C4Id: Removed some deprecated defitions

These are not used anymore in openclonk, if there is any need for the functionalitiy at all, it can be implemented in C4Script. To remove the other definitions some more work is required.
Maikel de Vries 2011-01-06 18:12:34 +01:00
parent 6a17914955
commit 32993624c0
7 changed files with 4 additions and 27 deletions

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@ -3286,7 +3286,6 @@ void C4Game::UpdateRules()
if (::Game.iTick255) return;
Rules=0;
if (ObjectCount(C4ID::CnMaterial)) Rules|=C4RULE_ConstructionNeedsMaterial;
if (ObjectCount(C4ID::FlagRemvbl)) Rules|=C4RULE_FlagRemoveable;
if (ObjectCount(C4ID::StructuresSnowIn)) Rules|=C4RULE_StructuresSnowIn;
}

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@ -313,8 +313,7 @@ public:
const int32_t
C4RULE_ConstructionNeedsMaterial = 1,
C4RULE_FlagRemoveable = 2,
C4RULE_StructuresSnowIn = 4;
C4RULE_StructuresSnowIn = 2;
extern C4Game Game;

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@ -282,7 +282,6 @@ void C4RoundResults::EvaluateGoals(C4IDList &GoalList, C4IDList &FulfilledGoalLi
// clear prev
GoalList.Clear(); FulfilledGoalList.Clear();
// Items
bool fRivalvry = !!Game.ObjectCount(C4ID::Rivalry);
int32_t cnt; C4ID idGoal;
for (cnt=0; (idGoal=::Objects.GetListID(C4D_Goal,cnt)); cnt++)
{
@ -290,15 +289,7 @@ void C4RoundResults::EvaluateGoals(C4IDList &GoalList, C4IDList &FulfilledGoalLi
bool fFulfilled = false;;
C4Object *pObj;
if ((pObj = ::Objects.Find(idGoal)))
{
if (fRivalvry)
{
C4AulParSet pars(C4VInt(iPlayerNumber));
fFulfilled = !!pObj->Call(PSF_IsFulfilledforPlr, &pars);
}
else
fFulfilled = !!pObj->Call(PSF_IsFulfilled);
}
fFulfilled = !!pObj->Call(PSF_IsFulfilled);
GoalList.SetIDCount(idGoal, cnt, true);
if (fFulfilled) FulfilledGoalList.SetIDCount(idGoal, 1, true);
}

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@ -612,9 +612,7 @@ bool C4TeamList::Load(C4Group &hGroup, class C4Scenario *pInitDefault, class C4L
if (!pInitDefault) return false;
// no teams defined: Activate default melee teams if a melee rule is found
// default: FFA for anything that looks like melee
if ( pInitDefault->Game.Goals.GetIDCount(C4ID::Melee, 1)
|| pInitDefault->Game.Rules.GetIDCount(C4ID::Rivalry, 1)
|| pInitDefault->Game.Goals.GetIDCount(C4ID::TeamworkMelee, 1))
if ( pInitDefault->Game.Goals.GetIDCount(C4ID::Melee, 1))
{
fAllowHostilityChange = true;
fActive = true;

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@ -526,7 +526,7 @@ void C4SDefinitions::CompileFunc(StdCompiler *pComp)
bool C4SGame::IsMelee()
{
return (Goals.GetIDCount(C4ID::Melee) || Goals.GetIDCount(C4ID::TeamworkMelee));
return (Goals.GetIDCount(C4ID::Melee));
}
// scenario sections

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@ -38,15 +38,10 @@ const C4ID C4ID::Contents(std::string("Contents"));
const C4ID C4ID::StructuresSnowIn(std::string("STSN"));
const C4ID C4ID::CnMaterial(std::string("CNMT"));
const C4ID C4ID::Flag(std::string("FLAG"));
const C4ID C4ID::FlagRemvbl(std::string("FGRV"));
const C4ID C4ID::Conkit(std::string("CNKT"));
const C4ID C4ID::Clonk(std::string("Clonk"));
const C4ID C4ID::Flame(std::string("FLAM"));
const C4ID C4ID::Meteor(std::string("METO"));
const C4ID C4ID::Blast(std::string("FXB1"));
const C4ID C4ID::Melee(std::string("MELE"));
const C4ID C4ID::TeamworkMelee(std::string("MEL2"));
const C4ID C4ID::Rivalry(std::string("RVLR"));
const C4ID C4ID::Bubble(std::string("Fx_Bubble"));
C4ID::C4ID(const std::string &s) { assign(s); }

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@ -54,15 +54,10 @@ public:
DEPRECATED static const C4ID CnMaterial; // Buildings need construction material
DEPRECATED static const C4ID StructuresSnowIn;
DEPRECATED static const C4ID Flag;
DEPRECATED static const C4ID FlagRemvbl; // Flag removable
DEPRECATED static const C4ID Conkit; // Construction kit
DEPRECATED static const C4ID Clonk;
DEPRECATED static const C4ID Flame;
DEPRECATED static const C4ID Meteor;
DEPRECATED static const C4ID Blast;
DEPRECATED static const C4ID Melee;
DEPRECATED static const C4ID TeamworkMelee;
DEPRECATED static const C4ID Rivalry;
DEPRECATED static const C4ID Bubble;
C4ID(): v(None.v) {}