cleaned up code: some comiler-warnings fixed, obsolete code removed (oops..and some whitespace stuff) (by CleaningWoman)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6102 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-05-27 21:01:04 +00:00
parent f92f70c78d
commit 9bd26015e5
33 changed files with 167 additions and 291 deletions
+4 -18
View File
@@ -14,7 +14,6 @@
#include "Random.h"
#include "Strategic Pathing.h"
#include "message.h"
// #include "Sound Control.h"
#include "strategicmap.h"
#include "Game Clock.h"
#include "strategic.h"
@@ -568,11 +567,6 @@ INT32 GarrisonReinforcementsRequested( INT32 iGarrisonID, UINT8 *pubExtraReinfor
iReinforcementsRequested = min( iMaxEnemyGroupSize, iReinforcementsRequested );
if( iReinforcementsRequested + *pubExtraReinforcements + iExistingForces > iMaxEnemyGroupSize )
{
iExistingForces = iExistingForces;
}
return iReinforcementsRequested;
}
@@ -2301,6 +2295,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic5");
//returns TRUE if the group was deleted.
BOOLEAN StrategicAILookForAdjacentGroups( GROUP *pGroup )
{
Assert(pGroup);
SECTORINFO *pSector;
GROUP *pEnemyGroup, *pPlayerGroup;
UINT8 ubNumEnemies;
@@ -3165,10 +3161,6 @@ void SendReinforcementsForPatrol( INT32 iPatrolID, GROUP **pOptionalGroup )
if( iRandom < giReinforcementPool )
{ //use the pool and send the requested amount from SECTOR P3 (queen's palace)
iReinforcementsApproved = min( iReinforcementsRequested, giReinforcementPool );
if( !iReinforcementsApproved )
{
iReinforcementsApproved = iReinforcementsApproved;
}
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, (UINT8)iReinforcementsApproved, 0 );
pGroup->ubOriginalSector = (UINT8)SECTOR( ubDstSectorX, ubDstSectorY );
@@ -6487,14 +6479,8 @@ void MoveSAIGroupToSector( GROUP **pGroup, UINT8 ubSectorID, UINT32 uiMoveCode,
(*pGroup)->pEnemyGroup->ubIntention = ubIntention;
(*pGroup)->ubMoveType = ONE_WAY;
if( ubIntention == PURSUIT )
{ //Make sure that the group isn't moving into a garrison sector. These sectors should be using ASSAULT intentions!
if( SectorInfo[ ubSectorID ].ubGarrisonID != NO_GARRISON )
{
//Good place for a breakpoint.
pGroup = pGroup;
}
}
//Make sure that the group isn't moving into a garrison sector. These sectors should be using ASSAULT intentions!
Assert(ubIntention != PURSUIT && SectorInfo[ ubSectorID ].ubGarrisonID != NO_GARRISON );
if( (*pGroup)->ubSectorX == ubDstSectorX && (*pGroup)->ubSectorY == ubDstSectorY )
{ //The destination sector is the current location. Instead of causing code logic problems,