Remove bLastKnownEnemies from SECTORINFO

As per the old comment, even though the field value is updated partially according to whether there are known enemies present or not, it's not used for anything.
This commit is contained in:
Asdow
2024-11-11 00:14:51 +02:00
parent fcf2b27d1a
commit 6c33009fab
6 changed files with 0 additions and 54 deletions
-2
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@@ -460,7 +460,6 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
pSector->ubNumJeeps = 0;
pSector->ubNumRobots = 0;
pSector->ubNumCreatures = 0;
pSector->bLastKnownEnemies = 0;
//Remove the mobile forces here, but only if battle is over.
while( pGroup )
{
@@ -1839,7 +1838,6 @@ void RenderAutoResolve()
HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0];
-3
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@@ -500,9 +500,6 @@ typedef struct SECTORINFO
UINT16 ubNumCreatures; //only set when immediately before ground attack made!
UINT16 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
UINT32 ubDayOfLastCreatureAttack;
UINT32 uiFacilitiesFlags; // the flags for various facilities
-4
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@@ -407,8 +407,6 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
gubPBSectorY = gpBattleGroup->ubSectorY;
gubPBSectorZ = gpBattleGroup->ubSectorZ;
// get number of enemies thought to be here
SectorInfo[SECTOR( gubPBSectorX, gubPBSectorY )].bLastKnownEnemies = NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM );
fMapPanelDirty = TRUE;
}
else if( gfPersistantPBI )
@@ -1547,14 +1545,12 @@ void RenderPreBattleInterface()
{
// don't know how many
swprintf( str, L"?" );
SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ].bLastKnownEnemies = -2;
}
else
{
// know exactly how many
i = NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM );
swprintf( str, L"%d", i );
SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ].bLastKnownEnemies = (INT8)i;
}
x = 57 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
y = 36;
-17
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@@ -1190,7 +1190,6 @@ BOOLEAN PrepareEnemyForUndergroundBattle()
//The queen AI layer must process the event by subtracting forces, etc.
void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
{
INT32 iNumEnemiesInSector;
SECTORINFO *pSector;
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
@@ -1737,22 +1736,6 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
}
}
}
if( !pSoldier->bSectorZ )
{
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM );
if( iNumEnemiesInSector )
{
if( pSector->bLastKnownEnemies >= 0 )
{
pSector->bLastKnownEnemies = (INT8)iNumEnemiesInSector;
}
}
else
{
pSector->bLastKnownEnemies = 0;
}
}
}
//Well, not so rarely with mobile reinforcements!
-23
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@@ -1946,11 +1946,6 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
if ( pGroup->usGroupTeam == OUR_TEAM )
{
if( pGroup->ubSectorZ == 0 )
{
SectorInfo[SECTOR( pGroup->ubSectorX, pGroup->ubSectorY )].bLastKnownEnemies = NumNonPlayerTeamMembersInSector( pGroup->ubSectorX, pGroup->ubSectorY, ENEMY_TEAM );
}
// Flugente: do not award experience gain if we never left
if (!fNeverLeft)
{
@@ -3769,8 +3764,6 @@ INT32 GetTravelTimeForFootTeam( UINT8 ubSector, UINT8 ubDirection )
void HandleArrivalOfReinforcements( GROUP *pGroup )
{
SOLDIERTYPE *pSoldier;
SECTORINFO *pSector;
INT32 iNumEnemiesInSector;
INT32 cnt;
if ( pGroup->usGroupTeam == OUR_TEAM )
@@ -3834,22 +3827,6 @@ void HandleArrivalOfReinforcements( GROUP *pGroup )
gfPendingNonPlayerTeam[MILITIA_TEAM] = TRUE;
AddPossiblePendingMilitiaToBattle( );
}
//Update the known number of enemies in the sector.
pSector = &SectorInfo[ SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ) ];
iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( pGroup->ubSectorX, pGroup->ubSectorY, ENEMY_TEAM );
if( iNumEnemiesInSector )
{
if( pSector->bLastKnownEnemies >= 0 )
{
pSector->bLastKnownEnemies = (INT8)iNumEnemiesInSector;
}
//if we don't know how many enemies there are, then we can't update this value.
}
else
{
pSector->bLastKnownEnemies = 0;
}
}
BOOLEAN PlayersBetweenTheseSectors( INT16 sSource, INT16 sDest, INT32 *iCountEnter, INT32 *iCountExit, BOOLEAN *fAboutToArriveEnter )
-5
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@@ -7520,11 +7520,6 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
if ( fBattleLost || fBattleWon )
{
if( !gbWorldSectorZ )
{
SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].bLastKnownEnemies = NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM );
}
// Flugente: note number of wounded for campaign stats
UpdateWoundedFromSectorInfo( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}