remove unused code
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e8d58f4f1f
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d4b52e1022
1 changed files with 11 additions and 26 deletions
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@ -282,8 +282,6 @@ namespace { // Private helpers for move_unit()
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// Movement parameters (these decrease the number of parameters needed
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// for individual functions).
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move_unit_spectator * const spectator_;
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const bool is_replay_;
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const map_location & replay_dest_;
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const bool skip_sighting_;
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const bool skip_ally_sighting_;
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const bool playing_team_is_viewing_;
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@ -346,10 +344,8 @@ namespace { // Private helpers for move_unit()
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move_unit_spectator *move_spectator,
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bool skip_sightings, bool skip_ally_sightings) :
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spectator_(move_spectator),
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is_replay_(false),
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replay_dest_(route.back()),
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skip_sighting_(is_replay_ || skip_sightings),
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skip_ally_sighting_(is_replay_ || skip_ally_sightings),
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skip_sighting_(skip_sightings),
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skip_ally_sighting_(skip_ally_sightings),
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playing_team_is_viewing_(resources::screen->playing_team() ==
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resources::screen->viewing_team()
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|| resources::screen->show_everything()),
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@ -665,10 +661,9 @@ namespace { // Private helpers for move_unit()
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// where the unit would be forced to stop by a hidden unit.
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for ( ambush_limit_ = start+1; ambush_limit_ != stop; ++ambush_limit_ ) {
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// Check if we need to stop in the previous hex.
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if ( ambushed_ )
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if ( !is_replay_ || *(ambush_limit_-1) == replay_dest_ )
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if ( ambushed_ ) {
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break;
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}
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// Check for being unable to enter this hex.
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if ( check_for_obstructing_unit(*ambush_limit_, *(ambush_limit_-1)) ) {
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// No replay check here? Makes some sense, I guess.
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@ -749,13 +744,11 @@ namespace { // Private helpers for move_unit()
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for ( ; end != stop; ++end )
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{
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// Break out of the loop if we cannot leave the previous hex.
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if ( zoc_stop_ != map_location::null_location() && !is_replay_ )
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if ( zoc_stop_ != map_location::null_location() ) {
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break;
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}
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remaining_moves -= move_it_->movement_cost(map[*end]);
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if ( remaining_moves < 0 ) {
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if ( is_replay_ )
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remaining_moves = 0;
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else
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break;
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}
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@ -768,7 +761,7 @@ namespace { // Private helpers for move_unit()
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zoc_stop_ = *end;
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}
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if ( !is_replay_ ) {
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if ( true ) {
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// Avoiding stopping on a (known) unit.
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route_iterator min_end = start == begin_ ? start : start + 1;
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while ( end != min_end && resources::gameboard->has_visible_unit(*(end-1), *current_team_) )
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@ -950,15 +943,14 @@ namespace { // Private helpers for move_unit()
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// Each iteration performs the move from real_end_-1 to real_end_.
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for ( real_end_ = begin_+1; real_end_ != ambush_limit_; ++real_end_ ) {
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const route_iterator step_from = real_end_ - 1;
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const bool can_break = !is_replay_ || replay_dest_ == *step_from;
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// See if we can leave *step_from.
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// Already accounted for: ambusher
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if ( event_mutated_ && can_break )
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if ( event_mutated_ )
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{
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break;
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}
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if ( sighted_ && can_break && is_reasonable_stop(*step_from) )
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if ( sighted_ && is_reasonable_stop(*step_from) )
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{
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sighted_stop_ = true;
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break;
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@ -966,10 +958,8 @@ namespace { // Private helpers for move_unit()
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// Already accounted for: ZoC
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// Already accounted for: movement cost
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if ( fire_hex_event(exit_hex_str, step_from, real_end_) ) {
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if ( can_break ) {
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report_extra_hex_ = true;
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break;
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}
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report_extra_hex_ = true;
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break;
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}
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if ( real_end_ == obstructed_ ) {
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// We did not check for being a replay when checking for an
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@ -978,11 +968,6 @@ namespace { // Private helpers for move_unit()
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obstructed_stop = true;
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break;
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}
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if ( is_replay_ && replay_dest_ == *step_from )
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{
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// Preserve the replay.
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break;
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}
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// We can leave *step_from. Make the move to *real_end_.
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bool new_animation = do_move(step_from, real_end_, animator);
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