removing unused variables
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@@ -308,7 +308,6 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR, int nCmd
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LRESULT CALLBACK WndProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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HDC hdc;
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PAINTSTRUCT ps;
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POINT press;
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HMENU menu;
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@@ -455,7 +454,7 @@ LRESULT CALLBACK WndProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
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if ((block_erase == true) && (hwnd == mainPtr)) {
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block_erase = false;
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}
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hdc = BeginPaint(hwnd,&ps);
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BeginPaint(hwnd,&ps);
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EndPaint(hwnd,&ps);
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if (hwnd != mainPtr)
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@@ -236,7 +236,6 @@ void do_monsters()
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{
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short i,j,r1,target;
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location l1,l2;
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Boolean acted_yet = false;
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if (overall_mode == MODE_TOWN)
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for (i = 0; i < T_M; i++)
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@@ -260,14 +259,13 @@ void do_monsters()
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if ((c_town.monst.dudes[i].active == 2)
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|| ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].attitude % 2 != 1))) {
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acted_yet = false;
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if (((c_town.monst.dudes[i].attitude == 0) || (monst_target[i] == 6)) && (c_town.hostile == 0)) {
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if (c_town.monst.dudes[i].mobile == true) { // OK, it doesn't see the party or
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// isn't nasty, and the town isn't totally hostile.
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if ((c_town.monst.dudes[i].attitude % 2 != 1) || (get_ran(1,0,1) == 0)) {
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acted_yet = rand_move(i);
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rand_move(i);
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}
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else acted_yet = seek_party(i,c_town.monst.dudes[i].m_loc,c_town.p_loc);
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else seek_party(i,c_town.monst.dudes[i].m_loc,c_town.p_loc);
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}
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}
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if ((c_town.monst.dudes[i].attitude > 0) || (c_town.hostile == 1)) {
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@@ -277,15 +275,15 @@ void do_monsters()
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if ((c_town.monst.dudes[i].m_d.morale < 0) && (c_town.monst.dudes[i].m_d.spec_skill != MONSTER_MINDLESS)
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&& (c_town.monst.dudes[i].m_d.m_type != MONSTER_TYPE_UNDEAD)) {
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acted_yet = flee_party(i,l1,l2);
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flee_party(i,l1,l2);
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if (get_ran(1,0,10) < 6)
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c_town.monst.dudes[i].m_d.morale++;
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}
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else if (monst_hate_spot(i,&l2) == true)
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acted_yet = seek_party(i,l1,l2);
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seek_party(i,l1,l2);
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else if (((c_town.monst.dudes[i].m_d.mu == 0) && (c_town.monst.dudes[i].m_d.mu == 0))
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|| (can_see(l1,l2,0) > 3))
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acted_yet = seek_party(i,l1,l2);
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seek_party(i,l1,l2);
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}
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}
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}
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@@ -317,14 +315,13 @@ void do_monsters()
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if (overall_mode == MODE_OUTDOORS) {
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for (i = 0; i < 10; i++)
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if (party.out_c[i].exists == true) {
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acted_yet = false;
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l1 = party.out_c[i].m_loc;
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l2 = party.p_loc;
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r1 = get_ran(1,1,6);
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if (r1 == 3)
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acted_yet = rand_move(i);
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else acted_yet = seek_party(i,l1,l2);
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rand_move(i);
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else seek_party(i,l1,l2);
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}
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}
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}
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@@ -1574,7 +1574,7 @@ void do_priest_spell(short pc_num,short spell_num)
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//priest spells : 100 + spell number
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void cast_town_spell(location where)
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{
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short adjust,r1,targ,store;
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short adjust,r1,targ;
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location loc;
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unsigned char ter;
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@@ -1697,7 +1697,6 @@ void cast_town_spell(location where)
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update_explored(c_town.p_loc);
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}
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else {
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store = get_ran(1,0,1);
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play_sound(41);
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add_string_to_buf(" Didn't work. ");
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}
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@@ -93,7 +93,7 @@ Boolean check_special_terrain(location where_check,short mode,short which_pc,sho
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//short mode; // 0 - out 1 - town 2 - combat
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{
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unsigned char ter;
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short r1,i,choice,door_pc,ter_special,ter_flag1,ter_flag2,dam_type = 0,pic_type = 0,ter_pic = 0;
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short r1,i,choice,door_pc,ter_special,ter_flag1,ter_flag2,dam_type = 0,ter_pic = 0;
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Boolean can_enter = true;
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location out_where,from_loc,to_loc;
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short s1 = 0,s2 = 0,s3 = 0;
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@@ -253,7 +253,7 @@ Boolean check_special_terrain(location where_check,short mode,short which_pc,sho
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break;
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if (ter_special == TER_SPEC_DOES_FIRE_DAMAGE) {
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add_string_to_buf(" It's hot!");
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dam_type = DAMAGE_FIRE; pic_type = 0;
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dam_type = DAMAGE_FIRE;
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if (party.stuff_done[SDF_LAVAWALK] > 0) {
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add_string_to_buf(" It doesn't affect you.");
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break;
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@@ -261,11 +261,11 @@ Boolean check_special_terrain(location where_check,short mode,short which_pc,sho
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}
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if (ter_special == TER_SPEC_DOES_COLD_DAMAGE) {
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add_string_to_buf(" You feel cold!");
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dam_type = DAMAGE_COLD; pic_type = 4;
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dam_type = DAMAGE_COLD;
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}
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if (ter_special == TER_SPEC_DOES_MAGIC_DAMAGE) {
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add_string_to_buf(" Something shocks you!");
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dam_type = DAMAGE_MAGIC; pic_type = 1;
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dam_type = DAMAGE_MAGIC;
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}
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r1 = get_ran(ter_flag2,dam_type,ter_flag1);
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if (mode < 2)
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@@ -449,7 +449,7 @@ void check_fields(location where_check,short mode,short which_pc)
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void use_item(short pc,short item)
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{
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Boolean take_charge = true,inept_ok = false;
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short abil,level,i,j,item_use_code,str,type,which_stat,r1;
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short abil,i,j,item_use_code,str,type,which_stat,r1;
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char to_draw[60];
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location user_loc;
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//creature_data_type *which_m;
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@@ -463,7 +463,6 @@ effect_pat_type s = {{{0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0}}};
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abil = adven[pc].items[item].ability;
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level = adven[pc].items[item].item_level;
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item_use_code = abil_chart[abil];
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if (item_use_code >= 10) {
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@@ -41,12 +41,10 @@ void put_pc_screen()
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HDC hdc;
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COLORREF colors[6] = {RGB(0,0,0),RGB(255,0,0),RGB(128,0,0),RGB(0,160,0),RGB(0,0,255),RGB(255,255,255)};
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HBITMAP store_bmp;
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Boolean right_buttons_same = true;
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for (i = 0; i < 6; i++)
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if (((adven[i].main_status != MAIN_STATUS_ABSENT) && (pc_button_state[i] != 1)) ||
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((adven[i].main_status == MAIN_STATUS_ABSENT) && (pc_button_state[i] != 0)))
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right_buttons_same = false;
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// First refresh gworld with the pc info
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//rect_draw_some_item (orig_pc_info_screen_gworld, erase_rect, pc_info_screen_gworld, erase_rect, 0, 0);
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@@ -1217,7 +1215,6 @@ void print_buf ()
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short num_lines_printed = 0,ctrl_val;
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short line_to_print;
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short start_print_point;
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Boolean end_loop = false;
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RECT store_text_rect = {0,0,256,138},dest_rect,erase_rect = {1,1,255,137}; /**/
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RECT from_rect,to_rect;
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HDC hdc;
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@@ -1265,7 +1262,6 @@ void print_buf ()
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}
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if ((num_lines_printed == LINES_IN_TEXT_WIN - 1) && (printing_long == true)) {
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end_loop = false;
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line_to_print= buf_pointer;
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}
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@@ -34,7 +34,7 @@ void start_town_mode(short which_town, short entry_dir)
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char message[60];
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short j,k,town_number;
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short at_which_save_slot,former_town;
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short former_town;
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location loc;
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unsigned char temp;
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Boolean monsters_loaded = false, town_toast = false;
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@@ -110,8 +110,6 @@ void start_town_mode(short which_town, short entry_dir)
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c_town.monst.which_town = town_number;
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c_town.monst.friendly = 0;
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at_which_save_slot = party.at_which_save_slot;
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for (i = 0; i < 4; i++)
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if (town_number == party.creature_save[i].which_town) {
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c_town.monst = party.creature_save[i];
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@@ -1022,7 +1020,7 @@ void erase_specials()
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void erase_out_specials()
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{
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short i,j,k,l,m,out_num;
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short i,j,k,l,m;
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special_node_type sn;
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short sd1,sd2;
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@@ -1062,7 +1060,6 @@ void erase_out_specials()
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for (k = 0; k < 18; k++)
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//GK if (outdoors[i][j].special_id[k] >= 0)
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{
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out_num = scenario.out_width * (party.outdoor_corner.y + j) + party.outdoor_corner.x + i;
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sn = outdoors[i][j].specials[outdoors[i][j].special_id[k]];
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sd1 = sn.sd1; sd2 = sn.sd2;
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@@ -17,7 +17,7 @@
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void pc_record_type::kill(short type)
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{
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short i = 24;
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bool dummy, no_save = false, no_luck = false;
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bool no_save = false, no_luck = false;
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location item_loc;
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if (type >= 20)
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@@ -62,7 +62,6 @@ void pc_record_type::kill(short type)
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if (overall_mode != MODE_OUTDOORS)
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for (i = 0; i < 24; i++)
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if (items[i].variety != ITEM_TYPE_NO_ITEM) {
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dummy = place_item(items[i],item_loc,true);
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items[i].variety = ITEM_TYPE_NO_ITEM;
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}
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if ((type == 2) || (type == 3))
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