Command.Action=UnitActionStill;
#endif
// HACK: the building is ready now
unit->Player->UnitTypesCount[type->Type]++;
unit->Constructed=0;
unit->Frame=0;
unit->Reset=unit->Wait=1;
#ifdef NEW_ORDERS
peon=unit->Data.Builded.Worker;
peon->Orders[0].Action=UnitActionStill;
#else
peon=unit->Command.Data.Builded.Worker;
peon->Command.Action=UnitActionStill;
#endif
peon->SubAction=0;
peon->Reset=peon->Wait=1;
DropOutOnSide(peon,LookingW,type->TileWidth,type->TileHeight);
@ -331,13 +258,8 @@ global void HandleActionBuilded(Unit* unit)
if( type->GivesOil ) {
CommandHaulOil(peon,unit,0); // Let the unit haul oil
DebugLevel0Fn("Update oil-platform\n");
#ifdef NEW_ORDERS
DebugLevel0Fn(" =%d\n",unit->Data.Resource.Active);
unit->Data.Resource.Active=0;
#else
DebugLevel0Fn(" =%d\n",unit->Command.Data.Resource.Active);
unit->Command.Data.Resource.Active=0;
#endif
unit->Value=peon->Value; // peon was holding value while building
}
@ -377,21 +299,13 @@ global void HandleActionBuilded(Unit* unit)
//
// Update building states
//
#ifdef NEW_ORDERS
if( unit->Data.Builded.Sum*2>=unit->Stats->HitPoints ) {
#else
if( unit->Command.Data.Builded.Sum*2>=unit->Stats->HitPoints ) {
#endif
if( (unit->Frame!=1 || unit->Constructed) ) {
CheckUnitToBeDrawn(unit);
}
unit->Constructed=0;
unit->Frame=1;
#ifdef NEW_ORDERS
} else if( unit->Data.Builded.Sum*4>=unit->Stats->HitPoints ) {
#else
} else if( unit->Command.Data.Builded.Sum*4>=unit->Stats->HitPoints ) {
#endif
if( unit->Frame!=1 ) {
CheckUnitToBeDrawn(unit);
}