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[Stratagus-CVS] stratagus/src/ui botpanel.c


From: Jimmy Salmon
Subject: [Stratagus-CVS] stratagus/src/ui botpanel.c
Date: Tue, 30 Sep 2003 14:41:13 -0400

CVSROOT:        /cvsroot/stratagus
Module name:    stratagus
Branch:         
Changes by:     Jimmy Salmon <address@hidden>   03/09/30 14:41:12

Modified files:
        src/ui         : botpanel.c 

Log message:
        Cleanup

Patches:
Index: stratagus/src/ui/botpanel.c
diff -u stratagus/src/ui/botpanel.c:1.89 stratagus/src/ui/botpanel.c:1.90
--- stratagus/src/ui/botpanel.c:1.89    Fri Sep 26 14:52:19 2003
+++ stratagus/src/ui/botpanel.c Tue Sep 30 14:41:09 2003
@@ -27,7 +27,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: botpanel.c,v 1.89 2003/09/26 18:52:19 jsalmon3 Exp $
+//     $Id: botpanel.c,v 1.90 2003/09/30 18:41:09 jsalmon3 Exp $
 
 //@{
 
@@ -72,7 +72,7 @@
     /// for unit buttons sub-menus etc.
 global int CurrentButtonLevel;
     /// All buttons for units
-local ButtonAction *UnitButtonTable[MAX_BUTTONS];
+local ButtonAction* UnitButtonTable[MAX_BUTTONS];
     /// buttons in UnitButtonTable
 local int NumUnitButtons;
 #endif
@@ -92,9 +92,9 @@
     //
     // Resolve the icon names.
     //
-    for (z = 0; z < NumUnitButtons; z++) {
-       UnitButtonTable[z]->Icon.Icon
-               = IconByIdent(UnitButtonTable[z]->Icon.Name);
+    for (z = 0; z < NumUnitButtons; ++z) {
+       UnitButtonTable[z]->Icon.Icon =
+           IconByIdent(UnitButtonTable[z]->Icon.Name);
     }
 #else
     // FIXME: proabably not necessary
@@ -113,166 +113,165 @@
     char* cp;
 #endif
 
-    CLprintf(file,"\n;;; -----------------------------------------\n");
-    CLprintf(file,";;; MODULE: buttons $Id: botpanel.c,v 1.89 2003/09/26 
18:52:19 jsalmon3 Exp $\n\n");
+    CLprintf(file, "\n;;; -----------------------------------------\n");
+    CLprintf(file, ";;; MODULE: buttons $Id: botpanel.c,v 1.90 2003/09/30 
18:41:09 jsalmon3 Exp $\n\n");
 
 #ifndef NEW_UI
-    for( i=0; i<NumUnitButtons; ++i ) {
-       CLprintf(file,"(define-button 'pos %d 'level %d 'icon '%s\n",
-               UnitButtonTable[i]->Pos,
-               UnitButtonTable[i]->Level,
-               IdentOfIcon(UnitButtonTable[i]->Icon.Icon));
-       CLprintf(file,"  'action ");
-       switch( UnitButtonTable[i]->Action ) {
+    for (i = 0; i < NumUnitButtons; ++i) {
+       CLprintf(file, "(define-button 'pos %d 'level %d 'icon '%s\n",
+           UnitButtonTable[i]->Pos, UnitButtonTable[i]->Level,
+           IdentOfIcon(UnitButtonTable[i]->Icon.Icon));
+       CLprintf(file, "  'action ");
+       switch (UnitButtonTable[i]->Action) {
            case ButtonMove:
-               CLprintf(file,"'move"); break;
+               CLprintf(file, "'move"); break;
            case ButtonStop:
-               CLprintf(file,"'stop"); break;
+               CLprintf(file, "'stop"); break;
            case ButtonAttack:
-               CLprintf(file,"'attack"); break;
+               CLprintf(file, "'attack"); break;
            case ButtonRepair:
-               CLprintf(file,"'repair"); break;
+               CLprintf(file, "'repair"); break;
            case ButtonHarvest:
-               CLprintf(file,"'harvest"); break;
+               CLprintf(file, "'harvest"); break;
            case ButtonButton:
-               CLprintf(file,"'button"); break;
+               CLprintf(file, "'button"); break;
            case ButtonBuild:
-               CLprintf(file,"'build"); break;
+               CLprintf(file, "'build"); break;
            case ButtonTrain:
-               CLprintf(file,"'train-unit"); break;
+               CLprintf(file, "'train-unit"); break;
            case ButtonPatrol:
-               CLprintf(file,"'patrol"); break;
+               CLprintf(file, "'patrol"); break;
            case ButtonStandGround:
-               CLprintf(file,"'stand-ground"); break;
+               CLprintf(file, "'stand-ground"); break;
            case ButtonAttackGround:
-               CLprintf(file,"'attack-ground"); break;
+               CLprintf(file, "'attack-ground"); break;
            case ButtonReturn:
-               CLprintf(file,"'return-goods"); break;
+               CLprintf(file, "'return-goods"); break;
            case ButtonDemolish:
-               CLprintf(file,"'demolish"); break;
+               CLprintf(file, "'demolish"); break;
            case ButtonSpellCast:
-               CLprintf(file,"'cast-spell"); break;
+               CLprintf(file, "'cast-spell"); break;
            case ButtonResearch:
-               CLprintf(file,"'research"); break;
+               CLprintf(file, "'research"); break;
            case ButtonUpgradeTo:
-               CLprintf(file,"'upgrade-to"); break;
+               CLprintf(file, "'upgrade-to"); break;
            case ButtonUnload:
-               CLprintf(file,"'unload"); break;
+               CLprintf(file, "'unload"); break;
            case ButtonCancel:
-               CLprintf(file,"'cancel"); break;
+               CLprintf(file, "'cancel"); break;
            case ButtonCancelUpgrade:
-               CLprintf(file,"'cancel-upgrade"); break;
+               CLprintf(file, "'cancel-upgrade"); break;
            case ButtonCancelTrain:
-               CLprintf(file,"'cancel-train-unit"); break;
+               CLprintf(file, "'cancel-train-unit"); break;
            case ButtonCancelBuild:
-               CLprintf(file,"'cancel-build"); break;
+               CLprintf(file, "'cancel-build"); break;
        }
-       if( UnitButtonTable[i]->ValueStr ) {
-           if( isdigit(UnitButtonTable[i]->ValueStr[0]) ) {
-               CLprintf(file," 'value %s\n",UnitButtonTable[i]->ValueStr);
+       if (UnitButtonTable[i]->ValueStr) {
+           if (isdigit(UnitButtonTable[i]->ValueStr[0])) {
+               CLprintf(file, " 'value %s\n", UnitButtonTable[i]->ValueStr);
            } else {
-               CLprintf(file," 'value '%s\n",UnitButtonTable[i]->ValueStr);
+               CLprintf(file, " 'value '%s\n", UnitButtonTable[i]->ValueStr);
            }
        } else {
-           CLprintf(file,"\n");
+           CLprintf(file, "\n");
        }
-       if( UnitButtonTable[i]->Allowed ) {
-           CLprintf(file,"  'allowed ");
-           if( UnitButtonTable[i]->Allowed == ButtonCheckTrue ) {
-               CLprintf(file,"'check-true");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckFalse ) {
-               CLprintf(file,"'check-false");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckUpgrade ) {
-               CLprintf(file,"'check-upgrade");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckUnitsOr ) {
-               CLprintf(file,"'check-units-or");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckUnitsAnd ) {
-               CLprintf(file,"'check-units-and");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckNetwork ) {
-               CLprintf(file,"'check-network");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckNoNetwork ) {
-               CLprintf(file,"'check-no-network");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckNoWork ) {
-               CLprintf(file,"'check-no-work");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckNoResearch ) {
-               CLprintf(file,"'check-no-research");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckAttack ) {
-               CLprintf(file,"'check-attack");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckUpgradeTo ) {
-               CLprintf(file,"'check-upgrade-to");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckResearch ) {
-               CLprintf(file,"'check-research");
-           } else if( UnitButtonTable[i]->Allowed == ButtonCheckSingleResearch 
) {
-               CLprintf(file,"'check-single-research");
+       if (UnitButtonTable[i]->Allowed) {
+           CLprintf(file, "  'allowed ");
+           if (UnitButtonTable[i]->Allowed == ButtonCheckTrue) {
+               CLprintf(file, "'check-true");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckFalse) {
+               CLprintf(file, "'check-false");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckUpgrade) {
+               CLprintf(file, "'check-upgrade");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckUnitsOr) {
+               CLprintf(file, "'check-units-or");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckUnitsAnd) {
+               CLprintf(file, "'check-units-and");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckNetwork) {
+               CLprintf(file, "'check-network");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckNoNetwork) {
+               CLprintf(file, "'check-no-network");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckNoWork) {
+               CLprintf(file, "'check-no-work");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckNoResearch) {
+               CLprintf(file, "'check-no-research");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckAttack) {
+               CLprintf(file, "'check-attack");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckUpgradeTo) {
+               CLprintf(file, "'check-upgrade-to");
+           } else if (UnitButtonTable[i]->Allowed == ButtonCheckResearch) {
+               CLprintf(file, "'check-research");
+           } else if (UnitButtonTable[i]->Allowed == 
ButtonCheckSingleResearch) {
+               CLprintf(file, "'check-single-research");
            } else {
                DebugLevel0Fn("Unsupported check function %p\n" _C_
-                       UnitButtonTable[i]->Allowed);
-               CLprintf(file,"%p",UnitButtonTable[i]->Allowed);
+                   UnitButtonTable[i]->Allowed);
+               CLprintf(file, "%p",UnitButtonTable[i]->Allowed);
            }
-           if( UnitButtonTable[i]->AllowStr ) {
-               CLprintf(file," 'allow-arg '(");
-               cp=alloca(strlen(UnitButtonTable[i]->AllowStr));
-               strcpy(cp,UnitButtonTable[i]->AllowStr);
-               cp=strtok(cp,",");
-               while( cp ) {
-                   CLprintf(file,"%s",cp);
-                   cp=strtok(NULL,",");
-                   if( cp ) {
-                       CLprintf(file," ");
+           if (UnitButtonTable[i]->AllowStr) {
+               CLprintf(file, " 'allow-arg '(");
+               cp = alloca(strlen(UnitButtonTable[i]->AllowStr));
+               strcpy(cp, UnitButtonTable[i]->AllowStr);
+               cp = strtok(cp, ",");
+               while (cp) {
+                   CLprintf(file, "%s", cp);
+                   cp = strtok(NULL, ",");
+                   if (cp) {
+                       CLprintf(file, " ");
                    }
                }
-               CLprintf(file,")");
+               CLprintf(file, ")");
            }
-           CLprintf(file,"\n");
+           CLprintf(file, "\n");
        }
-       CLprintf(file,"  'key \"");
-       switch( UnitButtonTable[i]->Key ) {
+       CLprintf(file, "  'key \"");
+       switch (UnitButtonTable[i]->Key) {
            case '\033':
-               CLprintf(file,"\\%03o",UnitButtonTable[i]->Key);
+               CLprintf(file, "\\%03o", UnitButtonTable[i]->Key);
                break;
            default:
-               CLprintf(file,"%c",UnitButtonTable[i]->Key);
+               CLprintf(file, "%c", UnitButtonTable[i]->Key);
                break;
        }
-       CLprintf(file,"\" 'hint \"%s\"\n",UnitButtonTable[i]->Hint);
-       n=CLprintf(file,"  'for-unit '(");
-       cp=alloca(strlen(UnitButtonTable[i]->UnitMask));
-       strcpy(cp,UnitButtonTable[i]->UnitMask);
-       cp=strtok(cp,",");
-       while( cp ) {
-           if( n+strlen(cp)>78 ) {
-               n=CLprintf(file,"\n    ");
-           }
-           n+=CLprintf(file,"%s",cp);
-           cp=strtok(NULL,",");
-           if( cp ) {
-               n+=CLprintf(file," ");
+       CLprintf(file, "\" 'hint \"%s\"\n", UnitButtonTable[i]->Hint);
+       n = CLprintf(file, "  'for-unit '(");
+       cp = alloca(strlen(UnitButtonTable[i]->UnitMask));
+       strcpy(cp, UnitButtonTable[i]->UnitMask);
+       cp = strtok(cp, ",");
+       while (cp) {
+           if (n + strlen(cp) > 78) {
+               n = CLprintf(file, "\n    ");
+           }
+           n += CLprintf(file, "%s", cp);
+           cp = strtok(NULL, ",");
+           if (cp) {
+               n += CLprintf(file, " ");
            }
        }
-       CLprintf(file,"))\n\n");
+       CLprintf(file, "))\n\n");
     }
 #else
 
-    CLprintf(file,"(set-selection-changed-hook '");
-    lprin1CL(SelectionChangedHook,file);
-    CLprintf(file,")\n");
+    CLprintf(file, "(set-selection-changed-hook '");
+    lprin1CL(SelectionChangedHook, file);
+    CLprintf(file, ")\n");
 
-    CLprintf(file,"(set-selected-unit-changed-hook '");
-    lprin1CL(SelectedUnitChangedHook,file);
-    CLprintf(file,")\n");
+    CLprintf(file, "(set-selected-unit-changed-hook '");
+    lprin1CL(SelectedUnitChangedHook, file);
+    CLprintf(file, ")\n");
 
-    CLprintf(file,"(set-choose-target-begin-hook '");
-    lprin1CL(ChooseTargetBeginHook,file);
-    CLprintf(file,")\n");
+    CLprintf(file, "(set-choose-target-begin-hook '");
+    lprin1CL(ChooseTargetBeginHook, file);
+    CLprintf(file, ")\n");
 
-    CLprintf(file,"(set-choose-target-finish-hook '");
-    lprin1CL(ChooseTargetFinishHook,file);
-    CLprintf(file,")\n");
+    CLprintf(file, "(set-choose-target-finish-hook '");
+    lprin1CL(ChooseTargetFinishHook, file);
+    CLprintf(file, ")\n");
 
 #endif
 
-    CLprintf(file,"(set-show-command-key! %s)\n\n",
-           ShowCommandKey ? "#t" : "#f");
+    CLprintf(file, "(set-show-command-key! %s)\n\n",
+       ShowCommandKey ? "#t" : "#f");
 }
 
 
@@ -300,63 +299,64 @@
 #endif
 
 #ifdef NEW_UI
-local void CleanButton(ButtonAction * ba)
+local void CleanButton(ButtonAction* ba)
 {
-    if( !ba->Icon.Name ) {
+    if (!ba->Icon.Name) {
        return;
     }
     free(ba->Icon.Name);
     CclGcUnprotect(ba->Action);
     memset(ba, 0, sizeof(*ba));
-    MustRedraw|=RedrawButtonPanel;
+    MustRedraw |= RedrawButtonPanel;
 }
 #endif
 
 /// FIXME: docu
 #ifndef NEW_UI
-int AddButton(int pos, int level, const char *icon_ident,
-       enum _button_cmd_ action, const char *value, const ButtonCheckFunc func,
-       const void *allow, int key, const char *hint, const char *umask)
+int AddButton(int pos, int level, const char* icon_ident,
+    enum _button_cmd_ action, const char* value, const ButtonCheckFunc func,
+    const void* allow, int key, const char* hint, const char* umask)
 #else
-global void AddButton(int pos, char *icon_ident, SCM action, int key, char 
*hint, int highlight)
+global void AddButton(int pos, char *icon_ident, SCM action, int key,
+    char* hint, int highlight)
 #endif
 {
 #ifndef NEW_UI
     char buf[2048];
 #endif
-    ButtonAction *ba;
+    ButtonAction* ba;
 
 #ifndef NEW_UI
-    ba = (ButtonAction *) malloc(sizeof(ButtonAction));
+    ba = (ButtonAction*)malloc(sizeof(ButtonAction));
     DebugCheck(!ba);                   //FIXME: perhaps should return error?
 
     ba->Pos = pos;
     ba->Level = level;
-    ba->Icon.Name = (char *)icon_ident;
+    ba->Icon.Name = (char*)icon_ident;
     // FIXME: check if already initited
     //ba->Icon.Icon = IconByIdent(icon_ident);
     ba->Action = action;
     if (value) {
        ba->ValueStr = strdup(value);
        switch (action) {
-       case ButtonSpellCast:
-           ba->Value = SpellIdByIdent(value);
-           break;
-       case ButtonTrain:
-           ba->Value = UnitTypeIdByIdent(value);
-           break;
-       case ButtonResearch:
-           ba->Value = UpgradeIdByIdent(value);
-           break;
-       case ButtonUpgradeTo:
-           ba->Value = UnitTypeIdByIdent(value);
-           break;
-       case ButtonBuild:
-           ba->Value = UnitTypeIdByIdent(value);
-           break;
-       default:
-           ba->Value = atoi(value);
-           break;
+           case ButtonSpellCast:
+               ba->Value = SpellIdByIdent(value);
+               break;
+           case ButtonTrain:
+               ba->Value = UnitTypeIdByIdent(value);
+               break;
+           case ButtonResearch:
+               ba->Value = UpgradeIdByIdent(value);
+               break;
+           case ButtonUpgradeTo:
+               ba->Value = UnitTypeIdByIdent(value);
+               break;
+           case ButtonBuild:
+               ba->Value = UnitTypeIdByIdent(value);
+               break;
+           default:
+               ba->Value = atoi(value);
+               break;
        }
     } else {
        ba->ValueStr = NULL;
@@ -384,19 +384,20 @@
     //DebugCheck(ba->Icon.Icon == NoIcon);// just checks, that's why at the end
     return 1;
 #else
-    if( pos<1 || pos>9 ) {
-       DebugLevel0Fn("Bad button positon %d (Icon.Name=%s)\n" _C_ pos _C_ 
icon_ident);
+    if (pos < 1 || pos > 9) {
+       DebugLevel0Fn("Bad button positon %d (Icon.Name=%s)\n" _C_
+           pos _C_ icon_ident);
        // FIXME: better way to kill the program?
        DebugCheck(1);
     }
-    ba = CurrentButtons + (pos-1);
+    ba = CurrentButtons + (pos - 1);
     CleanButton(ba);
 
     // maxy: the caller does not free this pointer
     ba->Icon.Name = icon_ident;
-    ba->Icon.Icon = IconByIdent(ba->Icon.Name);
-    if( ba->Icon.Icon == NoIcon ) {
-       ba->Icon.Icon = IconByIdent(ba->Icon.Name);
+    ba->Icon.Icon = IconByIdent(ba->Icon. Name);
+    if (ba->Icon.Icon == NoIcon) {
+       ba->Icon.Icon = IconByIdent(ba->Icon. Name);
        DebugLevel0Fn("Icon not found: Icon.Name = %s\n" _C_ ba->Icon.Name);
        // FIXME: better way to kill the program? or draw a
        // Unknown-Icon and add a hint so the user can test the rest of the ccl?
@@ -408,7 +409,7 @@
 
     // maxy: the caller does not free this pointer
     ba->Hint = hint;
-    MustRedraw|=RedrawButtonPanel;
+    MustRedraw |= RedrawButtonPanel;
     ba->Key = key;
     ba->Highlight = highlight;
 #endif
@@ -417,12 +418,12 @@
 #ifdef NEW_UI
 global void RemoveButton(int pos)
 {
-    if( pos<1 || pos>9 ) {
+    if (pos < 1 || pos > 9) {
        DebugLevel0Fn("Bad button positon %d\n" _C_ pos);
        // FIXME: better way to kill the program?
        DebugCheck(1);
     }
-    CleanButton(CurrentButtons + (pos-1));
+    CleanButton(CurrentButtons + (pos - 1));
 }
 #endif
 
@@ -437,7 +438,7 @@
     //
     //  Free the allocated buttons.
     //
-    for (z = 0; z < NumUnitButtons; z++) {
+    for (z = 0; z < NumUnitButtons; ++z) {
        DebugCheck(!UnitButtonTable[z]);
        if (UnitButtonTable[z]->Icon.Name) {
            free(UnitButtonTable[z]->Icon.Name);
@@ -462,8 +463,9 @@
     CurrentButtons = NULL;
 #else
     int i;
+
     DebugLevel0Fn("CleanButtons()\n");
-    for (i=0; i<9; i++) {
+    for (i = 0; i < 9; ++i) {
        CleanButton(CurrentButtons + i);
     }
 #endif
@@ -488,13 +490,13 @@
     // Draw background
     //
     if (TheUI.ButtonPanel.Graphic) {
-       VideoDrawSubClip(TheUI.ButtonPanel.Graphic,0,0
-           ,TheUI.ButtonPanel.Graphic->Width,TheUI.ButtonPanel.Graphic->Height
-           ,TheUI.ButtonPanelX,TheUI.ButtonPanelY);
+       VideoDrawSubClip(TheUI.ButtonPanel.Graphic, 0, 0,
+           TheUI.ButtonPanel.Graphic->Width, TheUI.ButtonPanel.Graphic->Height,
+           TheUI.ButtonPanelX, TheUI.ButtonPanelY);
     }
 
 #ifndef NEW_UI
-    if( !(buttons=CurrentButtons) ) {  // no buttons
+    if (!(buttons = CurrentButtons)) { // no buttons
        return;
     }
 #endif
@@ -503,26 +505,26 @@
     PlayerPixels(ThisPlayer);          // could only select own units.
 
 #ifndef NEW_UI
-    for( i=0; i<TheUI.NumButtonButtons; ++i ) {
-       if( buttons[i].Pos!=-1 ) {
+    for (i = 0; i < TheUI.NumButtonButtons; ++i) {
+       if (buttons[i].Pos != -1) {
            int j;
            int action;
 #else
-    //for( i=0; i<TheUI.NumButtonButtons; ++i ) {
-    for( i=0; i<9; ++i ) {
+    //for (i = 0; i < TheUI.NumButtonButtons; ++i) {
+    for (i = 0; i < 9; ++i) {
        ba = CurrentButtons + i;
-       if( ba->Icon.Icon != NoIcon ) {
+       if (ba->Icon.Icon != NoIcon) {
 #endif
 
            // cursor is on that button
-           if( ButtonAreaUnderCursor==ButtonAreaButton
-                   && ButtonUnderCursor==i ) {
-               v=IconActive;
-               if( MouseButtons&LeftButton ) {
-                   v=IconClicked;
+           if (ButtonAreaUnderCursor == ButtonAreaButton &&
+                   ButtonUnderCursor == i) {
+               v = IconActive;
+               if (MouseButtons & LeftButton) {
+                   v = IconClicked;
                }
            } else {
-               v=0;
+               v = 0;
            }
            //
            //  Any better ideas?
@@ -537,77 +539,75 @@
                together with something like (selected-action-is 'patrol) */
 
 #ifndef NEW_UI
-           action=UnitActionNone;
-           switch( buttons[i].Action ) {
+           action = UnitActionNone;
+           switch (buttons[i].Action) {
                case ButtonStop:
-                   action=UnitActionStill;
+                   action = UnitActionStill;
                    break;
                case ButtonStandGround:
-                   action=UnitActionStandGround;
+                   action = UnitActionStandGround;
                    break;
                case ButtonAttack:
-                   action=UnitActionAttack;
+                   action = UnitActionAttack;
                    break;
                case ButtonDemolish:
-                   action=UnitActionDemolish;
+                   action = UnitActionDemolish;
                    break;
                case ButtonAttackGround:
-                   action=UnitActionAttackGround;
+                   action = UnitActionAttackGround;
                    break;
                case ButtonRepair:
-                   action=UnitActionRepair;
+                   action = UnitActionRepair;
                    break;
                case ButtonPatrol:
-                   action=UnitActionPatrol;
+                   action = UnitActionPatrol;
                    break;
                default:
                    break;
            }
-           if( action!=UnitActionNone ) {
-               for( j=0; j<NumSelected; ++j ) {
-                   if( Selected[j]->Orders[0].Action!=action ) {
+           if (action != UnitActionNone) {
+               for (j = 0; j < NumSelected; ++j) {
+                   if (Selected[j]->Orders[0].Action != action) {
                        break;
                    }
                }
-               if( j==NumSelected ) {
-                   v|=IconSelected;
+               if (j == NumSelected) {
+                   v |= IconSelected;
                }
            } else {
-               switch( buttons[i].Action ) {
+               switch (buttons[i].Action) {
                    case ButtonMove:
-                       for( j=0; j<NumSelected; ++j ) {
-                           if( Selected[j]->Orders[0].Action!=UnitActionMove
-                                   && Selected[j]->Orders[0].Action
-                                       !=UnitActionBuild
-                                   && Selected[j]->Orders[0].Action
-                                       !=UnitActionFollow ) {
+                       for (j = 0; j < NumSelected; ++j) {
+                           if (Selected[j]->Orders[0].Action!=UnitActionMove &&
+                                   Selected[j]->Orders[0].Action != 
UnitActionBuild &&
+                                   Selected[j]->Orders[0].Action != 
UnitActionFollow) {
                                break;
                            }
                        }
-                       if( j==NumSelected ) {
-                           v|=IconSelected;
+                       if (j == NumSelected) {
+                           v |= IconSelected;
                        }
                        break;
                    case ButtonHarvest:
                    case ButtonReturn:
-                       for( j=0; j<NumSelected; ++j ) {
-                           if( 
Selected[j]->Orders[0].Action!=UnitActionResource ) {
+                       for (j = 0; j < NumSelected; ++j) {
+                           if (Selected[j]->Orders[0].Action != 
UnitActionResource) {
                                break;
                            }
                        }
-                       if( j==NumSelected ) {
-                           v|=IconSelected;
+                       if (j == NumSelected) {
+                           v |= IconSelected;
                        }
                        break;
                    case ButtonSpellCast:
-                       for( j=0; j<NumSelected; ++j ) {
-                           if( Selected[j]->AutoCastSpell!=
-                                   SpellTypeById(buttons[i].Value) ) {
+                       for (j = 0; j < NumSelected; ++j) {
+                           if (Selected[j]->AutoCastSpell !=
+                                   SpellTypeById(buttons[i].Value)) {
                                break;
                            }
                        }
-                       if( j==NumSelected ) {
-                           v|=IconAutoCast;
+                       if (j == NumSelected) {
+                           v |= IconAutoCast;
                        }
                        break;
 
@@ -618,51 +618,50 @@
                }
            }
 #else
-           if( ba->Highlight ) {
-               v|=IconSelected;
+           if (ba->Highlight) {
+               v |= IconSelected;
            }
 #endif
 
 #ifndef NEW_UI
-           DrawUnitIcon(ThisPlayer,buttons[i].Icon.Icon
-                   ,v,TheUI.ButtonButtons[i].X,TheUI.ButtonButtons[i].Y);
+           DrawUnitIcon(ThisPlayer,buttons[i].Icon.Icon,
+               v, TheUI.ButtonButtons[i].X, TheUI.ButtonButtons[i].Y);
 #else
-           DrawUnitIcon(ThisPlayer,ba->Icon.Icon
-                   ,v,TheUI.ButtonButtons[i].X,TheUI.ButtonButtons[i].Y);
+           DrawUnitIcon(ThisPlayer,ba->Icon.Icon,
+               v, TheUI.ButtonButtons[i].X, TheUI.ButtonButtons[i].Y);
 #endif
 
            //
            //  Update status line for this button
            //
-           if( ButtonAreaUnderCursor==ButtonAreaButton
-                   && ButtonUnderCursor==i && KeyState!=KeyStateInput ) {
+           if (ButtonAreaUnderCursor == ButtonAreaButton &&
+                   ButtonUnderCursor == i && KeyState != KeyStateInput) {
 #ifndef NEW_UI
                SetStatusLine(buttons[i].Hint);
                // FIXME: Draw costs
-               v=buttons[i].Value;
-               switch( buttons[i].Action ) {
+               v = buttons[i].Value;
+               switch (buttons[i].Action) {
                    case ButtonBuild:
                    case ButtonTrain:
                    case ButtonUpgradeTo:
                        // FIXME: store pointer in button table!
-                       stats=&UnitTypes[v]->Stats[ThisPlayer->Player];
-                       DebugLevel3("Upgrade to %s %d %d %d %d %d\n"
-                               _C_ UnitTypes[v].Ident
-                               _C_ UnitTypes[v].Demand
-                               _C_ UnitTypes[v]._Costs[GoldCost]
-                               _C_ UnitTypes[v]._Costs[WoodCost]
-                               _C_ stats->Costs[GoldCost]
-                               _C_ stats->Costs[WoodCost]);
+                       stats = &UnitTypes[v]->Stats[ThisPlayer->Player];
+                       DebugLevel3("Upgrade to %s %d %d %d %d %d\n" _C_
+                           UnitTypes[v].Ident _C_ UnitTypes[v].Demand _C_
+                           UnitTypes[v]._Costs[GoldCost] _C_
+                           UnitTypes[v]._Costs[WoodCost] _C_
+                           stats->Costs[GoldCost] _C_
+                           stats->Costs[WoodCost]);
 
-                       SetCosts(0,UnitTypes[v]->Demand,stats->Costs);
+                       SetCosts(0, UnitTypes[v]->Demand, stats->Costs);
 
                        break;
                    //case ButtonUpgrade:
                    case ButtonResearch:
-                       SetCosts(0,0,Upgrades[v].Costs);
+                       SetCosts(0, 0, Upgrades[v].Costs);
                        break;
                    case ButtonSpellCast:
-                       SetCosts(SpellTypeById( v )->ManaCost,0,NULL);
+                       SetCosts(SpellTypeById(v)->ManaCost, 0, NULL);
                        break;
 
                    default:
@@ -677,31 +676,31 @@
            //
            //  Tutorial show command key in icons
            //
-           if( ShowCommandKey ) {
+           if (ShowCommandKey) {
                Button* b;
 #ifdef NEW_UI
                char buf[4];
 #endif
 
-               b=&TheUI.ButtonButtons[i];
+               b = &TheUI.ButtonButtons[i];
 #ifndef NEW_UI
-               if( CurrentButtons[i].Key==27 ) {
+               if (CurrentButtons[i].Key == 27) {
 #else
-               if( ba->Key==27 ) {
+               if (ba->Key == 27) {
 #endif
-                   strcpy(buf,"ESC");
-                   VideoDrawText(b->X+4+b->Width-VideoTextLength(GameFont,buf),
-                       
b->Y+5+b->Height-VideoTextHeight(GameFont),GameFont,buf);
+                   strcpy(buf, "ESC");
+                   VideoDrawText(b->X + 4 + b->Width - 
VideoTextLength(GameFont, buf),
+                       b->Y + 5 + b->Height - VideoTextHeight(GameFont), 
GameFont, buf);
                } else {
                    // FIXME: real DrawChar would be useful
 #ifndef NEW_UI
-                   buf[0]=toupper(CurrentButtons[i].Key);
+                   buf[0] = toupper(CurrentButtons[i].Key);
 #else
-                   buf[0]=toupper(ba->Key);
+                   buf[0] = toupper(ba->Key);
 #endif
-                   buf[1]='\0';
-                   VideoDrawText(b->X+4+b->Width-VideoTextLength(GameFont,buf),
-                       
b->Y+5+b->Height-VideoTextHeight(GameFont),GameFont,buf);
+                   buf[1] = '\0';
+                   VideoDrawText(b->X + 4 + b->Width - 
VideoTextLength(GameFont, buf),
+                       b->Y + 5 + b->Height - VideoTextHeight(GameFont), 
GameFont, buf);
                }
            }
        }
@@ -723,74 +722,74 @@
     int i;
 
     // first clear the table
-    for ( z = 0; z < 9; z++ ) {
+    for (z = 0; z < 9; ++z) {
        _current_buttons[z].Pos = -1;
     }
 
-    i=PlayerRacesIndex(ThisPlayer->Race);
-    sprintf(unit_ident,",%s-group,",PlayerRaces.Name[i]);
+    i = PlayerRacesIndex(ThisPlayer->Race);
+    sprintf(unit_ident, ",%s-group,", PlayerRaces.Name[i]);
 
-    for( z = 0; z < NumUnitButtons; z++ ) {
-       if ( UnitButtonTable[z]->Level != CurrentButtonLevel ) {
+    for (z = 0; z < NumUnitButtons; ++z) {
+       if (UnitButtonTable[z]->Level != CurrentButtonLevel) {
            continue;
        }
 
        // any unit or unit in list
-       if ( UnitButtonTable[z]->UnitMask[0] == '*'
-               || strstr( UnitButtonTable[z]->UnitMask, unit_ident ) ) {
+       if (UnitButtonTable[z]->UnitMask[0] == '*' ||
+               strstr(UnitButtonTable[z]->UnitMask, unit_ident)) {
            int allow;
 
-           allow=0;
+           allow = 0;
            DebugLevel3("%d: %p\n" _C_ z _C_ UnitButtonTable[z]->Allowed);
-           if ( UnitButtonTable[z]->Allowed ) {
+           if (UnitButtonTable[z]->Allowed) {
                // there is check function -- call it
-               if (UnitButtonTable[z]->Allowed( NULL, UnitButtonTable[z] )) {
+               if (UnitButtonTable[z]->Allowed(NULL, UnitButtonTable[z])) {
                    allow = 1;
                }
            } else {
                // there is no allow function -- should check dependencies
                // any unit of the group must have this feature
-               if ( UnitButtonTable[z]->Action == ButtonAttack ) {
-                   for( i=NumSelected; --i; ) {
-                       if( Selected[i]->Type->CanAttack ) {
+               if (UnitButtonTable[z]->Action == ButtonAttack) {
+                   for (i = NumSelected; --i;) {
+                       if (Selected[i]->Type->CanAttack) {
                            allow = 1;
                            break;
                        }
                    }
-               } else if ( UnitButtonTable[z]->Action == ButtonAttackGround ) {
-                   for( i=NumSelected; --i; ) {
-                       if( Selected[i]->Type->GroundAttack ) {
+               } else if (UnitButtonTable[z]->Action == ButtonAttackGround) {
+                   for (i = NumSelected; --i;) {
+                       if (Selected[i]->Type->GroundAttack) {
                            allow = 1;
                            break;
                        }
                    }
-               } else if ( UnitButtonTable[z]->Action == ButtonDemolish ) {
-                   for( i=NumSelected; --i; ) {
-                       if( Selected[i]->Type->Volatile ) {
+               } else if (UnitButtonTable[z]->Action == ButtonDemolish) {
+                   for (i = NumSelected; --i;) {
+                       if (Selected[i]->Type->Volatile) {
                            allow = 1;
                            break;
                        }
                    }
-               } else if ( UnitButtonTable[z]->Action == ButtonCancel ) {
+               } else if (UnitButtonTable[z]->Action == ButtonCancel) {
                    allow = 1;
-               } else if ( UnitButtonTable[z]->Action == ButtonCancelUpgrade ) 
{
-                   for( i=NumSelected; --i; ) {
-                       if( Selected[i]->Orders[0].Action==UnitActionUpgradeTo
-                               || 
Selected[i]->Orders[0].Action==UnitActionResearch ) {
+               } else if (UnitButtonTable[z]->Action == ButtonCancelUpgrade) {
+                   for (i = NumSelected; --i;) {
+                       if (Selected[i]->Orders[0].Action == 
UnitActionUpgradeTo ||
+                               Selected[i]->Orders[0].Action == 
UnitActionResearch) {
                            allow = 1;
                            break;
                        }
                    }
-               } else if ( UnitButtonTable[z]->Action == ButtonCancelTrain ) {
-                   for( i=NumSelected; --i; ) {
-                       if( Selected[i]->Orders[0].Action==UnitActionTrain ) {
+               } else if (UnitButtonTable[z]->Action == ButtonCancelTrain) {
+                   for (i = NumSelected; --i;) {
+                       if (Selected[i]->Orders[0].Action == UnitActionTrain) {
                            allow = 1;
                            break;
                        }
                    }
-               } else if ( UnitButtonTable[z]->Action == ButtonCancelBuild ) {
-                   for( i=NumSelected; --i; ) {
-                       if( Selected[i]->Orders[0].Action==UnitActionBuilded ) {
+               } else if (UnitButtonTable[z]->Action == ButtonCancelBuild) {
+                   for (i = NumSelected; --i;) {
+                       if (Selected[i]->Orders[0].Action == UnitActionBuilded) 
{
                            allow = 1;
                            break;
                        }
@@ -801,14 +800,14 @@
            }
 
            if (allow) {                // is button allowed after all?
-               _current_buttons[UnitButtonTable[z]->Pos-1]
-                       = (*UnitButtonTable[z]);
+               _current_buttons[UnitButtonTable[z]->Pos - 1] =
+                   *UnitButtonTable[z];
            }
        }
     }
 
     CurrentButtons = _current_buttons;
-    MustRedraw|=RedrawButtonPanel;
+    MustRedraw |= RedrawButtonPanel;
 }
 
 /**
@@ -824,23 +823,23 @@
 
     DebugLevel3Fn("update buttons\n");
 
-    CurrentButtons=NULL;
+    CurrentButtons = NULL;
 
-    if( !NumSelected ) {               // no unit selected
+    if (!NumSelected) {                // no unit selected
        // FIXME: need only redraw if same state
-       MustRedraw|=RedrawButtonPanel;
+       MustRedraw |= RedrawButtonPanel;
        return;
     }
 
-    if( NumSelected>1 ) {              // multiple selected
-        for ( allow=z = 1; z < NumSelected; z++ ) {
+    if (NumSelected > 1) {             // multiple selected
+        for (allow = z = 1; z < NumSelected; ++z) {
            // if current type is equal to first one count it
-            if ( Selected[z]->Type == Selected[0]->Type ) {
-               allow++;
+            if (Selected[z]->Type == Selected[0]->Type) {
+               ++allow;
            }
        }
 
-       if ( allow != NumSelected ) {
+       if (allow != NumSelected) {
            // oops we have selected different units types
            // -- set default buttons and exit
            UpdateButtonPanelMultipleUnits();
@@ -850,50 +849,50 @@
        // -- continue with setting buttons as for the first unit
     }
 
-    unit=Selected[0];
-    DebugCheck( (unit==NoUnitP) );
+    unit = Selected[0];
+    DebugCheck(unit == NoUnitP);
 
-    if( unit->Player!=ThisPlayer ) {   // foreign unit
+    if (unit->Player != ThisPlayer) {  // foreign unit
        return;
     }
 
     // first clear the table
-    for ( z = 0; z < 9; z++ ) {
+    for (z = 0; z < 9; ++z) {
        _current_buttons[z].Pos = -1;
     }
 
     //
     // FIXME: johns: some hacks for cancel buttons
     //
-    if( unit->Orders[0].Action==UnitActionBuilded ) {
+    if (unit->Orders[0].Action == UnitActionBuilded) {
        // Trick 17 to get the cancel-build button
-       strcpy(unit_ident,",cancel-build,");
-    } else if( unit->Orders[0].Action==UnitActionUpgradeTo ) {
+       strcpy(unit_ident, ",cancel-build,");
+    } else if (unit->Orders[0].Action == UnitActionUpgradeTo) {
        // Trick 17 to get the cancel-upgrade button
-       strcpy(unit_ident,",cancel-upgrade,");
-    } else if( unit->Orders[0].Action==UnitActionResearch ) {
+       strcpy(unit_ident, ",cancel-upgrade,");
+    } else if (unit->Orders[0].Action == UnitActionResearch) {
        // Trick 17 to get the cancel-upgrade button
-       strcpy(unit_ident,",cancel-upgrade,");
+       strcpy(unit_ident, ",cancel-upgrade,");
     } else {
        sprintf(unit_ident, ",%s,", unit->Type->Ident);
     }
 
-    for( z = 0; z < NumUnitButtons; z++ ) {
-       int pos; //keep position, midified if alt-buttons required
+    for (z = 0; z < NumUnitButtons; ++z) {
+       int pos; //keep position, modified if alt-buttons required
        //FIXME: we have to check and if these unit buttons are available
        //       i.e. if button action is ButtonTrain for example check if
        //        required unit is not restricted etc...
 
-       buttonaction=UnitButtonTable[z];
+       buttonaction = UnitButtonTable[z];
        pos = buttonaction->Pos;
 
        // Same level
-       if ( buttonaction->Level != CurrentButtonLevel ) {
+       if (buttonaction->Level != CurrentButtonLevel) {
            continue;
        }
 
-       if ( pos > 9 ) {        // VLADI: this allows alt-buttons
-           if ( KeyModifiers & ModifierAlt ) {
+       if (pos > 9) {  // VLADI: this allows alt-buttons
+           if (KeyModifiers & ModifierAlt) {
                // buttons with pos >9 are shown on if ALT is pressed
                pos -= 9;
            } else {
@@ -902,95 +901,93 @@
        }
 
        // any unit or unit in list
-       if ( buttonaction->UnitMask[0] != '*'
-               && !strstr( buttonaction->UnitMask, unit_ident ) ) {
+       if (buttonaction->UnitMask[0] != '*' &&
+               !strstr(buttonaction->UnitMask, unit_ident)) {
            continue;
        }
 
-       if ( buttonaction->Allowed ) {
+       if (buttonaction->Allowed) {
            // there is check function -- call it
-           allow=buttonaction->Allowed( unit, buttonaction);
+           allow = buttonaction->Allowed(unit, buttonaction);
        } else {
            // there is no allow function -- should check dependencies
-           allow=0;
-           switch( buttonaction->Action ) {
-           case ButtonMove:
-           case ButtonStop:
-           case ButtonRepair:
-           case ButtonHarvest:
-           case ButtonButton:
-           case ButtonPatrol:
-           case ButtonStandGround:
-           case ButtonReturn:
-               allow = 1;
-               break;
-           case ButtonAttack:
-               allow=ButtonCheckAttack(unit,buttonaction);
-               break;
-           case ButtonAttackGround:
-               if( Selected[0]->Type->GroundAttack ) {
+           allow = 0;
+           switch (buttonaction->Action) {
+               case ButtonMove:
+               case ButtonStop:
+               case ButtonRepair:
+               case ButtonHarvest:
+               case ButtonButton:
+               case ButtonPatrol:
+               case ButtonStandGround:
+               case ButtonReturn:
                    allow = 1;
-               }
-               break;
-           case ButtonDemolish:
-               if( Selected[0]->Type->Volatile ) {
+                   break;
+               case ButtonAttack:
+                   allow = ButtonCheckAttack(unit, buttonaction);
+                   break;
+               case ButtonAttackGround:
+                   if (Selected[0]->Type->GroundAttack) {
+                       allow = 1;
+                   }
+                   break;
+               case ButtonDemolish:
+                   if (Selected[0]->Type->Volatile) {
+                       allow = 1;
+                   }
+                   break;
+               case ButtonTrain:
+                   // Check if building queue is enabled
+                   if (!EnableTrainingQueue &&
+                           unit->Orders[0].Action == UnitActionTrain) {
+                       break;
+                   }
+                   // FALL THROUGH
+               case ButtonUpgradeTo:
+               case ButtonResearch:
+               case ButtonBuild:
+                   allow = CheckDependByIdent(ThisPlayer, 
buttonaction->ValueStr);
+                   if (allow && !strncmp(buttonaction->ValueStr, "upgrade-", 
8)) {
+                       allow = UpgradeIdentAllowed(ThisPlayer, 
+                           buttonaction->ValueStr) == 'A';
+                   }
+                   break;
+               case ButtonSpellCast:
+                   allow = 
CheckDependByIdent(ThisPlayer,buttonaction->ValueStr) &&
+                       UpgradeIdentAllowed(ThisPlayer, buttonaction->ValueStr) 
== 'R';
+                   break;
+               case ButtonUnload:
+                   allow = (Selected[0]->Type->Transporter && 
Selected[0]->InsideCount);
+                   break;
+               case ButtonCancel:
                    allow = 1;
-               }
-               break;
-           case ButtonTrain:
-               // Check if building queue is enabled
-               if( !EnableTrainingQueue
-                       && unit->Orders[0].Action==UnitActionTrain ) {
                    break;
-               }
-               // FALL THROUGH
-           case ButtonUpgradeTo:
-           case ButtonResearch:
-           case ButtonBuild:
-               allow = CheckDependByIdent( ThisPlayer,buttonaction->ValueStr);
-               if ( allow && !strncmp( buttonaction->ValueStr,
-                           "upgrade-", 8 ) ) {
-                   allow=UpgradeIdentAllowed( ThisPlayer,
-                           buttonaction->ValueStr )=='A';
-               }
-               break;
-           case ButtonSpellCast:
-               allow = CheckDependByIdent( ThisPlayer,buttonaction->ValueStr)
-                       && UpgradeIdentAllowed( ThisPlayer,
-                               buttonaction->ValueStr )=='R';
-               break;
-           case ButtonUnload:
-               allow = 
(Selected[0]->Type->Transporter&&Selected[0]->InsideCount);
-               break;
-           case ButtonCancel:
-               allow = 1;
-               break;
 
-           case ButtonCancelUpgrade:
-               allow = unit->Orders[0].Action==UnitActionUpgradeTo
-                       || unit->Orders[0].Action==UnitActionResearch;
-               break;
-           case ButtonCancelTrain:
-               allow = unit->Orders[0].Action==UnitActionTrain;
-               break;
-           case ButtonCancelBuild:
-               allow = unit->Orders[0].Action==UnitActionBuilded;
-               break;
+               case ButtonCancelUpgrade:
+                   allow = unit->Orders[0].Action == UnitActionUpgradeTo ||
+                       unit->Orders[0].Action == UnitActionResearch;
+                   break;
+               case ButtonCancelTrain:
+                   allow = unit->Orders[0].Action == UnitActionTrain;
+                   break;
+               case ButtonCancelBuild:
+                   allow = unit->Orders[0].Action == UnitActionBuilded;
+                   break;
 
-           default:
-               DebugLevel0Fn("Unsupported button-action %d\n" _C_
+               default:
+                   DebugLevel0Fn("Unsupported button-action %d\n" _C_
                        buttonaction->Action);
-               break;
+                   break;
            }
        }
 
        if (allow) {            // is button allowed after all?
-           _current_buttons[pos-1] = (*buttonaction);
+           _current_buttons[pos - 1] = (*buttonaction);
        }
     }
 
     CurrentButtons = _current_buttons;
-    MustRedraw|=RedrawButtonPanel;
+    MustRedraw |= RedrawButtonPanel;
 }
 
 /*
@@ -1002,34 +999,34 @@
     UnitType* type;
     DebugLevel3Fn("Button clicked %d\n" _C_ button);
 
-    if( !CurrentButtons ) {            // no buttons
+    if (!CurrentButtons) {             // no buttons
        return;
     }
     //
     // Button not available.
     //
-    if( CurrentButtons[button].Pos==-1 ) {
+    if (CurrentButtons[button].Pos == -1) {
        return;
     }
 
-    PlayGameSound(GameSounds.Click.Sound,MaxSampleVolume);
+    PlayGameSound(GameSounds.Click.Sound, MaxSampleVolume);
 
     //
     // Handle action on button.
     //
 
     DebugLevel3Fn("Button clicked %d=%d\n" _C_ button _C_
-           CurrentButtons[button].Action);
-    switch( CurrentButtons[button].Action ) {
+       CurrentButtons[button].Action);
+    switch (CurrentButtons[button].Action) {
        case ButtonUnload:
            //
            //  Unload on coast, transporter standing, unload all units.
            //
-           if( NumSelected==1 && Selected[0]->Orders[0].Action==UnitActionStill
-                   && CoastOnMap(Selected[0]->X,Selected[0]->Y) ) {
-               SendCommandUnload(Selected[0]
-                       ,Selected[0]->X,Selected[0]->Y,NoUnitP
-                       ,!(KeyModifiers&ModifierShift));
+           if (NumSelected == 1 && Selected[0]->Orders[0].Action == 
UnitActionStill &&
+                   CoastOnMap(Selected[0]->X, Selected[0]->Y)) {
+               SendCommandUnload(Selected[0],
+                   Selected[0]->X, Selected[0]->Y, NoUnitP,
+                   !(KeyModifiers & ModifierShift));
                break;
            }
        case ButtonMove:
@@ -1040,71 +1037,72 @@
        case ButtonAttackGround:
        case ButtonDemolish:
         case ButtonSpellCast:
-           if( CurrentButtons[button].Action==ButtonSpellCast
-                   && (KeyModifiers&ModifierControl) ) {
+           if (CurrentButtons[button].Action == ButtonSpellCast &&
+                   (KeyModifiers & ModifierControl)) {
                int autocast;
-               SpellType *spell;
-               spell=SpellTypeById(CurrentButtons[button].Value);
-               if( !CanAutoCastSpell(spell) ) {
-                   PlayGameSound(GameSounds.PlacementError.Sound
-                           ,MaxSampleVolume);
+               SpellType* spell;
+
+               spell = SpellTypeById(CurrentButtons[button].Value);
+               if (!CanAutoCastSpell(spell)) {
+                   PlayGameSound(GameSounds.PlacementError.Sound,
+                       MaxSampleVolume);
                    break;
                }
 
-               autocast=0;
+               autocast = 0;
                // If any selected unit doesn't have autocast on turn it on
                // for everyone
-               for( i=0; i<NumSelected; ++i ) {
-                   if( Selected[i]->AutoCastSpell!=spell) {
-                       autocast=1;
+               for (i = 0; i < NumSelected; ++i) {
+                   if (Selected[i]->AutoCastSpell != spell) {
+                       autocast = 1;
                        break;
                    }
                }
-               for( i=0; i<NumSelected; ++i ) {
-                   if( !autocast || Selected[i]->AutoCastSpell!=spell ) {
-                       SendCommandAutoSpellCast(Selected[i]
-                               ,CurrentButtons[button].Value,autocast);
+               for (i = 0; i < NumSelected; ++i) {
+                   if (!autocast || Selected[i]->AutoCastSpell != spell) {
+                       SendCommandAutoSpellCast(Selected[i],
+                           CurrentButtons[button].Value, autocast);
                    }
                }
            } else {
-               CursorState=CursorStateSelect;
-               GameCursor=TheUI.YellowHair.Cursor;
-               CursorAction=CurrentButtons[button].Action;
-               CursorValue=CurrentButtons[button].Value;
-               CurrentButtonLevel=9;   // level 9 is cancel-only
+               CursorState = CursorStateSelect;
+               GameCursor = TheUI.YellowHair.Cursor;
+               CursorAction = CurrentButtons[button].Action;
+               CursorValue = CurrentButtons[button].Value;
+               CurrentButtonLevel = 9; // level 9 is cancel-only
                UpdateButtonPanel();
-               MustRedraw|=RedrawCursor;
+               MustRedraw |= RedrawCursor;
                SetStatusLine("Select Target");
            }
            break;
        case ButtonReturn:
-           for( i=0; i<NumSelected; ++i ) {
-               SendCommandReturnGoods(Selected[i],NoUnitP
-                       ,!(KeyModifiers&ModifierShift));
+           for (i = 0; i < NumSelected; ++i) {
+               SendCommandReturnGoods(Selected[i], NoUnitP,
+                   !(KeyModifiers & ModifierShift));
            }
            break;
        case ButtonStop:
-           for( i=0; i<NumSelected; ++i ) {
+           for (i = 0; i < NumSelected; ++i) {
                SendCommandStopUnit(Selected[i]);
            }
            break;
        case ButtonStandGround:
-           for( i=0; i<NumSelected; ++i ) {
-               SendCommandStandGround(Selected[i]
-                       ,!(KeyModifiers&ModifierShift));
+           for (i = 0; i < NumSelected; ++i) {
+               SendCommandStandGround(Selected[i],
+                   !(KeyModifiers & ModifierShift));
            }
            break;
        case ButtonButton:
-            CurrentButtonLevel=CurrentButtons[button].Value;
+            CurrentButtonLevel = CurrentButtons[button].Value;
             UpdateButtonPanel();
            break;
 
        case ButtonCancel:
        case ButtonCancelUpgrade:
-           if ( NumSelected==1 && Selected[0]->Type->Building ) {
-               if( Selected[0]->Orders[0].Action==UnitActionUpgradeTo ) {
+           if (NumSelected == 1 && Selected[0]->Type->Building) {
+               if (Selected[0]->Orders[0].Action == UnitActionUpgradeTo) {
                    SendCommandCancelUpgradeTo(Selected[0]);
-               } else if( Selected[0]->Orders[0].Action==UnitActionResearch ) {
+               } else if (Selected[0]->Orders[0].Action == UnitActionResearch) 
{
                    SendCommandCancelResearch(Selected[0]);
                }
            }
@@ -1112,25 +1110,25 @@
            ClearCosts();
             CurrentButtonLevel = 0;
            UpdateButtonPanel();
-           GameCursor=TheUI.Point.Cursor;
-           CursorBuilding=NULL;
-           CursorState=CursorStatePoint;
-           MustRedraw|=RedrawCursor;
+           GameCursor = TheUI.Point.Cursor;
+           CursorBuilding = NULL;
+           CursorState = CursorStatePoint;
+           MustRedraw |= RedrawCursor;
            break;
 
        case ButtonCancelTrain:
-           DebugCheck( Selected[0]->Orders[0].Action!=UnitActionTrain
-                   || !Selected[0]->Data.Train.Count );
-           SendCommandCancelTraining(Selected[0],-1,NULL);
+           DebugCheck(Selected[0]->Orders[0].Action != UnitActionTrain ||
+               !Selected[0]->Data.Train.Count);
+           SendCommandCancelTraining(Selected[0], -1, NULL);
            ClearStatusLine();
            ClearCosts();
            break;
 
        case ButtonCancelBuild:
            // FIXME: johns is this not sure, only building should have this?
-           if( NumSelected==1 && Selected[0]->Type->Building ) {
+           if (NumSelected == 1 && Selected[0]->Type->Building) {
                SendCommandCancelBuilding(Selected[0],
-                       Selected[0]->Data.Builded.Worker);
+                   Selected[0]->Data.Builded.Worker);
            }
            ClearStatusLine();
            ClearCosts();
@@ -1138,35 +1136,35 @@
 
        case ButtonBuild:
            // FIXME: store pointer in button table!
-           type=UnitTypes[CurrentButtons[button].Value];
-           if( !PlayerCheckUnitType(ThisPlayer,type) ) {
+           type = UnitTypes[CurrentButtons[button].Value];
+           if (!PlayerCheckUnitType(ThisPlayer, type)) {
                SetStatusLine("Select Location");
                ClearCosts();
-               CursorBuilding=type;
+               CursorBuilding = type;
                // FIXME: check is this =9 necessary?
-                CurrentButtonLevel=9;  // level 9 is cancel-only
+                CurrentButtonLevel = 9;        // level 9 is cancel-only
                UpdateButtonPanel();
-               MustRedraw|=RedrawCursor;
+               MustRedraw |= RedrawCursor;
            }
            break;
 
        case ButtonTrain:
            // FIXME: store pointer in button table!
-           type=UnitTypes[CurrentButtons[button].Value];
+           type = UnitTypes[CurrentButtons[button].Value];
            // FIXME: Johns: I want to place commands in queue, even if not
            // FIXME:   enough resources are available.
            // FIXME: training queue full check is not correct for network.
            // FIXME: this can be correct written, with a little more code.
-           if( Selected[0]->Orders[0].Action==UnitActionTrain
-                   && (Selected[0]->Data.Train.Count==MAX_UNIT_TRAIN
-                       || !EnableTrainingQueue) ) {
-               NotifyPlayer(Selected[0]->Player,NotifyYellow,Selected[0]->X,
-                       Selected[0]->Y, "Unit training queue is full" );
-           } else if( PlayerCheckFood(ThisPlayer,type)
-                       && !PlayerCheckUnitType(ThisPlayer,type) ) {
+           if (Selected[0]->Orders[0].Action == UnitActionTrain &&
+                   (Selected[0]->Data.Train.Count == MAX_UNIT_TRAIN ||
+                       !EnableTrainingQueue)) {
+               NotifyPlayer(Selected[0]->Player, NotifyYellow, Selected[0]->X,
+                   Selected[0]->Y, "Unit training queue is full");
+           } else if (PlayerCheckFood(ThisPlayer, type) &&
+                   !PlayerCheckUnitType(ThisPlayer, type)) {
                //PlayerSubUnitType(ThisPlayer,type);
-               SendCommandTrainUnit(Selected[0],type
-                       ,!(KeyModifiers&ModifierShift));
+               SendCommandTrainUnit(Selected[0], type,
+                   !(KeyModifiers & ModifierShift));
                ClearStatusLine();
                ClearCosts();
            }
@@ -1174,32 +1172,30 @@
 
        case ButtonUpgradeTo:
            // FIXME: store pointer in button table!
-           type=UnitTypes[CurrentButtons[button].Value];
-           if( !PlayerCheckUnitType(ThisPlayer,type) ) {
-               DebugLevel3("Upgrade to %s %d %d\n"
-                       _C_ type->Ident
-                       _C_ type->_Costs[GoldCost]
-                       _C_ type->_Costs[WoodCost]);
+           type = UnitTypes[CurrentButtons[button].Value];
+           if (!PlayerCheckUnitType(ThisPlayer, type)) {
+               DebugLevel3("Upgrade to %s %d %d\n" _C_ type->Ident _C_
+                   type->_Costs[GoldCost] _C_ type->_Costs[WoodCost]);
                //PlayerSubUnitType(ThisPlayer,type);
-               SendCommandUpgradeTo(Selected[0],type
-                       ,!(KeyModifiers&ModifierShift));
+               SendCommandUpgradeTo(Selected[0],type,
+                   !(KeyModifiers & ModifierShift));
                ClearStatusLine();
                ClearCosts();
            }
            break;
        case ButtonResearch:
-           i=CurrentButtons[button].Value;
-           if( !PlayerCheckCosts(ThisPlayer,Upgrades[i].Costs) ) {
+           i = CurrentButtons[button].Value;
+           if (!PlayerCheckCosts(ThisPlayer, Upgrades[i]. Costs)) {
                //PlayerSubCosts(ThisPlayer,Upgrades[i].Costs);
-               SendCommandResearch(Selected[0],&Upgrades[i]
-                       ,!(KeyModifiers&ModifierShift));
+               SendCommandResearch(Selected[0],&Upgrades[i],
+                   !(KeyModifiers & ModifierShift));
                ClearStatusLine();
                ClearCosts();
            }
            break;
        default:
-           DebugLevel1Fn("Unknown action %d\n"
-                   _C_ CurrentButtons[button].Action);
+           DebugLevel1Fn("Unknown action %d\n" _C_
+               CurrentButtons[button].Action);
            break;
     }
 }
@@ -1208,25 +1204,26 @@
 #ifdef NEW_UI
 global void DoButtonButtonClicked(int pos)
 {
-    ButtonAction * ba;
+    ButtonAction* ba;
+
     ba = CurrentButtons + pos;
     //
     // Handle action on button.
     //
     //FIXME DebugLevel3Fn("Button clicked (button hint: %s).", ba->Hint);
 
-    if( !gh_null_p(ba->Action) ) {
-       PlayGameSound(GameSounds.Click.Sound,MaxSampleVolume);
+    if (!gh_null_p(ba->Action)) {
+       PlayGameSound(GameSounds.Click.Sound, MaxSampleVolume);
        
        /*
-         if( [ccl debugging] ) {         // display executed command
+         if ([ccl debugging]) {         // display executed command
          gh_display(...);
          gh_newline();
          }
        */
-       gh_apply(ba->Action,NIL);
+       gh_apply(ba->Action, NIL);
     } else {
-       if( ba->Hint ) {
+       if (ba->Hint) {
            DebugLevel0Fn("Missing button action (button hint: %s)." _C_ 
ba->Hint);
        } else {
            // FIXME: remove this after testing
@@ -1248,31 +1245,31 @@
     int i;
 
 #ifndef NEW_UI
-    if( CurrentButtons ) {             // buttons
+    if (CurrentButtons) {              // buttons
 
        // cade: this is required for action queues SHIFT+M should be `m'
-       if ( key >= 'A' && key <= 'Z' ) {
+       if (key >= 'A' && key <= 'Z') {
            key = tolower(key);
        }
 
-       for( i=0; i<9; ++i ) {
-           if( CurrentButtons[i].Pos!=-1 && key==CurrentButtons[i].Key ) {
+       for (i = 0; i < 9; ++i) {
+           if (CurrentButtons[i].Pos != -1 && key == CurrentButtons[i].Key) {
                DoButtonButtonClicked(i);
                return 1;
            }
        }
     }
 #else
-    ButtonAction * ba;
+    ButtonAction* ba;
 
     // cade: this is required for action queues SHIFT+M should be `m'
-    if ( key >= 'A' && key <= 'Z' ) {
+    if (key >= 'A' && key <= 'Z') {
        key = tolower(key);
     }
 
-    for( i=0; i<9; i++ ) {
+    for (i = 0; i < 9; ++i) {
        ba = CurrentButtons + i;
-       if( key==CurrentButtons[i].Key ) {
+       if (key == CurrentButtons[i].Key) {
            DoButtonButtonClicked(i);
            return 1;
        }




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