nuke all the #if 0's

scripted commit:

find . -not -path '*/.*' -and -not -path '*/ext*' -type d -exec coan source -R -E {} ';'

https://coan2.sourceforge.net/coan_man_1.html
This commit is contained in:
Marco Antonio Jaguaribe Costa
2023-01-19 00:13:08 +02:00
committed by Asdow
parent 6afe785f4b
commit 8b1c4effa0
72 changed files with 0 additions and 6657 deletions
-274
View File
@@ -679,7 +679,6 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
// Get switch value...
sSwitchValue = gubWorldMovementCosts[ sGridNo ][ bDir ][ pSoldier->pathing.bLevel ];
#if 1 //Moa: set to 0 to use original copy and paste code from ActionPointCost()
if ( sSwitchValue == TRAVELCOST_FENCE )
{
// If we are changeing stance ( either before or after getting there....
@@ -737,191 +736,6 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
sPoints += ActionPointCost( pSoldier, sGridNo, bDir, usMovementMode );
return (sPoints);
#else
// Tile cost should not be reduced based on movement mode...
if ( sSwitchValue == TRAVELCOST_FENCE )
{
return( sTileCost );
}
// WANNE.WATER: If our soldier is not on the ground level and the tile is a "water" tile, then simply set the tile to "FLAT_GROUND"
// This should fix "problems" for special modified maps
UINT8 ubTerrainID = gpWorldLevelData[ sGridNo ].ubTerrainID;
if ( TERRAIN_IS_WATER( ubTerrainID) && pSoldier->pathing.bLevel > 0 )
ubTerrainID = FLAT_GROUND;
// ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER
if ( TERRAIN_IS_WATER( ubTerrainID) )
{
usMovementMode = WALKING;
}
// so, then we must modify it for other movement styles and accumulate
// CHRISL: Adjusted system to use different move costs while wearing a backpack
if (sTileCost > 0)
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - This part have been modified "a bit"
// Check movement modifiers
switch( usMovementMode )
{
case RUNNING:
case ADULTMONSTER_WALKING:
case BLOODCAT_RUN:
sPoints = sTileCost + APBPConstants[AP_MODIFIER_RUN];
break;
case CROW_FLY:
case SIDE_STEP:
case WALK_BACKWARDS:
case ROBOT_WALK:
case BLOODCAT_WALK_BACKWARDS:
case MONSTER_WALK_BACKWARDS:
case LARVAE_WALK:
case WALKING :
case WALKING_ALTERNATIVE_RDY :
case SIDE_STEP_ALTERNATIVE_RDY :
sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK];
if (!(pSoldier->MercInWater()) && ( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE ) ) && !(gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_ALT_WEAPON_HOLDING ) )
{
sPoints += APBPConstants[AP_MODIFIER_READY];
}
break;
case SIDE_STEP_WEAPON_RDY:
case SIDE_STEP_DUAL_RDY:
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
sPoints = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
break;
case START_SWAT:
case SWAT_BACKWARDS:
case SWATTING:
sPoints = sTileCost + APBPConstants[AP_MODIFIER_SWAT];
break;
case CRAWLING:
sPoints = sTileCost + APBPConstants[AP_MODIFIER_CRAWL];
break;
default:
// Invalid movement mode
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Invalid movement mode %d used in ActionPointCost", usMovementMode ) );
sPoints = sTileCost;
break;
}
// Check for reverse mode
if ( pSoldier->bReverse || gUIUseReverse )
sPoints += APBPConstants[AP_REVERSE_MODIFIER];
// STOMP traits - Athletics trait decreases movement cost
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ))
{
sPoints = max(1, (INT16)((sPoints * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
}
// Flugente: riot shields lower movement speed
if ( pSoldier->IsRiotShieldEquipped( ) )
sPoints *= gItemSettings.fShieldMovementAPCostModifier;
// Flugente: dragging someone
if ( pSoldier->IsDraggingSomeone( ) )
sPoints *= gItemSettings.fDragAPCostModifier;
// Check if doors if not player's merc (they have to open them manually)
if ( sSwitchValue == TRAVELCOST_DOOR && pSoldier->bTeam != gbPlayerNum )
{
sPoints += GetAPsToOpenDoor( pSoldier ) + GetAPsToOpenDoor( pSoldier ); // Include open and close costs!
}
// Check for stealth mode
if ( pSoldier->bStealthMode )
{
// STOMP traits - Stealthy trait decreases stealth AP modifier
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ))
{
sPoints += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
}
else
{
sPoints += APBPConstants[AP_STEALTH_MODIFIER];
}
}
// Check for backpack
if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSoldier ) != ITEM_NOT_FOUND )
sPoints += APBPConstants[AP_MODIFIER_PACK];
///////////////////////////////////////////////////////////////////////////////////////////////////////////
}
// Get switch value...
sSwitchValue = gubWorldMovementCosts[ sGridNo ][ bDir ][ pSoldier->pathing.bLevel ];
// ATE: If we have a 'special cost, like jump fence...
if ( sSwitchValue == TRAVELCOST_FENCE )
{
// If we are changeing stance ( either before or after getting there....
// We need to reflect that...
switch(usMovementMode)
{
case SIDE_STEP:
case SIDE_STEP_WEAPON_RDY:
case SIDE_STEP_DUAL_RDY:
case WALK_BACKWARDS:
case RUNNING:
case WALKING :
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY :
case SIDE_STEP_ALTERNATIVE_RDY:
// Add here cost to go from crouch to stand AFTER fence hop....
// Since it's AFTER.. make sure we will be moving after jump...
if ( ( bPathIndex + 2 ) < bPathLength )
{
sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
}
break;
case SWATTING:
case START_SWAT:
case SWAT_BACKWARDS:
// Add cost to stand once there BEFORE....
sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
break;
case CRAWLING:
// Can't do it here.....
break;
}
}
else if (sSwitchValue == TRAVELCOST_NOT_STANDING)
{
switch(usMovementMode)
{
case RUNNING:
case WALKING :
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case SIDE_STEP:
case SIDE_STEP_WEAPON_RDY:
case SIDE_STEP_DUAL_RDY:
case WALK_BACKWARDS:
case WALKING_ALTERNATIVE_RDY :
case SIDE_STEP_ALTERNATIVE_RDY:
// charge crouch APs for ducking head!
sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
break;
default:
break;
}
}
return( sPoints );
#endif
}
@@ -2563,20 +2377,6 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
// Do we need to stand up?
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
}
#if 0//dnl ch73 021013 relocate this to MinAPsToPunch
// blunt weapons & blades
else if ( Item[ usUBItem ].usItemClass == IC_PUNCH || Item[ usUBItem ].usItemClass == IC_BLADE )
{
if ( usTargID != NOBODY )
{
// Check if target is prone, if so, calc cost...
if ( gAnimControl[ MercPtrs[ usTargID ]->usAnimState ].ubEndHeight == ANIM_PRONE )
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_CROUCH );
else
bAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND );
}
}
#endif
else if(Item[usItem].rocketlauncher || Item[usItem].grenadelauncher || Item[usItem].mortar)//dnl ch72 260913 move this here from bottom, need to change as rocketlaucher could be fired from crouch too
{
if(gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE || Item[usItem].mortar && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND)
@@ -2594,10 +2394,6 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
//Calculate usTurningCost
if (!TileIsOutOfBounds(sGridNo))
{
#if 0//dnl ch73 021013 relocate this to MinAPsToPunch
// Buggler: actual melee ap deduction for turning applies only when target is 1 tile away
if ( !( ( Item[ usUBItem ].usItemClass == IC_PUNCH || Item[ usUBItem ].usItemClass == IC_BLADE ) && usRange > 1 ) )
#endif
{
if(Item[usItem].rocketlauncher || Item[usItem].grenadelauncher || Item[usItem].mortar)//dnl ch72 260913
{
@@ -2652,11 +2448,6 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
bAPCost += APBPConstants[AP_UNJAM];
}
#if 0//dnl ch63 240813 this seems very wrong, in most case (pSoldier->bActionPoints > bFullAps) and this will return less points then is actually required and could cancel some AI actions, like throwing grenades
// the minimum AP cost of ANY shot can NEVER be more than merc's maximum APs!
if ( bAPCost > bFullAPs )
bAPCost = bFullAPs;
#endif
// this SHOULD be impossible, but nevertheless...
if ( bAPCost < 1 )
bAPCost = 1;
@@ -3812,73 +3603,8 @@ INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCos
INT32 iFullAPs;
INT32 iAPCost = APBPConstants[AP_MIN_AIM_ATTACK];
UINT16 usInHand;
#if 0//dnl ch72 180913
UINT16 usTargID;
UINT32 uiMercFlags;
UINT8 ubDirection;
if(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)//dnl ch63 240813
usInHand = GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS]);
else
#endif
// make sure the guy's actually got a throwable item in his hand!
usInHand = pSoldier->inv[HANDPOS].usItem;
#if 0//dnl ch72 180913 this goes down because of new trait system
if ( ( !(Item[ usInHand ].usItemClass & IC_GRENADE) &&
!(Item[ usInHand ].usItemClass & IC_LAUNCHER)) )
{
//AXP 25.03.2007: See if we are about to throw grenade (grenade was not in hand, but in temp object)
if ( pSoldier->pTempObject != NULL && pSoldier->pThrowParams != NULL &&
pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM && (Item[ pSoldier->pTempObject->usItem ].usItemClass & IC_GRENADE) )
{
//nothing here
}
else
{
#ifdef JA2TESTVERSION
ScreenMsg( MSG_FONT_YELLOW, MSG_DEBUG, L"MinAPsToThrow - Called when in-hand item is %d", usInHand );
#endif
return(0);
}
}
if (!TileIsOutOfBounds(sGridNo))
{
// Given a gridno here, check if we are on a guy - if so - get his gridno
if ( FindSoldier( sGridNo, &usTargID, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usTargID ]->sGridNo;
}
/*// OK, get a direction and see if we need to turn...
if (ubAddTurningCost)
{
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
// Is it the same as he's facing?
if ( ubDirection != pSoldier->ubDirection )
{
//Lalien: disabled it again
//AXP 25.03.2007: Reenabled look cost
//iAPCost += GetAPsToLook( pSoldier );
}
}*/
}
/*else
{
// Assume we need to add cost!
//iAPCost += GetAPsToLook( pSoldier );
}*/
// if attacking a new target (or if the specific target is uncertain)
//AXP 25.03.2007: Aim-at-same-tile AP cost/bonus doesn't make any sense for thrown objects
//if ( ( sGridNo != pSoldier->sLastTarget ) )
//{
// iAPCost += APBPConstants[AP_CHANGE_TARGET];
//}
//iAPCost += GetAPsToChangeStance( pSoldier, ANIM_STAND ); // moved lower - SANDRO
#endif
// Calculate default top & bottom of the magic "aiming" formula)