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[Stratagus-CVS] stratagus/src/action action_returngoods.c actio...
From: |
Jimmy Salmon |
Subject: |
[Stratagus-CVS] stratagus/src/action action_returngoods.c actio... |
Date: |
Fri, 03 Oct 2003 18:42:30 -0400 |
CVSROOT: /cvsroot/stratagus
Module name: stratagus
Branch:
Changes by: Jimmy Salmon <address@hidden> 03/10/03 18:42:30
Modified files:
src/action : action_returngoods.c action_stand.c
action_still.c action_train.c action_unload.c
action_upgradeto.c actions.c
Log message:
Cleanup
Patches:
Index: stratagus/src/action/action_returngoods.c
diff -u stratagus/src/action/action_returngoods.c:1.39
stratagus/src/action/action_returngoods.c:1.40
--- stratagus/src/action/action_returngoods.c:1.39 Thu Sep 11 18:07:53 2003
+++ stratagus/src/action/action_returngoods.c Fri Oct 3 18:42:30 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: action_returngoods.c,v 1.39 2003/09/11 22:07:53 n0body Exp $
+// $Id: action_returngoods.c,v 1.40 2003/10/03 22:42:30 jsalmon3 Exp $
//@{
@@ -63,34 +63,35 @@
const UnitType* type;
Unit* destu;
- type=unit->Type;
+ type = unit->Type;
//
// Select target to return goods.
//
DebugCheck(!type->Harvester );
- if ((!unit->CurrentResource)&&(!unit->Value)) {
+ if ((!unit->CurrentResource) && (!unit->Value)) {
DebugLevel0("Unit can't return resources, it doesn't carry any.\n");
}
- if( !unit->Orders[0].Goal ) {
- if(
!(destu=FindDeposit(unit,unit->X,unit->Y,1000,unit->CurrentResource)) ) {
+ if (!unit->Orders[0].Goal) {
+ if (!(destu = FindDeposit(unit, unit->X, unit->Y, 1000,
+ unit->CurrentResource))) {
DebugLevel3Fn("No deposit -> can't return\n");
- unit->Orders[0].Action=UnitActionStill;
+ unit->Orders[0].Action = UnitActionStill;
return;
}
- unit->Orders[0].Goal=destu;
- RefsDebugCheck( !destu->Refs );
+ unit->Orders[0].Goal = destu;
+ RefsDebugCheck(!destu->Refs);
++destu->Refs;
}
- DebugLevel3("Return to %d=%d,%d\n"
- _C_ UnitNumber(unit->Orders[0].Goal)
- _C_ unit->Orders[0].X _C_ unit->Orders[0].Y);
- unit->Orders[0].Action=UnitActionResource;
+ DebugLevel3("Return to %d=%d,%d\n" _C_
+ UnitNumber(unit->Orders[0].Goal) _C_
+ unit->Orders[0].X _C_ unit->Orders[0].Y);
+ unit->Orders[0].Action = UnitActionResource;
// Somewhere on the way the loaded worker could have change Arg1
// Bummer, go get the closest resource to the depot
- unit->Orders[0].Arg1=(void*)-1;
+ unit->Orders[0].Arg1 = (void*)-1;
NewResetPath(unit);
- unit->SubAction=70;
- unit->Wait=1;
+ unit->SubAction = 70;
+ unit->Wait = 1;
return;
}
Index: stratagus/src/action/action_stand.c
diff -u stratagus/src/action/action_stand.c:1.22
stratagus/src/action/action_stand.c:1.23
--- stratagus/src/action/action_stand.c:1.22 Fri Jul 11 10:35:29 2003
+++ stratagus/src/action/action_stand.c Fri Oct 3 18:42:30 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: action_stand.c,v 1.22 2003/07/11 14:35:29 n0body Exp $
+// $Id: action_stand.c,v 1.23 2003/10/03 22:42:30 jsalmon3 Exp $
//@{
@@ -51,7 +51,7 @@
*/
global void HandleActionStandGround(Unit* unit)
{
- ActionStillGeneric(unit,1);
+ ActionStillGeneric(unit, 1);
}
//@}
Index: stratagus/src/action/action_still.c
diff -u stratagus/src/action/action_still.c:1.71
stratagus/src/action/action_still.c:1.72
--- stratagus/src/action/action_still.c:1.71 Sat Sep 20 05:03:40 2003
+++ stratagus/src/action/action_still.c Fri Oct 3 18:42:30 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: action_still.c,v 1.71 2003/09/20 09:03:40 mr-russ Exp $
+// $Id: action_still.c,v 1.72 2003/10/03 22:42:30 jsalmon3 Exp $
//@{
@@ -57,7 +57,7 @@
** @param unit Unit pointer for action.
** @param ground Flag: true if unit is standing ground.
*/
-global void ActionStillGeneric(Unit* unit,int ground)
+global void ActionStillGeneric(Unit* unit, int ground)
{
const UnitType* type;
Unit* temp;
@@ -65,9 +65,9 @@
DebugLevel3Fn(" %d\n" _C_ UnitNumber(unit));
- if( unit->Removed ) { // Removed units, do nothing?
+ if (unit->Removed) { // Removed units, do nothing?
// If peon is in building or unit is in transporter it is removed.
- unit->Wait=CYCLES_PER_SECOND/6;
+ unit->Wait = CYCLES_PER_SECOND / 6;
return;
}
@@ -75,9 +75,9 @@
// Animations
//
- type=unit->Type;
+ type = unit->Type;
- if( unit->SubAction ) {
+ if (unit->SubAction) {
//
// Attacking unit in attack range.
//
@@ -86,39 +86,39 @@
//
// Still animation
//
- DebugCheck( !type->Animations || !type->Animations->Still );
+ DebugCheck(!type->Animations || !type->Animations->Still);
- UnitShowAnimation(unit,type->Animations->Still);
+ UnitShowAnimation(unit, type->Animations->Still);
//
// FIXME: this a workaround for some bad code.
// UnitShowAnimation resets frame.
// FIXME: the frames are hardcoded they should be configurable
//
- if( unit->State==1 && type->GivesResource==GoldCost ) {
- unit->Frame=unit->Data.Resource.Active ? 1 : 0;
+ if (unit->State == 1 && type->GivesResource == GoldCost) {
+ unit->Frame = unit->Data.Resource.Active ? 1 : 0;
}
- if( unit->State==1 && type->GivesResource==OilCost ) {
- unit->Frame=unit->Data.Resource.Active ? 2 : 0;
+ if (unit->State == 1 && type->GivesResource == OilCost) {
+ unit->Frame = unit->Data.Resource.Active ? 2 : 0;
}
UnitMarkSeen(unit);
}
- if( !unit->Reset ) { // animation can't be aborted here
+ if (!unit->Reset) { // animation can't be aborted here
return;
}
//
// Some units, like critter are moving random around randomly
//
- if( type->RandomMovementProbability &&
- ((SyncRand()%100)<=type->RandomMovementProbability)) {
+ if (type->RandomMovementProbability &&
+ ((SyncRand() % 100) <= type->RandomMovementProbability)) {
int x;
int y;
- x=unit->X;
- y=unit->Y;
- switch( (SyncRand()>>12)&15 ) {
+ x = unit->X;
+ y = unit->Y;
+ switch ((SyncRand() >> 12) & 15) {
case 0: x++; break;
case 1: y++; break;
case 2: x--; break;
@@ -128,28 +128,28 @@
case 6: y--; x++; break;
case 7: x--; y--; break;
default:
- break;
+ break;
}
- if( x<0 ) {
- x=0;
- } else if( x>=TheMap.Width ) {
- x=TheMap.Width-1;
- }
- if( y<0 ) {
- y=0;
- } else if( y>=TheMap.Height ) {
- y=TheMap.Height-1;
+ if (x < 0) {
+ x = 0;
+ } else if (x >= TheMap.Width) {
+ x = TheMap.Width - 1;
+ }
+ if (y < 0) {
+ y = 0;
+ } else if (y >= TheMap.Height) {
+ y = TheMap.Height - 1;
}
- if( x!=unit->X || y!=unit->Y ) {
- if( CheckedCanMoveToMask(x,y,TypeMovementMask(type)) ) {
+ if (x != unit->X || y != unit->Y) {
+ if (CheckedCanMoveToMask(x, y, TypeMovementMask(type))) {
// FIXME: Don't use pathfinder for this, costs too much cpu.
- unit->Orders[0].Action=UnitActionMove;
- DebugCheck( unit->Orders[0].Goal );
- unit->Orders[0].Goal=NoUnitP;
- unit->Orders[0].RangeX=unit->Orders[0].RangeY=0;
- unit->Orders[0].X=x;
- unit->Orders[0].Y=y;
- unit->State=0;
+ unit->Orders[0].Action = UnitActionMove;
+ DebugCheck(unit->Orders[0].Goal);
+ unit->Orders[0].Goal = NoUnitP;
+ unit->Orders[0].RangeX = unit->Orders[0].RangeY = 0;
+ unit->Orders[0].X = x;
+ unit->Orders[0].Y = y;
+ unit->State = 0;
}
}
// NOTE: critter couldn't attack automatic through the return
@@ -159,65 +159,65 @@
//
// Auto cast spells
//
- if( unit->AutoCastSpell && AutoCastSpell(unit, unit->AutoCastSpell) ) {
+ if (unit->AutoCastSpell && AutoCastSpell(unit, unit->AutoCastSpell)) {
return;
}
//
// Cowards don't attack unless instructed.
//
- if( type->CanAttack && !type->Coward ) {
+ if (type->CanAttack && !type->Coward) {
//
// Normal units react in reaction range.
//
- if( unit->Stats->Speed && !ground ) {
- if( (goal=AttackUnitsInReactRange(unit)) ) {
+ if (unit->Stats->Speed && !ground) {
+ if ((goal = AttackUnitsInReactRange(unit))) {
// Weak goal, can choose other unit, come back after attack
- CommandAttack(unit,goal->X,goal->Y,NULL,FlushCommands);
- DebugLevel3Fn(" %d Attacking in range %d\n"
- _C_ UnitNumber(unit) _C_ unit->SubAction);
- DebugCheck( unit->SavedOrder.Action!=UnitActionStill );
- DebugCheck( unit->SavedOrder.Goal );
- unit->SavedOrder.Action=UnitActionAttack;
- unit->SavedOrder.RangeX=unit->SavedOrder.RangeY=0;
- unit->SavedOrder.X=unit->X;
- unit->SavedOrder.Y=unit->Y;
- unit->SavedOrder.Goal=NoUnitP;
+ CommandAttack(unit, goal->X, goal->Y, NULL, FlushCommands);
+ DebugLevel3Fn(" %d Attacking in range %d\n" _C_
+ UnitNumber(unit) _C_ unit->SubAction);
+ DebugCheck(unit->SavedOrder.Action != UnitActionStill);
+ DebugCheck(unit->SavedOrder.Goal);
+ unit->SavedOrder.Action = UnitActionAttack;
+ unit->SavedOrder.RangeX = unit->SavedOrder.RangeY = 0;
+ unit->SavedOrder.X = unit->X;
+ unit->SavedOrder.Y = unit->Y;
+ unit->SavedOrder.Goal = NoUnitP;
}
- } else if( (goal=AttackUnitsInRange(unit)) ) {
+ } else if ((goal = AttackUnitsInRange(unit))) {
DebugLevel3Fn(" %d #%d\n" _C_ UnitNumber(goal) _C_ goal->Refs);
//
// Old goal destroyed.
//
- temp=unit->Orders[0].Goal;
- if( temp && temp->Destroyed ) {
- DebugLevel3Fn(" destroyed unit %d #%d\n"
- _C_ UnitNumber(temp) _C_ temp->Refs);
- RefsDebugCheck( !temp->Refs );
- if( !--temp->Refs ) {
+ temp = unit->Orders[0].Goal;
+ if (temp && temp->Destroyed) {
+ DebugLevel3Fn(" destroyed unit %d #%d\n" _C_
+ UnitNumber(temp) _C_ temp->Refs);
+ RefsDebugCheck(!temp->Refs);
+ if (!--temp->Refs) {
ReleaseUnit(temp);
}
- unit->Orders[0].Goal=temp=NoUnitP;
+ unit->Orders[0].Goal = temp=NoUnitP;
}
- if( !unit->SubAction || temp!=goal ) {
+ if (!unit->SubAction || temp != goal) {
// New target.
- if( temp ) {
- DebugLevel3Fn(" old unit %d #%d\n"
- _C_ UnitNumber(temp) _C_ temp->Refs);
- RefsDebugCheck( !temp->Refs );
+ if (temp) {
+ DebugLevel3Fn(" old unit %d #%d\n" _C_
+ UnitNumber(temp) _C_ temp->Refs);
+ RefsDebugCheck(!temp->Refs);
temp->Refs--;
- RefsDebugCheck( !temp->Refs );
+ RefsDebugCheck(!temp->Refs);
}
- unit->Orders[0].Goal=goal;
- RefsDebugCheck( !goal->Refs );
+ unit->Orders[0].Goal = goal;
+ RefsDebugCheck(!goal->Refs);
goal->Refs++;
- unit->Reset=0;
- unit->State=0;
- unit->SubAction=1; // Mark attacking.
- if( type->Stats->Speed ) {
+ unit->Reset = 0;
+ unit->State = 0;
+ unit->SubAction = 1; // Mark attacking.
+ if (type->Stats->Speed) {
UnitHeadingFromDeltaXY(unit,
- goal->X+(goal->Type->TileWidth-1)/2-unit->X,
- goal->Y+(goal->Type->TileHeight-1)/2-unit->Y);
+ goal->X + (goal->Type->TileWidth - 1) / 2 - unit->X,
+ goal->Y + (goal->Type->TileHeight - 1) / 2 - unit->Y);
AnimateActionAttack(unit);
}
}
@@ -225,35 +225,35 @@
}
}
- if( unit->SubAction ) { // was attacking.
- if( (temp=unit->Orders[0].Goal) ) {
- if( temp->Destroyed ) {
- RefsDebugCheck( !temp->Refs );
- if( !--temp->Refs ) {
+ if (unit->SubAction) { // was attacking.
+ if ((temp = unit->Orders[0].Goal)) {
+ if (temp->Destroyed) {
+ RefsDebugCheck(!temp->Refs);
+ if (!--temp->Refs) {
ReleaseUnit(temp);
}
} else {
- RefsDebugCheck( !temp->Refs );
+ RefsDebugCheck(!temp->Refs);
temp->Refs--;
- RefsDebugCheck( !temp->Refs );
+ RefsDebugCheck(!temp->Refs);
}
- unit->Orders[0].Goal=NoUnitP;
+ unit->Orders[0].Goal = NoUnitP;
}
- unit->SubAction=unit->State=0; // No attacking, restart
+ unit->SubAction = unit->State = 0; // No attacking, restart
}
//
// Land units are turning left/right.
//
- if( type->LandUnit ) {
- switch( (MyRand()>>8)&0x0FF ) {
+ if (type->LandUnit) {
+ switch ((MyRand() >> 8) & 0x0FF) {
case 0: // Turn clockwise
- unit->Direction+=NextDirection;
+ unit->Direction += NextDirection;
UnitUpdateHeading(unit);
CheckUnitToBeDrawn(unit);
break;
case 1: // Turn counter clockwise
- unit->Direction-=NextDirection;
+ unit->Direction -= NextDirection;
UnitUpdateHeading(unit);
CheckUnitToBeDrawn(unit);
break;
@@ -266,8 +266,8 @@
//
// Sea and air units are floating up/down.
//
- if( unit->Type->SeaUnit||unit->Type->AirUnit ) {
- unit->IY=(MyRand()>>15)&1;
+ if (unit->Type->SeaUnit || unit->Type->AirUnit) {
+ unit->IY = (MyRand() >> 15) & 1;
}
}
@@ -278,7 +278,7 @@
*/
global void HandleActionStill(Unit* unit)
{
- ActionStillGeneric(unit,0);
+ ActionStillGeneric(unit, 0);
}
//@}
Index: stratagus/src/action/action_train.c
diff -u stratagus/src/action/action_train.c:1.56
stratagus/src/action/action_train.c:1.57
--- stratagus/src/action/action_train.c:1.56 Fri Sep 5 14:10:55 2003
+++ stratagus/src/action/action_train.c Fri Oct 3 18:42:30 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: action_train.c,v 1.56 2003/09/05 18:10:55 n0body Exp $
+// $Id: action_train.c,v 1.57 2003/10/03 22:42:30 jsalmon3 Exp $
//@{
@@ -66,153 +66,152 @@
Player* player;
int food;
- player=unit->Player;
+ player = unit->Player;
//
// First entry
//
- if( !unit->SubAction ) {
- unit->Data.Train.Ticks=0;
- unit->Data.Train.What[0]=unit->Orders[0].Type;
- unit->Data.Train.Count=1;
- unit->SubAction=1;
+ if (!unit->SubAction) {
+ unit->Data.Train.Ticks = 0;
+ unit->Data.Train.What[0] = unit->Orders[0].Type;
+ unit->Data.Train.Count = 1;
+ unit->SubAction = 1;
}
- unit->Data.Train.Ticks+=SpeedTrain;
+ unit->Data.Train.Ticks += SpeedTrain;
// FIXME: Should count down
- if( unit->Data.Train.Ticks
- >=unit->Data.Train.What[0]
- ->Stats[player->Player].Costs[TimeCost] ) {
+ if (unit->Data.Train.Ticks >=
+ unit->Data.Train.What[0]->Stats[player->Player].Costs[TimeCost]) {
//
// Check if there are still unit slots.
//
- if( NumUnits>=UnitMax ) {
- unit->Data.Train.Ticks=unit->Data.Train.What[0]
- ->Stats[player->Player].Costs[TimeCost];
- unit->Reset=1;
- unit->Wait=CYCLES_PER_SECOND/6;
+ if (NumUnits >= UnitMax ) {
+ unit->Data.Train.Ticks =
+ unit->Data.Train.What[0]->Stats[player->Player].Costs[TimeCost];
+ unit->Reset = 1;
+ unit->Wait = CYCLES_PER_SECOND / 6;
return;
}
//
// Check if enough food available.
//
- if( (food=!PlayerCheckFood(player,unit->Data.Train.What[0]))
- || !PlayerCheckLimits(player,unit->Data.Train.What[0]) ) {
- if( food && unit->Player->Ai ) {
- AiNeedMoreFarms(unit,unit->Orders[0].Type);
+ if ((food = !PlayerCheckFood(player, unit->Data.Train.What[0])) ||
+ !PlayerCheckLimits(player, unit->Data.Train.What[0])) {
+ if (food && unit->Player->Ai) {
+ AiNeedMoreFarms(unit, unit->Orders[0].Type);
}
- unit->Data.Train.Ticks=unit->Data.Train.What[0]
- ->Stats[player->Player].Costs[TimeCost];
- unit->Reset=1;
- unit->Wait=CYCLES_PER_SECOND/6;
+ unit->Data.Train.Ticks =
+ unit->Data.Train.What[0]->Stats[player->Player].Costs[TimeCost];
+ unit->Reset = 1;
+ unit->Wait = CYCLES_PER_SECOND / 6;
return;
}
- nunit=MakeUnit(unit->Data.Train.What[0],player);
- nunit->X=unit->X;
- nunit->Y=unit->Y;
- type=unit->Type;
+ nunit=MakeUnit(unit->Data.Train.What[0], player);
+ nunit->X = unit->X;
+ nunit->Y = unit->Y;
+ type = unit->Type;
// Some guy made DropOutOnSide set unit to belong to the building
// training it. This was an ugly hack, setting X and Y is enough,
// no need to add the unit only to be removed.
- nunit->X=unit->X;
- nunit->Y=unit->Y;
+ nunit->X = unit->X;
+ nunit->Y = unit->Y;
- DropOutOnSide(nunit,LookingW,type->TileWidth,type->TileHeight);
+ DropOutOnSide(nunit, LookingW, type->TileWidth, type->TileHeight);
// set life span
- if( type->DecayRate ) {
- nunit->TTL=GameCycle+type->DecayRate*6*CYCLES_PER_SECOND;
+ if (type->DecayRate) {
+ nunit->TTL = GameCycle + type->DecayRate * 6 * CYCLES_PER_SECOND;
}
- NotifyPlayer(player,NotifyYellow,nunit->X,nunit->Y,
- "New %s ready",nunit->Type->Name);
- if( player==ThisPlayer ) {
- PlayUnitSound(nunit,VoiceReady);
+ NotifyPlayer(player, NotifyYellow, nunit->X, nunit->Y,
+ "New %s ready", nunit->Type->Name);
+ if (player == ThisPlayer) {
+ PlayUnitSound(nunit, VoiceReady);
}
- if( unit->Player->Ai ) {
- AiTrainingComplete(unit,nunit);
+ if (unit->Player->Ai) {
+ AiTrainingComplete(unit, nunit);
}
- unit->Reset=unit->Wait=1;
+ unit->Reset = unit->Wait = 1;
- if ( --unit->Data.Train.Count ) {
+ if (--unit->Data.Train.Count) {
int z;
- for( z = 0; z < unit->Data.Train.Count ; z++ ) {
- unit->Data.Train.What[z]=unit->Data.Train.What[z+1];
+ for (z = 0; z < unit->Data.Train.Count; ++z) {
+ unit->Data.Train.What[z] = unit->Data.Train.What[z + 1];
}
- unit->Data.Train.Ticks=0;
+ unit->Data.Train.Ticks = 0;
} else {
- unit->Orders[0].Action=UnitActionStill;
- unit->SubAction=0;
+ unit->Orders[0].Action = UnitActionStill;
+ unit->SubAction = 0;
}
//
// FIXME: we must check if the units supports the new order.
//
- if( (unit->NewOrder.Action==UnitActionResource
- && !nunit->Type->Harvester)
- || (unit->NewOrder.Action==UnitActionAttack
- && !nunit->Type->CanAttack)
- || (unit->NewOrder.Action==UnitActionBoard
- && nunit->Type->UnitType!=UnitTypeLand) ) {
+ if ((unit->NewOrder.Action == UnitActionResource &&
+ !nunit->Type->Harvester) ||
+ (unit->NewOrder.Action == UnitActionAttack &&
+ !nunit->Type->CanAttack) ||
+ (unit->NewOrder.Action == UnitActionBoard &&
+ nunit->Type->UnitType != UnitTypeLand)) {
DebugLevel0Fn("Wrong order for unit\n");
//nunit->Orders[0].Action=UnitActionStandStill;
// Tell the unit to move instead of trying to harvest
- nunit->Orders[0]=unit->NewOrder;
- nunit->Orders[0].Action=UnitActionMove;
- if( nunit->Orders[0].Goal ) {
- RefsDebugCheck( !nunit->Orders[0].Goal->Refs );
+ nunit->Orders[0] = unit->NewOrder;
+ nunit->Orders[0].Action = UnitActionMove;
+ if (nunit->Orders[0].Goal) {
+ RefsDebugCheck(!nunit->Orders[0].Goal->Refs);
nunit->Orders[0].Goal->Refs++;
}
} else {
- if( unit->NewOrder.Goal ) {
- if( unit->NewOrder.Goal->Destroyed ) {
+ if (unit->NewOrder.Goal) {
+ if (unit->NewOrder.Goal->Destroyed) {
// FIXME: perhaps we should use another goal?
DebugLevel0Fn("Destroyed unit in train unit\n");
- RefsDebugCheck( !unit->NewOrder.Goal->Refs );
- if( !--unit->NewOrder.Goal->Refs ) {
+ RefsDebugCheck(!unit->NewOrder.Goal->Refs);
+ if (!--unit->NewOrder.Goal->Refs) {
ReleaseUnit(unit->NewOrder.Goal);
}
- unit->NewOrder.Goal=NoUnitP;
- unit->NewOrder.Action=UnitActionStill;
+ unit->NewOrder.Goal = NoUnitP;
+ unit->NewOrder.Action = UnitActionStill;
}
}
- nunit->Orders[0]=unit->NewOrder;
+ nunit->Orders[0] = unit->NewOrder;
//
// FIXME: Pending command uses any references?
//
- if( nunit->Orders[0].Goal ) {
- RefsDebugCheck( !nunit->Orders[0].Goal->Refs );
+ if (nunit->Orders[0].Goal) {
+ RefsDebugCheck(!nunit->Orders[0].Goal->Refs);
nunit->Orders[0].Goal->Refs++;
}
}
- if( IsOnlySelected(unit) ) {
+ if (IsOnlySelected(unit)) {
#ifndef NEW_UI
UpdateButtonPanel();
- MustRedraw|=RedrawPanels;
+ MustRedraw |= RedrawPanels;
#else
SelectedUnitChanged();
- MustRedraw|=RedrawInfoPanel;
+ MustRedraw |= RedrawInfoPanel;
#endif
}
return;
}
- if( IsOnlySelected(unit) ) {
- MustRedraw|=RedrawInfoPanel;
+ if (IsOnlySelected(unit)) {
+ MustRedraw |= RedrawInfoPanel;
}
- unit->Reset=1;
- unit->Wait=CYCLES_PER_SECOND/6;
+ unit->Reset = 1;
+ unit->Wait = CYCLES_PER_SECOND / 6;
}
//@}
Index: stratagus/src/action/action_unload.c
diff -u stratagus/src/action/action_unload.c:1.39
stratagus/src/action/action_unload.c:1.40
--- stratagus/src/action/action_unload.c:1.39 Fri Aug 8 06:16:43 2003
+++ stratagus/src/action/action_unload.c Fri Oct 3 18:42:30 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: action_unload.c,v 1.39 2003/08/08 10:16:43 martinxyz Exp $
+// $Id: action_unload.c,v 1.40 2003/10/03 22:42:30 jsalmon3 Exp $
//@{
@@ -75,42 +75,46 @@
**
** @bug FIXME: Place unit only on fields reachable from the transporter
*/
-local int FindUnloadPosition(int x,int y,int *resx,int *resy,int mask)
+local int FindUnloadPosition(int x, int y, int* resx, int* resy, int mask)
{
- int i,n,addx,addy;
- addx=addy=1;
+ int i;
+ int n;
+ int addx;
+ int addy;
+
+ addx = addy = 1;
--x;
- for( n=0; n<2; ++n ) {
+ for (n = 0; n < 2; ++n) {
// Nobody: There was some code here to check for unloading units that
can
// only go on even tiles. It's useless, since we can only unload land
units.
- for( i=addy; i--; y++ ) {
- if( CheckedCanMoveToMask(x,y,mask) ) {
- *resx=x;
- *resy=y;
+ for (i = addy; i--; ++y) {
+ if (CheckedCanMoveToMask(x, y, mask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
}
++addx;
- for( i=addx; i--; x++ ) {
- if( CheckedCanMoveToMask(x,y,mask) ) {
- *resx=x;
- *resy=y;
+ for (i = addx; i--; ++x) {
+ if (CheckedCanMoveToMask(x, y, mask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
}
++addy;
- for( i=addy; i--; y-- ) {
- if( CheckedCanMoveToMask(x,y,mask) ) {
- *resx=x;
- *resy=y;
+ for (i = addy; i--; --y) {
+ if (CheckedCanMoveToMask(x, y, mask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
}
++addx;
- for( i=addx; i--; x-- ) {
- if( CheckedCanMoveToMask(x,y,mask) ) {
- *resx=x;
- *resy=y;
+ for (i = addx; i--; --x) {
+ if (CheckedCanMoveToMask(x, y, mask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
}
@@ -130,15 +134,17 @@
*/
global int UnloadUnit(Unit* unit)
{
- int x,y;
- DebugCheck( !unit->Removed );
- if ( !FindUnloadPosition(unit->X,unit->Y,&x,&y,UnitMovementMask(unit)) ) {
+ int x;
+ int y;
+
+ DebugCheck(!unit->Removed);
+ if (!FindUnloadPosition(unit->X, unit->Y, &x, &y, UnitMovementMask(unit)))
{
return 0;
}
- unit->X=x;
- unit->Y=y;
- unit->Wait=1; // should be correct unit has still action
- PlaceUnit(unit,x,y);
+ unit->X = x;
+ unit->Y = y;
+ unit->Wait = 1; // should be correct unit has still action
+ PlaceUnit(unit, x, y);
return 1;
}
@@ -152,57 +158,62 @@
** @param resy coast y position
** @return 1 if a location was found, 0 otherwise
*/
-local int ClosestFreeCoast(int x,int y,int* resx,int* resy)
+local int ClosestFreeCoast(int x, int y, int* resx, int* resy)
{
- int i,addx,addy,nullx,nully,n;
- addx=addy=1;
- if( CoastOnMap(x,y) &&
- FindUnloadPosition(x,y,&nullx,&nully,LandUnitMask) ) {
- *resx=x;
- *resy=y;
+ int i;
+ int addx;
+ int addy;
+ int nullx;
+ int nully;
+ int n;
+
+ addx = addy = 1;
+ if (CoastOnMap(x, y) &&
+ FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
- x--;
+ --x;
// The maximum distance to the coast. We have to stop somewhere...
- n=20;
- while (n--)
- {
- for( i=addy; i--; y++ ) {
- if( x>=0 && y>=0 && x<TheMap.Width && y<TheMap.Height &&
- CoastOnMap(x,y) && !UnitOnMapTile(x,y) &&
- FindUnloadPosition(x,y,&nullx,&nully,LandUnitMask) ) {
- *resx=x;
- *resy=y;
+ n = 20;
+ while (n--) {
+ for (i = addy; i--; ++y) {
+ if (x >= 0 && y >= 0 && x < TheMap.Width && y < TheMap.Height &&
+ CoastOnMap(x, y) && !UnitOnMapTile(x, y) &&
+ FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
}
++addx;
- for( i=addx; i--; x++ ) {
- if( x>=0 && y>=0 && x<TheMap.Width && y<TheMap.Height &&
- CoastOnMap(x,y) && !UnitOnMapTile(x,y) &&
- FindUnloadPosition(x,y,&nullx,&nully,LandUnitMask) ) {
- *resx=x;
- *resy=y;
+ for (i = addx; i--; ++x) {
+ if (x >= 0 && y >= 0 && x < TheMap.Width && y < TheMap.Height &&
+ CoastOnMap(x, y) && !UnitOnMapTile(x ,y) &&
+ FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
}
++addy;
- for( i=addy; i--; y-- ) {
- if( x>=0 && y>=0 && x<TheMap.Width && y<TheMap.Height &&
- CoastOnMap(x,y) && !UnitOnMapTile(x,y) &&
- FindUnloadPosition(x,y,&nullx,&nully,LandUnitMask) ) {
- *resx=x;
- *resy=y;
+ for (i = addy; i--; --y) {
+ if (x >= 0 && y >= 0 && x < TheMap.Width && y < TheMap.Height &&
+ CoastOnMap(x, y) && !UnitOnMapTile(x, y) &&
+ FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
}
++addx;
- for( i=addx; i--; x-- ) {
- if( x>=0 && y>=0 && x<TheMap.Width && y<TheMap.Height &&
- CoastOnMap(x,y) && !UnitOnMapTile(x,y) &&
- FindUnloadPosition(x,y,&nullx,&nully,LandUnitMask) ) {
- *resx=x;
- *resy=y;
+ for (i = addx; i--; --x) {
+ if (x >= 0 && y >= 0 && x < TheMap.Width && y < TheMap.Height &&
+ CoastOnMap(x, y) && !UnitOnMapTile(x, y) &&
+ FindUnloadPosition(x, y, &nullx, &nully, LandUnitMask)) {
+ *resx = x;
+ *resy = y;
return 1;
}
}
@@ -222,7 +233,7 @@
{
DebugLevel3Fn("%p\n" _C_ unit->Orders[0].Goal);
- switch( DoActionMove(unit) ) { // reached end-point?
+ switch (DoActionMove(unit)) { // reached end-point?
case PF_UNREACHABLE:
DebugLevel2Fn("COAST NOT REACHABLE\n");
return -1;
@@ -232,14 +243,14 @@
return 0;
}
- IfDebug(
- if( !CoastOnMap(unit->X,unit->Y) ) {
- DebugLevel2Fn("COAST NOT REACHED\n");
- return -1;
- }
- )
+#ifdef DEBUG
+ if (!CoastOnMap(unit->X, unit->Y)) {
+ DebugLevel2Fn("COAST NOT REACHED\n");
+ return -1;
+ }
+#endif
- DebugCheck( unit->Orders[0].Action!=UnitActionUnload );
+ DebugCheck(unit->Orders[0].Action != UnitActionUnload);
return 1;
}
@@ -250,63 +261,64 @@
*/
local void LeaveTransporter(Unit* unit)
{
- int i,stillonboard;
+ int i;
+ int stillonboard;
Unit* goal;
- stillonboard=0;
- goal=unit->Orders[0].Goal;
+ stillonboard = 0;
+ goal = unit->Orders[0].Goal;
//
// Goal is the specific unit unit that you want to unload.
// This can be NULL, in case you want to unload everything.
DebugLevel3Fn("Goal %p\n" _C_ goal);
- if( goal ) {
- unit->Orders[0].Goal=NoUnitP;
- if( goal->Destroyed ) {
+ if (goal) {
+ unit->Orders[0].Goal = NoUnitP;
+ if (goal->Destroyed) {
DebugLevel0Fn("destroyed unit\n");
- RefsDebugCheck( !goal->Refs );
- if( !--goal->Refs ) {
+ RefsDebugCheck(!goal->Refs);
+ if (!--goal->Refs) {
ReleaseUnit(goal);
}
return;
}
- RefsDebugCheck( !goal->Refs );
+ RefsDebugCheck(!goal->Refs);
--goal->Refs;
- RefsDebugCheck( !goal->Refs );
- goal->X=unit->X;
- goal->Y=unit->Y;
+ RefsDebugCheck(!goal->Refs);
+ goal->X = unit->X;
+ goal->Y = unit->Y;
// Try to unload the unit. If it doesn't work there is no problem.
UnloadUnit(goal);
} else {
// Unload all units.
- goal=unit->UnitInside;
- for( i=unit->InsideCount; i; --i,goal=goal->NextContained) {
- goal->X=unit->X;
- goal->Y=unit->Y;
- if( !UnloadUnit(goal) ) {
- stillonboard++;
+ goal = unit->UnitInside;
+ for (i = unit->InsideCount; i; --i, goal = goal->NextContained) {
+ goal->X = unit->X;
+ goal->Y = unit->Y;
+ if (!UnloadUnit(goal)) {
+ ++stillonboard;
}
}
}
- if( IsOnlySelected(unit) ) {
+ if (IsOnlySelected(unit)) {
SelectedUnitChanged();
- MustRedraw|=RedrawInfoPanel;
+ MustRedraw |= RedrawInfoPanel;
}
// We still have some units to unload, find a piece of free coast.
if (stillonboard) {
// We tell it to unload at it's current position. This can't be done,
// so it will search for a piece of free coast nearby.
- unit->Orders[0].Action=UnitActionUnload;
- unit->Orders[0].Goal=NoUnitP;
- unit->Orders[0].X=unit->X;
- unit->Orders[0].Y=unit->Y;
- unit->SubAction=0;
- unit->Reset=0;
- unit->Wait=0;
+ unit->Orders[0].Action = UnitActionUnload;
+ unit->Orders[0].Goal = NoUnitP;
+ unit->Orders[0].X = unit->X;
+ unit->Orders[0].Y = unit->Y;
+ unit->SubAction = 0;
+ unit->Reset = 0;
+ unit->Wait = 0;
} else {
- unit->Wait=1;
- unit->Orders[0].Action=UnitActionStill;
- unit->SubAction=0;
+ unit->Wait = 1;
+ unit->Orders[0].Action = UnitActionStill;
+ unit->SubAction = 0;
}
}
@@ -317,40 +329,43 @@
*/
global void HandleActionUnload(Unit* unit)
{
- int i,x,y;
+ int i;
+ int x;
+ int y;
- DebugLevel3Fn("%p(%d) SubAction %d\n"
- _C_ unit _C_ UnitNumber(unit) _C_ unit->SubAction);
+ DebugLevel3Fn("%p(%d) SubAction %d\n" _C_
+ unit _C_ UnitNumber(unit) _C_ unit->SubAction);
- switch( unit->SubAction ) {
+ switch (unit->SubAction) {
//
// Move the transporter
//
case 0:
- if ( !unit->Orders[0].Goal ) {
- if (
!ClosestFreeCoast(unit->Orders[0].X,unit->Orders[0].Y,&x,&y) ) {
+ if (!unit->Orders[0].Goal) {
+ if (!ClosestFreeCoast(unit->Orders[0].X, unit->Orders[0].Y,
+ &x, &y)) {
// Sorry... I give up.
- unit->Orders[0].Action=UnitActionStill;
- unit->SubAction=0;
+ unit->Orders[0].Action = UnitActionStill;
+ unit->SubAction = 0;
return;
}
- unit->Orders[0].X=x;
- unit->Orders[0].Y=y;
+ unit->Orders[0].X = x;
+ unit->Orders[0].Y = y;
}
NewResetPath(unit);
- unit->SubAction=1;
+ unit->SubAction = 1;
case 1:
// The Goal is the unit that we have to unload.
- if( !unit->Orders[0].Goal ) {
+ if (!unit->Orders[0].Goal) {
// We have to unload everything
- if( (i=MoveToCoast(unit)) ) {
- if( i==-1 ) {
- if( ++unit->SubAction==1 ) {
- unit->Orders[0].Action=UnitActionStill;
- unit->SubAction=0;
+ if ((i = MoveToCoast(unit))) {
+ if (i == -1) {
+ if (++unit->SubAction == 1) {
+ unit->Orders[0].Action = UnitActionStill;
+ unit->SubAction = 0;
}
} else {
- unit->SubAction=2;
+ unit->SubAction = 2;
}
}
break;
@@ -361,7 +376,7 @@
case 2:
// FIXME: show still animations ?
LeaveTransporter(unit);
- if ( unit->Orders[0].Action!=UnitActionStill ) {
+ if (unit->Orders[0].Action != UnitActionStill) {
HandleActionUnload(unit);
}
break;
Index: stratagus/src/action/action_upgradeto.c
diff -u stratagus/src/action/action_upgradeto.c:1.38
stratagus/src/action/action_upgradeto.c:1.39
--- stratagus/src/action/action_upgradeto.c:1.38 Fri Aug 8 06:16:43 2003
+++ stratagus/src/action/action_upgradeto.c Fri Oct 3 18:42:30 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: action_upgradeto.c,v 1.38 2003/08/08 10:16:43 martinxyz Exp $
+// $Id: action_upgradeto.c,v 1.39 2003/10/03 22:42:30 jsalmon3 Exp $
//@{
@@ -62,55 +62,55 @@
DebugLevel3Fn(" %d\n" _C_ UnitNumber(unit));
- player=unit->Player;
- if( !unit->SubAction ) { // first entry
- unit->Data.UpgradeTo.Ticks=0;
- unit->SubAction=1;
+ player = unit->Player;
+ if (!unit->SubAction) { // first entry
+ unit->Data.UpgradeTo.Ticks = 0;
+ unit->SubAction = 1;
}
- type=unit->Orders[0].Type;
- stats=&type->Stats[player->Player];
+ type = unit->Orders[0].Type;
+ stats = &type->Stats[player->Player];
UnitMarkSeen(unit);
// FIXME: Should count down here
- unit->Data.UpgradeTo.Ticks+=SpeedUpgrade;
- if( unit->Data.UpgradeTo.Ticks>=stats->Costs[TimeCost] ) {
+ unit->Data.UpgradeTo.Ticks += SpeedUpgrade;
+ if (unit->Data.UpgradeTo.Ticks >= stats->Costs[TimeCost]) {
- unit->HP+=stats->HitPoints-unit->Type->Stats[player->Player].HitPoints;
+ unit->HP += stats->HitPoints -
unit->Type->Stats[player->Player].HitPoints;
// don't have such unit now
player->UnitTypesCount[unit->Type->Type]--;
- unit->Type=type;
- unit->Stats=(UnitStats*)stats;
+ unit->Type = type;
+ unit->Stats = (UnitStats*)stats;
// and we have new one...
player->UnitTypesCount[unit->Type->Type]++;
- UpdateForNewUnit(unit,1);
+ UpdateForNewUnit(unit, 1);
- NotifyPlayer(player,NotifyGreen,unit->X,unit->Y,
- "Upgrade to %s complete",unit->Type->Name );
- if( unit->Player->Ai ) {
- AiUpgradeToComplete(unit,type);
+ NotifyPlayer(player, NotifyGreen, unit->X, unit->Y,
+ "Upgrade to %s complete", unit->Type->Name);
+ if (unit->Player->Ai) {
+ AiUpgradeToComplete(unit, type);
}
- unit->Reset=unit->Wait=1;
- unit->Orders[0].Action=UnitActionStill;
- unit->SubAction=0;
+ unit->Reset = unit->Wait = 1;
+ unit->Orders[0].Action = UnitActionStill;
+ unit->SubAction = 0;
//
// Update possible changed buttons.
//
- if( IsOnlySelected(unit) || player==ThisPlayer ) {
+ if (IsOnlySelected(unit) || player == ThisPlayer) {
// could affect the buttons of any selected unit
SelectedUnitChanged();
- MustRedraw|=RedrawInfoPanel;
+ MustRedraw |= RedrawInfoPanel;
}
return;
}
- if( IsOnlySelected(unit) ) {
- MustRedraw|=RedrawInfoPanel;
+ if (IsOnlySelected(unit)) {
+ MustRedraw |= RedrawInfoPanel;
}
- unit->Reset=1;
- unit->Wait=CYCLES_PER_SECOND/6;
+ unit->Reset = 1;
+ unit->Wait = CYCLES_PER_SECOND / 6;
}
//@}
Index: stratagus/src/action/actions.c
diff -u stratagus/src/action/actions.c:1.98 stratagus/src/action/actions.c:1.99
--- stratagus/src/action/actions.c:1.98 Fri Oct 3 16:00:09 2003
+++ stratagus/src/action/actions.c Fri Oct 3 18:42:30 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: actions.c,v 1.98 2003/10/03 20:00:09 jsalmon3 Exp $
+// $Id: actions.c,v 1.99 2003/10/03 22:42:30 jsalmon3 Exp $
//@{
@@ -74,48 +74,48 @@
**
** @return The flags of the current script step.
*/
-global int UnitShowAnimation(Unit* unit,const Animation* animation)
+global int UnitShowAnimation(Unit* unit, const Animation* animation)
{
int state;
int flags;
- if( !(state=unit->State) ) {
- unit->Frame=0;
+ if (!(state = unit->State)) {
+ unit->Frame = 0;
UnitUpdateHeading(unit); // FIXME: remove this!!
}
DebugLevel3Fn("State %2d " _C_ state);
- DebugLevel3("Flags %2d Pixel %2d Frame %2d Wait %3d "
- _C_ animation[state].Flags _C_ animation[state].Pixel
- _C_ animation[state].Frame _C_ animation[state].Sleep);
+ DebugLevel3("Flags %2d Pixel %2d Frame %2d Wait %3d " _C_
+ animation[state].Flags _C_ animation[state].Pixel _C_
+ animation[state].Frame _C_ animation[state].Sleep);
DebugLevel3("Heading %d +%d,%d\n" _C_ unit->Direction _C_ unit->IX _C_
unit->IY);
- if( unit->Frame<0 ) {
- unit->Frame-=animation[state].Frame;
+ if (unit->Frame < 0) {
+ unit->Frame -= animation[state].Frame;
} else {
- unit->Frame+=animation[state].Frame;
+ unit->Frame += animation[state].Frame;
}
- unit->IX+=animation[state].Pixel;
- unit->IY+=animation[state].Pixel;
- unit->Wait=animation[state].Sleep;
- if( unit->Slow ) { // unit is slowed down
- unit->Wait<<=1;
+ unit->IX += animation[state].Pixel;
+ unit->IY += animation[state].Pixel;
+ unit->Wait = animation[state].Sleep;
+ if (unit->Slow) { // unit is slowed down
+ unit->Wait <<= 1;
}
- if( unit->Haste && unit->Wait>1 ) { // unit is accelerated
- unit->Wait>>=1;
+ if (unit->Haste && unit->Wait > 1) { // unit is accelerated
+ unit->Wait >>= 1;
}
// Anything changed the display?
- if( (animation[state].Frame || animation[state].Pixel) ) {
+ if ((animation[state].Frame || animation[state].Pixel)) {
CheckUnitToBeDrawn(unit);
}
- flags=animation[state].Flags;
- if( flags&AnimationReset ) { // Reset can check for other actions
- unit->Reset=1;
+ flags = animation[state].Flags;
+ if (flags & AnimationReset) { // Reset can check for other actions
+ unit->Reset = 1;
}
- if( flags&AnimationRestart ) { // Restart animation script
- unit->State=0;
+ if (flags & AnimationRestart) { // Restart animation script
+ unit->State = 0;
} else {
++unit->State; // Advance to next script
}
@@ -136,7 +136,7 @@
{
DebugLevel1Fn("FIXME: Should not happen!\n");
DebugLevel1Fn("FIXME: Unit (%d) %s has action none.!\n" _C_
- UnitNumber(unit) _C_ unit->Type->Ident);
+ UnitNumber(unit) _C_ unit->Type->Ident);
}
/**
@@ -148,7 +148,7 @@
{
DebugLevel1Fn("FIXME: Not written!\n");
DebugLevel1Fn("FIXME: Unit (%d) %s has action %d.!\n" _C_
- UnitNumber(unit) _C_ unit->Type->Ident _C_ unit->Orders[0].Action);
+ UnitNumber(unit) _C_ unit->Type->Ident _C_ unit->Orders[0].Action);
}
/**
@@ -274,10 +274,10 @@
// Get all the units around the unit
nunits = SelectUnits(unit->X - unit->Stats->SightRange,
- unit->Y - unit->Stats->SightRange,
- unit->X + unit->Stats->SightRange+unit->Type->Width,
- unit->Y + unit->Stats->SightRange+unit->Type->Height,
- units);
+ unit->Y - unit->Stats->SightRange,
+ unit->X + unit->Stats->SightRange+unit->Type->Width,
+ unit->Y + unit->Stats->SightRange+unit->Type->Height,
+ units);
// Mana and HP on units, 2 every time
for (j = 0; j < nunits; ++j) {
if (units[j] == unit) {
@@ -285,7 +285,7 @@
}
// Restore HP in everything but buildings (even in other player's units)
- if (units[j]->Type->Organic && units[j]->HP <
units[j]->Stats->HitPoints ) {
+ if (units[j]->Type->Organic && units[j]->HP <
units[j]->Stats->HitPoints) {
units[j]->HP++;
}
@@ -308,18 +308,18 @@
if (HitPointRegeneration && unit->HP<unit->Stats->HitPoints) {
++unit->HP;
- if( unit->Selected ) {
- MustRedraw|=RedrawInfoPanel;
+ if (unit->Selected) {
+ MustRedraw |= RedrawInfoPanel;
}
}
- if( unit->Stats->RegenerationRate && unit->HP<unit->Stats->HitPoints ) {
- unit->HP+=unit->Stats->RegenerationRate;
- if( unit->HP > unit->Stats->HitPoints ) {
+ if (unit->Stats->RegenerationRate && unit->HP<unit->Stats->HitPoints) {
+ unit->HP += unit->Stats->RegenerationRate;
+ if (unit->HP > unit->Stats->HitPoints) {
unit->HP = unit->Stats->HitPoints;
}
- if( unit->Selected ) {
+ if (unit->Selected) {
MustRedraw|=RedrawInfoPanel;
}
}
@@ -338,68 +338,67 @@
int deadunit;
int flag;
- if( unit->Type->CanCastSpell && unit->Mana!=unit->Type->_MaxMana ) {
+ if (unit->Type->CanCastSpell && unit->Mana!=unit->Type->_MaxMana) {
unit->Mana++;
- if( unit->Selected ) {
+ if (unit->Selected) {
MustRedraw|=RedrawInfoPanel;
}
}
- deadunit=0;
+ deadunit = 0;
//
// Look if the time to live is over.
//
- if( unit->TTL && unit->TTL<(GameCycle-unit->HP) ) {
- DebugLevel0Fn("Unit must die %lu %lu!\n" _C_ unit->TTL
- _C_ GameCycle);
- if( --unit->HP<0 ) {
+ if (unit->TTL && unit->TTL < (GameCycle - unit->HP)) {
+ DebugLevel0Fn("Unit must die %lu %lu!\n" _C_ unit->TTL _C_ GameCycle);
+ if (--unit->HP < 0) {
LetUnitDie(unit);
- deadunit|=1;
+ deadunit |= 1;
}
- if( unit->Selected ) {
- MustRedraw|=RedrawInfoPanel;
+ if (unit->Selected) {
+ MustRedraw |= RedrawInfoPanel;
}
}
// some frames delayed done my color cycling
- flag=1;
+ flag = 1;
//
// decrease spells effects time, if end redraw unit.
//
- if ( unit->Bloodlust ) {
+ if (unit->Bloodlust) {
unit->Bloodlust--;
- if( !flag && !unit->Bloodlust ) {
- flag=CheckUnitToBeDrawn(unit);
+ if (!flag && !unit->Bloodlust) {
+ flag = CheckUnitToBeDrawn(unit);
}
}
- if ( unit->Haste ) {
+ if (unit->Haste) {
unit->Haste--;
- if( !flag && !unit->Haste ) {
- flag=CheckUnitToBeDrawn(unit);
+ if (!flag && !unit->Haste) {
+ flag = CheckUnitToBeDrawn(unit);
}
}
- if ( unit->Slow ) {
+ if (unit->Slow) {
unit->Slow--;
- if( !flag && !unit->Slow ) {
- flag=CheckUnitToBeDrawn(unit);
+ if (!flag && !unit->Slow) {
+ flag = CheckUnitToBeDrawn(unit);
}
}
- if ( unit->Invisible ) {
+ if (unit->Invisible) {
unit->Invisible--;
- if( !flag && !unit->Invisible ) {
- flag=CheckUnitToBeDrawn(unit);
+ if (!flag && !unit->Invisible) {
+ flag = CheckUnitToBeDrawn(unit);
}
}
- if ( unit->UnholyArmor ) {
+ if (unit->UnholyArmor) {
unit->UnholyArmor--;
- if( !flag && !unit->UnholyArmor ) {
- flag=CheckUnitToBeDrawn(unit);
+ if (!flag && !unit->UnholyArmor) {
+ flag = CheckUnitToBeDrawn(unit);
}
}
DebugLevel3Fn("%d:%d,%d,%d,%d,%d\n" _C_ UnitNumber(unit) _C_
- unit->Bloodlust _C_ unit->Haste _C_ unit->Slow _C_
- unit->Invisible _C_ unit->UnholyArmor);
+ unit->Bloodlust _C_ unit->Haste _C_ unit->Slow _C_
+ unit->Invisible _C_ unit->UnholyArmor);
return deadunit;
}
@@ -413,14 +412,14 @@
{
int f;
- if( !unit->Type->Building || unit->Removed || unit->Destroyed ) {
+ if (!unit->Type->Building || unit->Removed || unit->Destroyed) {
return;
}
// don't burn buildings under construction
- if( unit->Stats->HitPoints && unit->Orders[0].Action!=UnitActionBuilded ) {
+ if (unit->Stats->HitPoints && unit->Orders[0].Action!=UnitActionBuilded) {
f = (100 * unit->HP) / unit->Stats->HitPoints;
- if( f <= BurnBuildingPercent ) {
+ if (f <= BurnBuildingPercent) {
HitUnit(NoUnitP, unit, BurnBuildingDamageRate);
}
}
@@ -438,17 +437,16 @@
//
// If current action is breakable proceed with next one.
//
- if( unit->Reset ) {
- unit->Reset=0;
+ if (unit->Reset) {
+ unit->Reset = 0;
//
// o Look if we have a new order and old finished.
// o Or the order queue should be flushed.
//
- if( unit->OrderCount>1
- && (unit->Orders[0].Action==UnitActionStill || unit->OrderFlush)
- ) {
+ if (unit->OrderCount > 1 &&
+ (unit->Orders[0].Action == UnitActionStill ||
unit->OrderFlush)) {
- if( unit->Removed ) { // FIXME: johns I see this as an error
+ if (unit->Removed) { // FIXME: johns I see this as an error
DebugLevel0Fn("Flushing removed unit\n");
// This happens, if building with ALT+SHIFT.
return;
@@ -457,25 +455,25 @@
//
// Release pending references.
//
- if( unit->Orders[0].Goal ) {
+ if (unit->Orders[0].Goal) {
// If mining decrease the active count on the resource.
- if ( unit->Orders[0].Action==UnitActionResource &&
- unit->SubAction==60) {
+ if (unit->Orders[0].Action == UnitActionResource &&
+ unit->SubAction == 60) {
// FIXME: SUB_GATHER_RESOURCE ?
unit->Orders[0].Goal->Data.Resource.Active--;
- DebugCheck(unit->Orders[0].Goal->Data.Resource.Active<0);
+ DebugCheck(unit->Orders[0].Goal->Data.Resource.Active < 0);
}
// Still shouldn't have a reference
- DebugCheck( unit->Orders[0].Action==UnitActionStill );
- RefsDebugCheck( !unit->Orders[0].Goal->Refs );
- if( !--unit->Orders[0].Goal->Refs ) {
+ DebugCheck(unit->Orders[0].Action == UnitActionStill);
+ RefsDebugCheck(!unit->Orders[0].Goal->Refs);
+ if (!--unit->Orders[0].Goal->Refs) {
ReleaseUnit(unit->Orders[0].Goal);
}
}
if (unit->CurrentResource) {
- if (unit->Type->ResInfo[unit->CurrentResource]->LoseResources&&
-
unit->Value<unit->Type->ResInfo[unit->CurrentResource]->ResourceCapacity) {
- unit->Value=0;
+ if (unit->Type->ResInfo[unit->CurrentResource]->LoseResources &&
+ unit->Value <
unit->Type->ResInfo[unit->CurrentResource]->ResourceCapacity) {
+ unit->Value = 0;
}
}
@@ -483,21 +481,21 @@
// Shift queue with structure assignment.
//
unit->OrderCount--;
- unit->OrderFlush=0;
- for ( z = 0; z < unit->OrderCount; z++ ) {
- unit->Orders[z] = unit->Orders[z+1];
+ unit->OrderFlush = 0;
+ for (z = 0; z < unit->OrderCount; ++z) {
+ unit->Orders[z] = unit->Orders[z + 1];
}
- memset(unit->Orders+z,0,sizeof(*unit->Orders));
+ memset(unit->Orders + z, 0, sizeof(*unit->Orders));
//
// Note subaction 0 should reset.
//
- unit->SubAction=unit->State=0;
- unit->Wait=1;
+ unit->SubAction = unit->State = 0;
+ unit->Wait = 1;
- if( IsOnlySelected(unit) ) {// update display for new action
+ if (IsOnlySelected(unit)) {// update display for new action
SelectedUnitChanged();
- MustRedraw|=RedrawInfoPanel;
+ MustRedraw |= RedrawInfoPanel;
}
}
}
@@ -526,66 +524,65 @@
int manathiscycle;
int blinkthiscycle;
- if( BurnBuildingPercent ) {
- burnthiscycle=!(GameCycle%BurnBuildingWait);
+ if (BurnBuildingPercent) {
+ burnthiscycle = !(GameCycle % BurnBuildingWait);
} else {
- burnthiscycle=0;
+ burnthiscycle = 0;
}
// FIXME: Make configurable from CCL;
- healthiscycle=!(GameCycle%CYCLES_PER_SECOND);
- manathiscycle=!(GameCycle%CYCLES_PER_SECOND);
- blinkthiscycle=!(GameCycle%CYCLES_PER_SECOND);
+ healthiscycle = !(GameCycle % CYCLES_PER_SECOND);
+ manathiscycle = !(GameCycle % CYCLES_PER_SECOND);
+ blinkthiscycle = !(GameCycle % CYCLES_PER_SECOND);
//
// Must copy table, units could be removed.
//
- tend=table+NumUnits;
- memcpy(table,Units,sizeof(Unit*)*NumUnits);
+ tend = table + NumUnits;
+ memcpy(table, Units, sizeof(Unit*) * NumUnits);
//
// Do all actions
//
- for( tpos=table; tpos<tend; tpos++ ) {
- unit=*tpos;
+ for (tpos = table; tpos < tend; ++tpos) {
+ unit = *tpos;
#if defined(UNIT_ON_MAP) && 0 // debug unit store
{ const Unit* list;
- list=TheMap.Fields[unit->Y*TheMap.Width+unit->X].Here.Units;
- while( list ) { // find the unit
- if( list==unit ) {
+ list = TheMap.Fields[unit->Y * TheMap.Width + unit->X].Here.Units;
+ while (list) { // find the unit
+ if (list == unit) {
break;
}
- list=list->Next;
+ list = list->Next;
}
- if( !unit->Removed ) {
- if( !list
- && (!unit->Type->Vanishes
- && !unit->Orders[0].Action==UnitActionDie) ) {
+ if (!unit->Removed) {
+ if (!list && (!unit->Type->Vanishes &&
+ !unit->Orders[0].Action == UnitActionDie)) {
DebugLevel0Fn("!removed not on map %d\n" _C_ UnitNumber(unit));
abort();
}
- } else if( list ) {
+ } else if (list) {
DebugLevel0Fn("remove on map %d\n" _C_ UnitNumber(unit));
abort();
}
- list=unit->Next;
- while( list ) {
- if( list->X!=unit->X || list->Y!=unit->Y ) {
- DebugLevel0Fn("Wrong X,Y %d %d,%d\n" _C_ UnitNumber(list)
- _C_ list->X _C_ list->Y);
+ list = unit->Next;
+ while (list) {
+ if (list->X != unit->X || list->Y != unit->Y) {
+ DebugLevel0Fn("Wrong X,Y %d %d,%d\n" _C_ UnitNumber(list) _C_
+ list->X _C_ list->Y);
abort();
}
- list=list->Next;
+ list = list->Next;
} }
#endif
- if( unit->Destroyed ) { // Ignore destroyed units
+ if (unit->Destroyed) { // Ignore destroyed units
DebugLevel0Fn("Destroyed unit %d in table, should be ok\n" _C_
- UnitNumber(unit));
+ UnitNumber(unit));
continue;
}
- if( blinkthiscycle && unit->Blink ) { // clear blink flag
+ if (blinkthiscycle && unit->Blink) { // clear blink flag
--unit->Blink;
}
@@ -597,22 +594,22 @@
}
//FIXME: Need to configure this to work
- if( 0 ) { //Condition for Area Heal
+ if (0) { //Condition for Area Heal
IncrementAreaHealthMana(unit);
}
- if( healthiscycle ) {
+ if (healthiscycle) {
IncrementUnitHealth(unit);
}
- if( burnthiscycle ) {
+ if (burnthiscycle) {
BurnBuilding(unit);
}
- if( --unit->Wait ) { // Wait until counter reached
+ if (--unit->Wait) { // Wait until counter reached
continue;
}
HandleUnitAction(unit);
- DebugCheck( *tpos!=unit ); // Removed is evil.
+ DebugCheck(*tpos != unit); // Removed is evil.
#ifdef DEBUG_ACTIONS
//
@@ -621,29 +618,29 @@
{
static FILE* logf;
- if( !logf ) {
+ if (!logf) {
time_t now;
char buf[256];
- sprintf(buf,"log_of_fc_%d.log",ThisPlayer->Player);
- logf=fopen(buf,"wb");
- if( !logf ) {
+ sprintf(buf, "log_of_fc_%d.log", ThisPlayer->Player);
+ logf = fopen(buf, "wb");
+ if (!logf) {
return;
}
- fprintf(logf,";;; Log file generated by Stratagus Version "
+ fprintf(logf, ";;; Log file generated by Stratagus Version "
VERSION "\n");
time(&now);
- fprintf(logf,";;;\tDate: %s",ctime(&now));
- fprintf(logf,";;;\tMap: %s\n\n",TheMap.Description);
+ fprintf(logf, ";;;\tDate: %s", ctime(&now));
+ fprintf(logf, ";;;\tMap: %s\n\n", TheMap.Description);
}
- fprintf(logf,"%lu: ",GameCycle);
- fprintf(logf,"%d %s S%d/%d-%d P%d Refs %d: %X %d,%d %d,%d\n",
- UnitNumber(unit),unit->Type ? unit->Type->Ident : "unit-killed",
- unit->State,unit->SubAction,
- unit->Orders[0].Action,
- unit->Player ? unit->Player->Player :
-1,unit->Refs,SyncRandSeed,
- unit->X, unit->Y, unit->IX, unit->IY);
+ fprintf(logf, "%lu: ", GameCycle);
+ fprintf(logf, "%d %s S%d/%d-%d P%d Refs %d: %X %d,%d %d,%d\n",
+ UnitNumber(unit), unit->Type ? unit->Type->Ident : "unit-killed",
+ unit->State, unit->SubAction,
+ unit->Orders[0].Action,
+ unit->Player ? unit->Player->Player : -1, unit->Refs,SyncRandSeed,
+ unit->X, unit->Y, unit->IX, unit->IY);
// SaveUnit(unit,logf);
fflush(NULL);
@@ -652,11 +649,11 @@
//
// Calculate some hash.
//
- SyncHash=(SyncHash<<5)|(SyncHash>>27);
- SyncHash^=unit->Orders[0].Action<<18;
- SyncHash^=unit->State<<12;
- SyncHash^=unit->SubAction<<6;
- SyncHash^=unit->Refs<<3;
+ SyncHash = (SyncHash << 5) | (SyncHash >> 27);
+ SyncHash ^= unit->Orders[0].Action << 18;
+ SyncHash ^= unit->State << 12;
+ SyncHash ^= unit->SubAction << 6;
+ SyncHash ^= unit->Refs << 3;
}
}
@@ -671,19 +668,19 @@
Unit* unit;
int i;
- for (i=0; i<NumUnits; i++) {
- unit=Units[i];
- if ( unit->Type->PermanentCloak ) {
- if( (unit->Visible&(1<<ThisPlayer->Player)) ) {
+ for (i = 0; i < NumUnits; ++i) {
+ unit = Units[i];
+ if (unit->Type->PermanentCloak) {
+ if ((unit->Visible & (1 << ThisPlayer->Player))) {
CheckUnitToBeDrawn(unit);
}
- unit->Visible=0;
+ unit->Visible = 0;
}
}
- for (i=0; i<NumUnits; ++i) {
- unit=Units[i];
- if( unit->Type->DetectCloak && !unit->Removed &&
- unit->Orders[0].Action!=UnitActionBuilded ) {
+ for (i = 0; i < NumUnits; ++i) {
+ unit = Units[i];
+ if (unit->Type->DetectCloak && !unit->Removed &&
+ unit->Orders[0].Action != UnitActionBuilded) {
MapDetectCloakedUnits(unit);
}
}
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Jimmy Salmon <=