diff --git a/Strategic/Auto Resolve.cpp b/Strategic/Auto Resolve.cpp index 5a1cb23a..2d833ef6 100644 --- a/Strategic/Auto Resolve.cpp +++ b/Strategic/Auto Resolve.cpp @@ -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]; diff --git a/Strategic/Campaign Types.h b/Strategic/Campaign Types.h index f5b6d996..2c490fcb 100644 --- a/Strategic/Campaign Types.h +++ b/Strategic/Campaign Types.h @@ -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 diff --git a/Strategic/PreBattle Interface.cpp b/Strategic/PreBattle Interface.cpp index effe444f..36fd826a 100644 --- a/Strategic/PreBattle Interface.cpp +++ b/Strategic/PreBattle Interface.cpp @@ -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; diff --git a/Strategic/Queen Command.cpp b/Strategic/Queen Command.cpp index 58452a63..23bddfc8 100644 --- a/Strategic/Queen Command.cpp +++ b/Strategic/Queen Command.cpp @@ -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! diff --git a/Strategic/Strategic Movement.cpp b/Strategic/Strategic Movement.cpp index 588f91c1..323f9100 100644 --- a/Strategic/Strategic Movement.cpp +++ b/Strategic/Strategic Movement.cpp @@ -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 ) diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 84fbb739..5aa32012 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -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 ); }