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[Stratagus-CVS] stratagus/src/clone mainloop.c player.c selecti...


From: Jimmy Salmon
Subject: [Stratagus-CVS] stratagus/src/clone mainloop.c player.c selecti...
Date: Thu, 09 Oct 2003 23:56:44 -0400

CVSROOT:        /cvsroot/stratagus
Module name:    stratagus
Branch:         
Changes by:     Jimmy Salmon <address@hidden>   03/10/09 23:56:41

Modified files:
        src/clone      : mainloop.c player.c selection.c spells.c 
                         unit_find.c 

Log message:
        Cleanup

Patches:
Index: stratagus/src/clone/mainloop.c
diff -u stratagus/src/clone/mainloop.c:1.147 
stratagus/src/clone/mainloop.c:1.148
--- stratagus/src/clone/mainloop.c:1.147        Tue Oct  7 20:06:40 2003
+++ stratagus/src/clone/mainloop.c      Thu Oct  9 23:56:40 2003
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: mainloop.c,v 1.147 2003/10/08 00:06:40 jsalmon3 Exp $
+//     $Id: mainloop.c,v 1.148 2003/10/10 03:56:40 jsalmon3 Exp $
 
 //@{
 
@@ -78,10 +78,10 @@
 //----------------------------------------------------------------------------
 
     /// variable set when we are scrolling via keyboard
-global enum _scroll_state_ KeyScrollState=ScrollNone;
+global enum _scroll_state_ KeyScrollState = ScrollNone;
 
     /// variable set when we are scrolling via mouse
-global enum _scroll_state_ MouseScrollState=ScrollNone;
+global enum _scroll_state_ MouseScrollState = ScrollNone;
 
 #if defined(DEBUG) && defined(HIERARCHIC_PATHFINDER)
 global jmp_buf MainLoopJmpBuf;         /// Hierarchic pathfinder error exit.
@@ -104,11 +104,11 @@
 {
     Viewport* vp;
 
-    vp=TheUI.SelectedViewport;
-    if( vp->MapY>step ) {
-       vp->MapY-=step;
+    vp = TheUI.SelectedViewport;
+    if (vp->MapY > step) {
+       vp->MapY -= step;
     } else {
-       vp->MapY=0;
+       vp->MapY = 0;
     }
 }
 
@@ -121,11 +121,11 @@
 {
     Viewport* vp;
 
-    vp=TheUI.SelectedViewport;
-    if( vp->MapX>step ) {
-       vp->MapX-=step;
+    vp = TheUI.SelectedViewport;
+    if (vp->MapX > step) {
+       vp->MapX -= step;
     } else {
-       vp->MapX=0;
+       vp->MapX = 0;
     }
 }
 
@@ -138,12 +138,12 @@
 {
     Viewport* vp;
 
-    vp=TheUI.SelectedViewport;
-    if( TheMap.Height>vp->MapHeight
-           && vp->MapY<TheMap.Height-vp->MapHeight-step ) {
-       vp->MapY+=step;
+    vp = TheUI.SelectedViewport;
+    if (TheMap.Height > vp->MapHeight &&
+           vp->MapY < TheMap.Height - vp->MapHeight - step) {
+       vp->MapY += step;
     } else {
-       vp->MapY=TheMap.Height-vp->MapHeight;
+       vp->MapY = TheMap.Height - vp->MapHeight;
     }
 }
 
@@ -156,12 +156,12 @@
 {
     Viewport* vp;
 
-    vp=TheUI.SelectedViewport;
-    if( TheMap.Width>vp->MapWidth
-           && vp->MapX<TheMap.Width-vp->MapWidth-step) {
-       vp->MapX+=step;
+    vp = TheUI.SelectedViewport;
+    if (TheMap.Width > vp->MapWidth &&
+           vp->MapX < TheMap.Width - vp->MapWidth - step) {
+       vp->MapX += step;
     } else {
-       vp->MapX=TheMap.Width-vp->MapWidth;
+       vp->MapX = TheMap.Width - vp->MapWidth;
     }
 }
 
@@ -184,14 +184,14 @@
     int stepx;
     int stepy;
 
-    if( fast ) {
-       stepx=TheUI.SelectedViewport->MapWidth/2;
-       stepy=TheUI.SelectedViewport->MapHeight/2;
+    if (fast) {
+       stepx = TheUI.SelectedViewport->MapWidth / 2;
+       stepy = TheUI.SelectedViewport->MapHeight / 2;
     } else {           // dynamic: let these variables increase upto fast..
-       stepx=stepy=1;
+       stepx = stepy = 1;
     }
 
-    switch( state ) {
+    switch (state) {
        case ScrollUp:
            MoveMapViewPointUp(stepy);
            break;
@@ -223,9 +223,9 @@
        default:
            return;                     // skip marking map
     }
-    HandleMouseMove(CursorX,CursorY);  // This recalulates some values
+    HandleMouseMove(CursorX, CursorY); // This recalulates some values
     MarkDrawEntireMap();
-    MustRedraw|=RedrawMinimap|RedrawCursors;
+    MustRedraw |= RedrawMinimap | RedrawCursors;
 }
 
 #ifdef DEBUG   // {
@@ -238,13 +238,13 @@
 */
 global void DebugTestDisplay(void)
 {
-    static int a=0;
+    static int a = 0;
     extern void DebugTestDisplayLines(void);
 
-    if( a ) {
+    if (a) {
        return;
     }
-    a=1;
+    a = 1;
 
     //Enable one function-call as type of test to show one time
     DebugTestDisplayLines();
@@ -252,7 +252,7 @@
     //DebugTestDisplayColorCube();
 
     // put it all on screen (when it is not already there ;)
-    InvalidateArea(0,0,VideoWidth,VideoHeight);
+    InvalidateArea(0, 0, VideoWidth, VideoHeight);
 }
 
 #endif // } DEBUG
@@ -267,39 +267,39 @@
 local void DrawMenuButtonArea(void)
 {
     if (TheUI.MenuButtonGraphic.Graphic) {
-       VideoDrawSub(TheUI.MenuButtonGraphic.Graphic,0,0,
-               TheUI.MenuButtonGraphic.Graphic->Width,
-               TheUI.MenuButtonGraphic.Graphic->Height,
-               TheUI.MenuButtonGraphicX, TheUI.MenuButtonGraphicY);
+       VideoDrawSub(TheUI.MenuButtonGraphic.Graphic, 0, 0,
+           TheUI.MenuButtonGraphic.Graphic->Width,
+           TheUI.MenuButtonGraphic.Graphic->Height,
+           TheUI.MenuButtonGraphicX, TheUI.MenuButtonGraphicY);
     }
-    if( NetworkFildes==(Socket)-1 ) {
-       if( TheUI.MenuButton.X!=-1 ) {
+    if (NetworkFildes == (Socket)-1) {
+       if (TheUI.MenuButton.X != -1) {
            DrawMenuButton(TheUI.MenuButton.Button,
-                   (ButtonAreaUnderCursor==ButtonAreaMenu
-                       && ButtonUnderCursor==ButtonUnderMenu ? 
MenuButtonActive : 0) |
-                   (GameMenuButtonClicked ? MenuButtonClicked : 0),
-                   TheUI.MenuButton.Width, TheUI.MenuButton.Height,
-                   TheUI.MenuButton.X,TheUI.MenuButton.Y,
-                   GameFont,TheUI.MenuButton.Text,NULL,NULL);
+               (ButtonAreaUnderCursor == ButtonAreaMenu
+                   && ButtonUnderCursor == ButtonUnderMenu ? MenuButtonActive 
: 0) |
+               (GameMenuButtonClicked ? MenuButtonClicked : 0),
+               TheUI.MenuButton.Width, TheUI.MenuButton.Height,
+               TheUI.MenuButton.X, TheUI.MenuButton.Y,
+               GameFont, TheUI.MenuButton.Text, NULL, NULL);
        }
     } else {
-       if( TheUI.NetworkMenuButton.X!=-1 ) {
+       if (TheUI.NetworkMenuButton.X != -1) {
            DrawMenuButton(TheUI.NetworkMenuButton.Button,
-                   (ButtonAreaUnderCursor==ButtonAreaMenu
-                       && ButtonUnderCursor==ButtonUnderNetworkMenu ? 
MenuButtonActive : 0) |
-                   (GameMenuButtonClicked ? MenuButtonClicked : 0),
-                   TheUI.NetworkMenuButton.Width, 
TheUI.NetworkMenuButton.Height,
-                   TheUI.NetworkMenuButton.X,TheUI.NetworkMenuButton.Y,
-                   GameFont,TheUI.NetworkMenuButton.Text,NULL,NULL);
+               (ButtonAreaUnderCursor == ButtonAreaMenu
+                   && ButtonUnderCursor == ButtonUnderNetworkMenu ? 
MenuButtonActive : 0) |
+               (GameMenuButtonClicked ? MenuButtonClicked : 0),
+               TheUI.NetworkMenuButton.Width, TheUI.NetworkMenuButton.Height,
+               TheUI.NetworkMenuButton.X, TheUI.NetworkMenuButton.Y,
+               GameFont, TheUI.NetworkMenuButton.Text, NULL, NULL);
        }
-       if( TheUI.NetworkDiplomacyButton.X!=-1 ) {
+       if (TheUI.NetworkDiplomacyButton.X != -1) {
            DrawMenuButton(TheUI.NetworkDiplomacyButton.Button,
-                   (ButtonAreaUnderCursor==ButtonAreaMenu
-                       && ButtonUnderCursor==ButtonUnderNetworkDiplomacy ? 
MenuButtonActive : 0) |
-                   (GameDiplomacyButtonClicked ? MenuButtonClicked : 0),
-                   TheUI.NetworkDiplomacyButton.Width, 
TheUI.NetworkDiplomacyButton.Height,
-                   
TheUI.NetworkDiplomacyButton.X,TheUI.NetworkDiplomacyButton.Y,
-                   GameFont,TheUI.NetworkDiplomacyButton.Text,NULL,NULL);
+               (ButtonAreaUnderCursor == ButtonAreaMenu
+                   && ButtonUnderCursor == ButtonUnderNetworkDiplomacy ? 
MenuButtonActive : 0) |
+               (GameDiplomacyButtonClicked ? MenuButtonClicked : 0),
+               TheUI.NetworkDiplomacyButton.Width, 
TheUI.NetworkDiplomacyButton.Height,
+               TheUI.NetworkDiplomacyButton.X, TheUI.NetworkDiplomacyButton.Y,
+               GameFont, TheUI.NetworkDiplomacyButton.Text, NULL, NULL);
        }
     }
 
@@ -309,18 +309,18 @@
     //
     { int f;
 
-    f=168*(NextFrameTicks-GetTicks());
-    if( VideoSyncSpeed ) {
-       f/=(100*1000/CYCLES_PER_SECOND)/VideoSyncSpeed;
+    f = 168 * (NextFrameTicks - GetTicks());
+    if (VideoSyncSpeed) {
+       f /= (100 * 1000 / CYCLES_PER_SECOND) / VideoSyncSpeed;
     }
-    if( f<0 || f>168 ) {
-       f=168;
+    if (f < 0 || f > 168) {
+       f = 168;
     }
-    if( f ) {
-       VideoDrawHLine(ColorGreen,TheUI.MenuButtonX,TheUI.MenuButtonY,f);
+    if (f) {
+       VideoDrawHLine(ColorGreen, TheUI.MenuButtonX, TheUI.MenuButtonY, f);
     }
-    if( 168-f ) {
-       VideoDrawHLine(ColorRed,TheUI.MenuButtonX+f,TheUI.MenuButtonY,168-f);
+    if (168 - f) {
+       VideoDrawHLine(ColorRed, TheUI.MenuButtonX + f, TheUI.MenuButtonY, 168 
- f);
     }
     }
     //
@@ -330,19 +330,19 @@
     int i;
     int f;
 
-    if( NetworkLag ) {
-       for( i=0; i<PlayerMax; ++i ) {
-           f=16-(16*(NetworkStatus[i]-GameCycle))/(NetworkLag*2);
-           if( f<0 || f>16 ) {
-               f=16;
+    if (NetworkLag) {
+       for (i = 0; i < PlayerMax; ++i) {
+           f = 16 - (16 * (NetworkStatus[i] - GameCycle)) / (NetworkLag * 2);
+           if (f < 0 || f > 16) {
+               f = 16;
            }
-           if( f ) {
+           if (f) {
                VideoDrawHLine(ColorRed,
-                   TheUI.MenuButtonX,TheUI.MenuButtonY+1+i,f);
+                   TheUI.MenuButtonX, TheUI.MenuButtonY + 1 + i, f);
            }
-           if( 16-f ) {
+           if (16 - f) {
                VideoDrawHLine(ColorGreen,
-                       TheUI.MenuButtonX+f,TheUI.MenuButtonY+1+i,16-f);
+                   TheUI.MenuButtonX + f, TheUI.MenuButtonY + 1 + i, 16 - f);
            }
        }
     }
@@ -360,7 +360,7 @@
 local void DrawMapViewport(Viewport* vp)
 {
    Unit* table[UnitMax];
-   Missile* missiletable[MAX_MISSILES*9];
+   Missile* missiletable[MAX_MISSILES * 9];
    int nunits;
    int nmissiles;
    int i;
@@ -373,13 +373,13 @@
     // overlapping and draw only that what has changed..
     // Every to-be-drawn item added to this mechanism, can be handed by this
     // call.
-    if( InterfaceState==IfaceStateNormal ) {
+    if (InterfaceState == IfaceStateNormal) {
        // DecorationRefreshDisplay();
        DecorationUpdateDisplay();
     }
 
 #else
-    if( InterfaceState==IfaceStateNormal ) {
+    if (InterfaceState == IfaceStateNormal) {
 #ifdef NEW_MAPDRAW
        MapUpdateFogOfWar(vp->MapX, vp->MapY);
 #else
@@ -387,90 +387,92 @@
 
        // FIXME: Johns: this didn't work correct with viewports!
        // FIXME: only needed until flags are correct set
-       for( u=0; u < vp->MapHeight; ++u ) {
-           MustRedrawRow[u]=1;
+       for (u = 0; u < vp->MapHeight; ++u) {
+           MustRedrawRow[u] = 1;
        }
-       for (u=0; u<vp->MapHeight*vp->MapWidth; ++u ) {
-           MustRedrawTile[u]=1;
+       for (u = 0; u < vp->MapHeight * vp->MapWidth; ++u) {
+           MustRedrawTile[u] = 1;
        }
 #endif
        //
        //      An unit is tracked, center viewport on this unit.
        //
-       if( vp->Unit ) {
-           if( vp->Unit->Destroyed ||
-                   vp->Unit->Orders[0].Action==UnitActionDie ) {
-               vp->Unit=NoUnitP;
+       if (vp->Unit) {
+           if (vp->Unit->Destroyed ||
+                   vp->Unit->Orders[0].Action == UnitActionDie) {
+               vp->Unit = NoUnitP;
            } else {
-               ViewportCenterViewpoint(vp,vp->Unit->X,vp->Unit->Y);
+               ViewportCenterViewpoint(vp, vp->Unit->X, vp->Unit->Y);
            }
        }
 
-       SetClipping(vp->X,vp->Y,vp->EndX,vp->EndY);
+       SetClipping(vp->X, vp->Y, vp->EndX, vp->EndY);
 
-       DrawMapBackgroundInViewport(vp,vp->MapX,vp->MapY);
+       DrawMapBackgroundInViewport(vp, vp->MapX, vp->MapY);
        
        //
        //      We find and sort units after draw level.
        //
-       nunits=FindAndSortUnits(vp,table);
-       nmissiles=FindAndSortMissiles(vp,missiletable);
+       nunits = FindAndSortUnits(vp, table);
+       nmissiles = FindAndSortMissiles(vp, missiletable);
 
-       i=0;
-       j=0;
-       CurrentViewport=vp;
-       while( i<nunits && j<nmissiles ) {
-           if( table[i]->Type->DrawLevel <= missiletable[j]->Type->DrawLevel ) 
{
-               if( UnitVisibleInViewport(vp,table[i]) ) {
-                   if( table[i]->Type->Building ) {
+       i = 0;
+       j = 0;
+       CurrentViewport = vp;
+       while (i < nunits && j < nmissiles) {
+           if (table[i]->Type->DrawLevel <= missiletable[j]->Type->DrawLevel) {
+               if (UnitVisibleInViewport(vp, table[i])) {
+                   if (table[i]->Type->Building) {
                        DrawBuilding(table[i]);
                    } else {
                        DrawUnit(table[i]);
                    }
                }
-               i++;
+               ++i;
            } else {
                x = missiletable[j]->X - vp->MapX * TileSizeX + vp->X;
                y = missiletable[j]->Y - vp->MapY * TileSizeY + vp->Y;
                // FIXME: I should copy SourcePlayer for second level missiles.
-               if( missiletable[j]->SourceUnit && 
missiletable[j]->SourceUnit->Player ) {
+               if (missiletable[j]->SourceUnit && 
missiletable[j]->SourceUnit->Player) {
                    GraphicPlayerPixels(missiletable[j]->SourceUnit->Player,
                        missiletable[j]->Type->Sprite);
                }
-               switch( missiletable[j]->Type->Class ) {
+               switch (missiletable[j]->Type->Class) {
                    case MissileClassHit:
-                       
VideoDrawNumberClip(x,y,GameFont,missiletable[j]->Damage);
+                       VideoDrawNumberClip(x, y, GameFont, 
missiletable[j]->Damage);
                        break;
                    default:
-                       
DrawMissile(missiletable[j]->Type,missiletable[j]->SpriteFrame,x,y);
+                       DrawMissile(missiletable[j]->Type, 
missiletable[j]->SpriteFrame,
+                           x, y);
                        break;
                }
-               j++;
+               ++j;
            }
        }
-       for( ; i<nunits; ++i ) {
-           if ( UnitVisibleInViewport(vp, table[i]) ) {
-               if( table[i]->Type->Building ) {
+       for (; i < nunits; ++i) {
+           if (UnitVisibleInViewport(vp, table[i])) {
+               if (table[i]->Type->Building) {
                    DrawBuilding(table[i]);
                } else {
                    DrawUnit(table[i]);
                }
            }
        }
-       for( ; j<nmissiles; ++j ) {
+       for (; j < nmissiles; ++j) {
            x = missiletable[j]->X - vp->MapX * TileSizeX + vp->X;
            y = missiletable[j]->Y - vp->MapY * TileSizeY + vp->Y;
            // FIXME: I should copy SourcePlayer for second level missiles.
-           if( missiletable[j]->SourceUnit && 
missiletable[j]->SourceUnit->Player ) {
+           if (missiletable[j]->SourceUnit && 
missiletable[j]->SourceUnit->Player) {
                GraphicPlayerPixels(missiletable[j]->SourceUnit->Player,
                    missiletable[j]->Type->Sprite);
            }
-           switch( missiletable[j]->Type->Class ) {
+           switch (missiletable[j]->Type->Class) {
                case MissileClassHit:
-                   VideoDrawNumberClip(x,y,GameFont,missiletable[j]->Damage);
+                   VideoDrawNumberClip(x, y, GameFont, 
missiletable[j]->Damage);
                    break;
                default:
-                   
DrawMissile(missiletable[j]->Type,missiletable[j]->SpriteFrame,x,y);
+                   DrawMissile(missiletable[j]->Type, 
missiletable[j]->SpriteFrame,
+                       x, y);
                    break;
            }
        }
@@ -479,19 +481,19 @@
        //      Draw orders of selected units.
        //      Drawn here so that they are shown even when the unit is out of 
the screen.
        //
-       if( ShowOrders==SHOW_ORDERS_ALWAYS ||
-               ((ShowOrdersCount>=GameCycle ||(KeyModifiers&ModifierShift))) ) 
{
-           for (i=0;i<NumSelected;i++) {
+       if (ShowOrders == SHOW_ORDERS_ALWAYS ||
+               ((ShowOrdersCount >= GameCycle || (KeyModifiers & 
ModifierShift)))) {
+           for (i = 0; i < NumSelected; ++i) {
                ShowOrder(Selected[i]);
            }
        }
        DrawConsole();
-       SetClipping(0,0,VideoWidth-1,VideoHeight-1);
+       SetClipping(0, 0, VideoWidth - 1, VideoHeight - 1);
     }
 
     // Resources over map
-    if (TheUI.ResourceX==-1 || TheUI.ResourceY==-1) {
-       MustRedraw|=RedrawResources;
+    if (TheUI.ResourceX == -1 || TheUI.ResourceY == -1) {
+       MustRedraw |= RedrawResources;
     }
 #endif
 }
@@ -508,7 +510,7 @@
     const Viewport* evp;
 
     // Draw all map viewports
-    evp = TheUI.Viewports+TheUI.NumViewports;
+    evp = TheUI.Viewports + TheUI.NumViewports;
     for (vp = TheUI.Viewports; vp < evp; ++vp) {
        DrawMapViewport(vp);
     }
@@ -549,77 +551,78 @@
 */
 global void UpdateDisplay(void)
 {
-    MustRedraw&=EnableRedraw;          // Don't redraw disabled parts
+    MustRedraw &= EnableRedraw;                // Don't redraw disabled parts
 
     VideoLockScreen();                 // prepare video write
 
     HideAnyCursor();                   // remove cursor (when available)
 
-    if( MustRedraw&RedrawMap ) {
+    if (MustRedraw & RedrawMap) {
        DrawMapArea();
     }
 
-    if( MustRedraw&(RedrawMessage|RedrawMap) ) {
+    if (MustRedraw & (RedrawMessage | RedrawMap)) {
        DrawMessages();
     }
 
-    if( MustRedraw&RedrawFillers ) {
+    if (MustRedraw & RedrawFillers) {
        int i;
 
-       for( i=0; i<TheUI.NumFillers; ++i ) {
-           VideoDrawSubClip(TheUI.Filler[i].Graphic,0,0
-                   ,TheUI.Filler[i].Graphic->Width
-                   ,TheUI.Filler[i].Graphic->Height
-                   ,TheUI.FillerX[i],TheUI.FillerY[i]);
+       for (i = 0; i < TheUI.NumFillers; ++i) {
+           VideoDrawSubClip(TheUI.Filler[i].Graphic, 0, 0,
+               TheUI.Filler[i].Graphic->Width,
+               TheUI.Filler[i].Graphic->Height,
+               TheUI.FillerX[i], TheUI.FillerY[i]);
        }
     }
 
-    if( MustRedraw&RedrawMenuButton ) {
+    if (MustRedraw & RedrawMenuButton) {
        DrawMenuButtonArea();
     }
-    if( MustRedraw&RedrawMinimapBorder ) {
-       VideoDrawSubClip(TheUI.MinimapPanel.Graphic,0,0
-               
,TheUI.MinimapPanel.Graphic->Width,TheUI.MinimapPanel.Graphic->Height
-               ,TheUI.MinimapPanelX,TheUI.MinimapPanelY);
+    if (MustRedraw & RedrawMinimapBorder) {
+       VideoDrawSubClip(TheUI.MinimapPanel.Graphic, 0, 0,
+           TheUI.MinimapPanel.Graphic->Width,
+           TheUI.MinimapPanel.Graphic->Height,
+           TheUI.MinimapPanelX, TheUI.MinimapPanelY);
     }
 
     PlayerPixels(Players);             // Reset to default colors
 
-    if( MustRedraw&RedrawMinimap ) {
+    if (MustRedraw & RedrawMinimap) {
        // FIXME: redraw only 1* per second!
        // HELPME: Viewpoint rectangle must be drawn faster (if implemented) ?
        DrawMinimap(TheUI.SelectedViewport->MapX, TheUI.SelectedViewport->MapY);
        DrawMinimapCursor(TheUI.SelectedViewport->MapX,
-               TheUI.SelectedViewport->MapY);
-    } else if( MustRedraw&RedrawMinimapCursor ) {
+           TheUI.SelectedViewport->MapY);
+    } else if (MustRedraw & RedrawMinimapCursor) {
        HideMinimapCursor();
        DrawMinimapCursor(TheUI.SelectedViewport->MapX,
-               TheUI.SelectedViewport->MapY);
+           TheUI.SelectedViewport->MapY);
     }
 
-    if( MustRedraw&RedrawInfoPanel ) {
+    if (MustRedraw & RedrawInfoPanel) {
        DrawInfoPanel();
        PlayerPixels(Players);          // Reset to default colors
     }
-    if( MustRedraw&RedrawButtonPanel ) {
+    if (MustRedraw & RedrawButtonPanel) {
        DrawButtonPanel();
        PlayerPixels(Players);          // Reset to default colors
     }
-    if( MustRedraw&RedrawResources ) {
+    if (MustRedraw & RedrawResources) {
        DrawResources();
     }
-    if( MustRedraw&RedrawStatusLine ) {
+    if (MustRedraw & RedrawStatusLine) {
        DrawStatusLine();
-       MustRedraw|=RedrawCosts;
+       MustRedraw |= RedrawCosts;
     }
-    if( MustRedraw&RedrawCosts ) {
+    if (MustRedraw & RedrawCosts) {
        DrawCosts();
     }
-    if( MustRedraw&RedrawTimer ) {
+    if (MustRedraw & RedrawTimer) {
        DrawTimer();
     }
 
-    if( MustRedraw&RedrawMenu ) {
+    if (MustRedraw & RedrawMenu) {
        DrawMenu(CurrentMenu);
     }
 
@@ -630,90 +633,92 @@
     //
     // Update changes to display.
     //
-    if( MustRedraw&RedrawAll ) {
+    if (MustRedraw & RedrawAll) {
        // refresh entire screen, so no further invalidate needed
-       InvalidateAreaAndCheckCursor(0,0,VideoWidth,VideoHeight);
+       InvalidateAreaAndCheckCursor(0, 0, VideoWidth, VideoHeight);
     } else {
-       if( MustRedraw&RedrawMap ) {
+       if (MustRedraw & RedrawMap) {
            // FIXME: split into small parts see RedrawTile and RedrawRow
            InvalidateAreaAndCheckCursor(
-                    TheUI.MapArea.X,TheUI.MapArea.Y
-                   ,TheUI.MapArea.EndX-TheUI.MapArea.X+1
-                   ,TheUI.MapArea.EndY-TheUI.MapArea.Y+1);
+                TheUI.MapArea.X, TheUI.MapArea.Y,
+                TheUI.MapArea.EndX - TheUI.MapArea.X + 1,
+                TheUI.MapArea.EndY - TheUI.MapArea.Y + 1);
        }
-       if( MustRedraw&RedrawFillers ) {
+       if (MustRedraw & RedrawFillers) {
            int i;
 
-           for( i=0; i<TheUI.NumFillers; ++i ) {
+           for (i = 0; i < TheUI.NumFillers; ++i) {
                InvalidateAreaAndCheckCursor(
-                        TheUI.FillerX[i],TheUI.FillerY[i]
-                       ,TheUI.Filler[i].Graphic->Width
-                       ,TheUI.Filler[i].Graphic->Height);
+                    TheUI.FillerX[i], TheUI.FillerY[i],
+                    TheUI.Filler[i].Graphic->Width,
+                    TheUI.Filler[i].Graphic->Height);
            }
        }
-       if(MustRedraw&RedrawMenuButton ) {
-           if( NetworkFildes==(Socket)-1 ) {
-               if( TheUI.MenuButton.X!=-1 ) {
+       if(MustRedraw & RedrawMenuButton) {
+           if (NetworkFildes == (Socket)-1) {
+               if (TheUI.MenuButton.X != -1) {
                    InvalidateAreaAndCheckCursor(
-                           TheUI.MenuButton.X,TheUI.MenuButton.Y,
-                           TheUI.MenuButton.Width,
-                           TheUI.MenuButton.Height);
+                       TheUI.MenuButton.X, TheUI.MenuButton.Y,
+                       TheUI.MenuButton.Width,
+                       TheUI.MenuButton.Height);
                }
            } else {
-               if( TheUI.NetworkMenuButton.X!=-1 ) {
+               if (TheUI.NetworkMenuButton.X != -1) {
                    InvalidateAreaAndCheckCursor(
-                           TheUI.NetworkMenuButton.X,
-                           TheUI.NetworkMenuButton.Y,
-                           TheUI.NetworkMenuButton.Width,
-                           TheUI.NetworkMenuButton.Height);
+                       TheUI.NetworkMenuButton.X,
+                       TheUI.NetworkMenuButton.Y,
+                       TheUI.NetworkMenuButton.Width,
+                       TheUI.NetworkMenuButton.Height);
                }
-               if( TheUI.NetworkDiplomacyButton.X!=-1 ) {
+               if (TheUI.NetworkDiplomacyButton.X != -1) {
                    InvalidateAreaAndCheckCursor(
-                           TheUI.NetworkDiplomacyButton.X,
-                           TheUI.NetworkDiplomacyButton.Y,
-                           TheUI.NetworkDiplomacyButton.Width,
-                           TheUI.NetworkDiplomacyButton.Height);
+                       TheUI.NetworkDiplomacyButton.X,
+                       TheUI.NetworkDiplomacyButton.Y,
+                       TheUI.NetworkDiplomacyButton.Width,
+                       TheUI.NetworkDiplomacyButton.Height);
                }
            }
        }
-       if( MustRedraw&RedrawMinimapBorder ) {
+       if (MustRedraw & RedrawMinimapBorder) {
            InvalidateAreaAndCheckCursor(
-                TheUI.MinimapPanelX,TheUI.MinimapPanelY
-               
,TheUI.MinimapPanel.Graphic->Width,TheUI.MinimapPanel.Graphic->Height);
-       } else if( (MustRedraw&RedrawMinimap)
-               || (MustRedraw&RedrawMinimapCursor) ) {
+               TheUI.MinimapPanelX, TheUI.MinimapPanelY,
+               TheUI.MinimapPanel.Graphic->Width,
+               TheUI.MinimapPanel.Graphic->Height);
+       } else if ((MustRedraw & RedrawMinimap) ||
+               (MustRedraw & RedrawMinimapCursor)) {
            // FIXME: Redraws too much of the minimap
            InvalidateAreaAndCheckCursor(
-                    TheUI.MinimapPosX,TheUI.MinimapPosY
-                   ,TheUI.MinimapW,TheUI.MinimapH);
+               TheUI.MinimapPosX, TheUI.MinimapPosY,
+               TheUI.MinimapW, TheUI.MinimapH);
        }
-       if( MustRedraw&RedrawInfoPanel ) {
+       if (MustRedraw & RedrawInfoPanel) {
            InvalidateAreaAndCheckCursor(
-                    TheUI.InfoPanelX,TheUI.InfoPanelY
-                   ,TheUI.InfoPanelW,TheUI.InfoPanelH);
+               TheUI.InfoPanelX, TheUI.InfoPanelY,
+               TheUI.InfoPanelW, TheUI.InfoPanelH);
        }
-       if( MustRedraw&RedrawButtonPanel && TheUI.ButtonPanel.Graphic ) {
+       if ((MustRedraw & RedrawButtonPanel) && TheUI.ButtonPanel.Graphic) {
            InvalidateAreaAndCheckCursor(
-                    TheUI.ButtonPanelX,TheUI.ButtonPanelY
-                   ,TheUI.ButtonPanel.Graphic->Width
-                   ,TheUI.ButtonPanel.Graphic->Height);
+               TheUI.ButtonPanelX, TheUI.ButtonPanelY,
+               TheUI.ButtonPanel.Graphic->Width,
+               TheUI.ButtonPanel.Graphic->Height);
        }
-       if( MustRedraw&RedrawResources && TheUI.Resource.Graphic) {
+       if (MustRedraw&RedrawResources && TheUI.Resource.Graphic) {
            InvalidateAreaAndCheckCursor(
-                    TheUI.ResourceX,TheUI.ResourceY
-                   ,TheUI.Resource.Graphic->Width
-                   ,TheUI.Resource.Graphic->Height);
+               TheUI.ResourceX, TheUI.ResourceY,
+               TheUI.Resource.Graphic->Width,
+               TheUI.Resource.Graphic->Height);
        }
-       if( (MustRedraw&RedrawStatusLine || MustRedraw&RedrawCosts) && 
TheUI.StatusLine.Graphic ) {
+       if (((MustRedraw & RedrawStatusLine) || MustRedraw&RedrawCosts) &&
+               TheUI.StatusLine.Graphic) {
            InvalidateAreaAndCheckCursor(
-                    TheUI.StatusLineX,TheUI.StatusLineY
-                   ,TheUI.StatusLine.Graphic->Width
-                   ,TheUI.StatusLine.Graphic->Height);
+               TheUI.StatusLineX, TheUI.StatusLineY,
+               TheUI.StatusLine.Graphic->Width,
+               TheUI.StatusLine.Graphic->Height);
        }
-       if( MustRedraw&RedrawTimer ) {
+       if (MustRedraw & RedrawTimer) {
            // FIXME: Invalidate timer area
        }
-       if( MustRedraw&RedrawMenu ) {
+       if (MustRedraw & RedrawMenu) {
            InvalidateMenuAreas();
        }
 
@@ -728,7 +733,7 @@
 */
 local void EnableDrawRefresh(void)
 {
-    MustRedraw=RedrawEverything;
+    MustRedraw = RedrawEverything;
     MarkDrawEntireMap();
 }
 
@@ -751,52 +756,45 @@
 #endif
     int RealVideoSyncSpeed;
     
-    GameCallbacks.ButtonPressed=(void*)HandleButtonDown;
-    GameCallbacks.ButtonReleased=(void*)HandleButtonUp;
-    GameCallbacks.MouseMoved=(void*)HandleMouseMove;
-    GameCallbacks.MouseExit=(void*)HandleMouseExit;
-    GameCallbacks.KeyPressed=HandleKeyDown;
-    GameCallbacks.KeyReleased=HandleKeyUp;
-    GameCallbacks.KeyRepeated=HandleKeyRepeat;
-    GameCallbacks.NetworkEvent=NetworkEvent;
-    GameCallbacks.SoundReady=WriteSound;
+    GameCallbacks.ButtonPressed = HandleButtonDown;
+    GameCallbacks.ButtonReleased = HandleButtonUp;
+    GameCallbacks.MouseMoved = HandleMouseMove;
+    GameCallbacks.MouseExit = HandleMouseExit;
+    GameCallbacks.KeyPressed = HandleKeyDown;
+    GameCallbacks.KeyReleased = HandleKeyUp;
+    GameCallbacks.KeyRepeated = HandleKeyRepeat;
+    GameCallbacks.NetworkEvent = NetworkEvent;
+    GameCallbacks.SoundReady = WriteSound;
 
-    Callbacks=&GameCallbacks;
+    Callbacks = &GameCallbacks;
 
     SetVideoSync();
     EnableDrawRefresh();
-    GameCursor=TheUI.Point.Cursor;
-    GameRunning=1;
+    GameCursor = TheUI.Point.Cursor;
+    GameRunning = 1;
 
-    showtip=0;
+    showtip = 0;
     RealVideoSyncSpeed = VideoSyncSpeed;
-    if( NetworkFildes==(Socket)-1 ) {          // Don't show them for net play
-       showtip=ShowTips;
+    if (NetworkFildes == (Socket)-1) {         // Don't show them for net play
+       showtip = ShowTips;
     }
 
     MultiPlayerReplayEachCycle();
 
     PlaySectionMusic(PlaySectionGame);
 
-    while( GameRunning ) {
+    while (GameRunning) {
 #if defined(DEBUG) && defined(HIERARCHIC_PATHFINDER)
-       if( setjmp(MainLoopJmpBuf) ) {
+       if (setjmp(MainLoopJmpBuf)) {
            GamePaused = 1;
        }
 #endif
        //
        //      Game logic part
        //
-       if( !GamePaused && NetworkInSync && !SkipGameCycle ) {
+       if (!GamePaused && NetworkInSync && !SkipGameCycle) {
            SinglePlayerReplayEachCycle();
-           if( !++GameCycle ) {
-               // FIXME: tests with game cycle counter now fails :(
-               // FIXME: Should happen in 68 years :)
-               fprintf(stderr,"FIXME: *** round robin ***\n");
-               fprintf(stderr,"FIXME: *** round robin ***\n");
-               fprintf(stderr,"FIXME: *** round robin ***\n");
-               fprintf(stderr,"FIXME: *** round robin ***\n");
-           }
+           ++GameCycle;
            MultiPlayerReplayEachCycle();
            NetworkCommands();          // Get network commands
            UnitActions();              // handle units
@@ -814,7 +812,7 @@
            //          Check game goals.
            //          Check rescue of units.
            //
-           switch( GameCycle%CYCLES_PER_SECOND ) {
+           switch (GameCycle % CYCLES_PER_SECOND) {
                case 0:
                    HandleCloak();
                    break;
@@ -822,7 +820,7 @@
                    break;
                case 2:                         // minimap update
                    UpdateMinimap();
-                   MustRedraw|=RedrawMinimap;
+                   MustRedraw |= RedrawMinimap;
                    break;
                case 3:                         // computer players
                    PlayersEachSecond();
@@ -842,10 +840,10 @@
            //          Check cd-rom (every 2nd second)
            // FIXME: Not called while pause or in the user interface.
            //
-           switch( GameCycle%((CYCLES_PER_SECOND*VideoSyncSpeed/100)+1) ) {
+           switch (GameCycle % ((CYCLES_PER_SECOND * VideoSyncSpeed / 100) + 
1)) {
                case 0:                         // Check cd-rom
 #if defined(USE_SDLCD)
-                   if ( !(GameCycle%4) ) {     // every 2nd second
+                   if (!(GameCycle % 4)) {     // every 2nd second
                        SDL_CreateThread(CDRomCheck, NULL);
                    }
 #elif defined(USE_LIBCDA) || defined(USE_CDDA)
@@ -853,7 +851,7 @@
 #endif
                    break;
                case 10:
-                   if ( !(GameCycle%2) ) {
+                   if (!(GameCycle % 2)) {
                        PlaySectionMusic(PlaySectionUnknown);
                    }
                    break;
@@ -866,41 +864,41 @@
        //
        //      Map scrolling
        //
-       if( TheUI.MouseScroll && !(FrameCounter%SpeedMouseScroll) ) {
+       if (TheUI.MouseScroll && !(FrameCounter % SpeedMouseScroll)) {
            DoScrollArea(MouseScrollState, 0);
        }
-       if( TheUI.KeyScroll && !(FrameCounter%SpeedKeyScroll) ) {
+       if (TheUI.KeyScroll && !(FrameCounter % SpeedKeyScroll)) {
            DoScrollArea(KeyScrollState, KeyModifiers&ModifierControl);
        }
 
-       if( !(FrameCounter%COLOR_CYCLE_SPEED) ) {
-           if( ColorCycleAll>=0 ) {
+       if (!(FrameCounter % COLOR_CYCLE_SPEED)) {
+           if (ColorCycleAll >= 0) {
                ColorCycle();
            } else {
                // FIXME: should only update when needed
-               MustRedraw|=RedrawInfoPanel;
+               MustRedraw |= RedrawInfoPanel;
            }
        }
 
 #if defined(DEBUG) && !defined(FLAG_DEBUG)
-       MustRedraw|=RedrawMenuButton;
+       MustRedraw |= RedrawMenuButton;
 #endif
-        if( FastForwardCycle > GameCycle
-               && RealVideoSyncSpeed != VideoSyncSpeed ) {
+        if (FastForwardCycle > GameCycle &&
+               RealVideoSyncSpeed != VideoSyncSpeed) {
            RealVideoSyncSpeed = VideoSyncSpeed;
            VideoSyncSpeed = 3000;
        }
-       if( FastForwardCycle >= GameCycle ) {
+       if (FastForwardCycle >= GameCycle) {
            MustRedraw = RedrawEverything;
        }
-       if( MustRedraw /* && !VideoInterrupts */
-               && (FastForwardCycle <= GameCycle || GameCycle <= 10
-                   || !(GameCycle & 0x3f)) ) {
-           if( Callbacks==&MenuCallbacks ) {
-               MustRedraw|=RedrawMenu;
+       if (MustRedraw /* && !VideoInterrupts */ &&
+               (FastForwardCycle <= GameCycle || GameCycle <= 10 ||
+                   !(GameCycle & 0x3f))) {
+           if (Callbacks == &MenuCallbacks) {
+               MustRedraw |= RedrawMenu;
            }
-           if( CurrentMenu && CurrentMenu->Panel
-                   && !strcmp(CurrentMenu->Panel, ScPanel) ) {
+           if (CurrentMenu && CurrentMenu->Panel &&
+                   !strcmp(CurrentMenu->Panel, ScPanel)) {
                MustRedraw = RedrawEverything;
            }
 
@@ -919,31 +917,31 @@
            //
            RealizeVideoMemory();
 #ifndef USE_OPENGL
-           MustRedraw=0;
+           MustRedraw = 0;
 #endif
        }
 
        CheckVideoInterrupts();         // look if already an interrupt
 
-       if( FastForwardCycle == GameCycle ) {
+       if (FastForwardCycle == GameCycle) {
            VideoSyncSpeed = RealVideoSyncSpeed;
        }
-       if( FastForwardCycle <= GameCycle || !(GameCycle & 0x3f) ) {
+       if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) {
            WaitEventsOneFrame(Callbacks);
        }
-       if( !NetworkInSync ) {
+       if (!NetworkInSync) {
            NetworkRecover();           // recover network
        }
 
-       if( showtip ) {
-           ProcessMenu("menu-tips",1);
+       if (showtip) {
+           ProcessMenu("menu-tips", 1);
            InterfaceState = IfaceStateNormal;
-           showtip=0;
+           showtip = 0;
        }
     }
 
-    if( Callbacks==&MenuCallbacks ) {
-       while( CurrentMenu ) {
+    if (Callbacks == &MenuCallbacks) {
+       while (CurrentMenu) {
            EndMenu();
        }
     }
@@ -951,31 +949,31 @@
     //
     // Game over
     //
-    if( FastForwardCycle > GameCycle ) {
+    if (FastForwardCycle > GameCycle) {
        VideoSyncSpeed = RealVideoSyncSpeed;
     }
     NetworkQuit();
     EndReplayLog();
-    if( GameResult==GameDefeat ) {
-       fprintf(stderr,"You have lost!\n");
+    if (GameResult == GameDefeat) {
+       fprintf(stderr, "You have lost!\n");
        SetStatusLine("You have lost!");
        ProcessMenu("menu-defeated", 1);
     }
-    else if( GameResult==GameVictory ) {
-       fprintf(stderr,"You have won!\n");
+    else if (GameResult == GameVictory) {
+       fprintf(stderr, "You have won!\n");
        SetStatusLine("You have won!");
        ProcessMenu("menu-victory", 1);
     }
 
-    if( GameResult==GameVictory || GameResult==GameDefeat ) {
+    if (GameResult == GameVictory || GameResult == GameDefeat) {
        PlaySectionMusic(PlaySectionStats);
        ShowStats();
     }
 
-    FlagRevealMap=0;
-    ReplayRevealMap=0;
-    GamePaused=0;
-    GodMode=0;
+    FlagRevealMap = 0;
+    ReplayRevealMap = 0;
+    GamePaused = 0;
+    GodMode = 0;
 }
 
 //@}
Index: stratagus/src/clone/player.c
diff -u stratagus/src/clone/player.c:1.93 stratagus/src/clone/player.c:1.94
--- stratagus/src/clone/player.c:1.93   Tue Oct  7 20:06:41 2003
+++ stratagus/src/clone/player.c        Thu Oct  9 23:56:40 2003
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: player.c,v 1.93 2003/10/08 00:06:41 jsalmon3 Exp $
+//     $Id: player.c,v 1.94 2003/10/10 03:56:40 jsalmon3 Exp $
 
 //@{
 
@@ -202,7 +202,7 @@
     int j;
 
     CLprintf(file, "\n;;; -----------------------------------------\n");
-    CLprintf(file, ";;; MODULE: players $Id: player.c,v 1.93 2003/10/08 
00:06:41 jsalmon3 Exp $\n\n");
+    CLprintf(file, ";;; MODULE: players $Id: player.c,v 1.94 2003/10/10 
03:56:40 jsalmon3 Exp $\n\n");
 
     //
     // Dump table wc2 race numbers -> internal symbol.
@@ -430,13 +430,13 @@
            break;
     }
 
-    player->Type=type;
-    player->Race=PlayerRaces.Race[0];
-    player->RaceName=PlayerRaces.Name[0];
-    player->Team=team;
-    player->Enemy=0;
-    player->Allied=0;
-    player->AiNum=PlayerAiUniversal;
+    player->Type = type;
+    player->Race = PlayerRaces.Race[0];
+    player->RaceName = PlayerRaces.Name[0];
+    player->Team = team;
+    player->Enemy = 0;
+    player->Allied = 0;
+    player->AiNum = PlayerAiUniversal;
 
     //
     // Calculate enemy/allied mask.
@@ -1081,7 +1081,7 @@
            continue;
        }
        DebugLevel0("%2d: %8.8s %c %-8.8s " _C_ i _C_ colors[i] _C_
-           ThisPlayer==&Players[i] ? '*' :
+           ThisPlayer == &Players[i] ? '*' :
                Players[i].AiEnabled ? '+' : ' ' _C_
            Players[i].Name);
        switch (Players[i].Type) {
Index: stratagus/src/clone/selection.c
diff -u stratagus/src/clone/selection.c:1.49 
stratagus/src/clone/selection.c:1.50
--- stratagus/src/clone/selection.c:1.49        Fri Sep 12 13:44:36 2003
+++ stratagus/src/clone/selection.c     Thu Oct  9 23:56:40 2003
@@ -10,7 +10,7 @@
 //
 /address@hidden selection.c    -       The units' selection. */
 //
-//     (c) Copyright 1999-2002 by Patrice Fortier, Lutz Sammer
+//     (c) Copyright 1999-2003 by Patrice Fortier, Lutz Sammer
 //
 //      This program is free software; you can redistribute it and/or modify
 //      it under the terms of the GNU General Public License as published by
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: selection.c,v 1.49 2003/09/12 17:44:36 n0body Exp $
+//     $Id: selection.c,v 1.50 2003/10/10 03:56:40 jsalmon3 Exp $
 
 //@{
 
@@ -55,9 +55,9 @@
 
 global int NumSelected;                        /// Number of selected units
 global Unit* Selected[MaxSelectable] = {
-    NoUnitP,NoUnitP,NoUnitP,
-    NoUnitP,NoUnitP,NoUnitP,
-    NoUnitP,NoUnitP,NoUnitP
+    NoUnitP, NoUnitP, NoUnitP,
+    NoUnitP, NoUnitP, NoUnitP,
+    NoUnitP, NoUnitP, NoUnitP
 };                                     /// All selected units
 
 local unsigned GroupId;                        /// Unique group # for 
automatic groups
@@ -73,39 +73,39 @@
 {
     Unit* unit;
 
-    while( !++GroupId ) {              // Advance group id, but keep non zero
+    while (!++GroupId) {               // Advance group id, but keep non zero
     }
 
-    while( NumSelected ) {
-       unit=Selected[--NumSelected];
-       Selected[NumSelected]=NoUnitP;  // FIXME: only needed for old code
-       unit->Selected=0;
+    while (NumSelected) {
+       unit = Selected[--NumSelected];
+       Selected[NumSelected] = NoUnitP;        // FIXME: only needed for old 
code
+       unit->Selected = 0;
        CheckUnitToBeDrawn(unit);
     }
 }
 
 /**
-**     Handle a an suicide unit click
+**     Handle a suicide unit click
 **
 **     @param unit     suicide unit.
 */
 local void HandleSuicideClick(Unit* unit)
 {
     DebugCheck(!unit->Type->ClicksToExplode);
-    if( GameObserve ) {
+    if (GameObserve) {
        return;
     }
 
-    if( NumSelected==1 && Selected[0]==unit ) {
+    if (NumSelected == 1 && Selected[0] == unit) {
        unit->Value++;
     } else {
-       unit->Value=1;
+       unit->Value = 1;
     }
 
     // FIXME: make this configurable
-    if( unit->Value==unit->Type->ClicksToExplode ) {
-       SendCommandDemolish(unit,unit->X,unit->Y,0,FlushCommands);
-       unit->Value=0;
+    if (unit->Value == unit->Type->ClicksToExplode) {
+       SendCommandDemolish(unit, unit->X, unit->Y, 0, FlushCommands);
+       unit->Value = 0;
     }
 }
 
@@ -121,24 +121,24 @@
     int i;
     int n;
 
-    DebugCheck( count>MaxSelectable );
+    DebugCheck(count > MaxSelectable);
 
-    if( count==1 && units[0]->Type->ClicksToExplode ) {
+    if (count == 1 && units[0]->Type->ClicksToExplode) {
        HandleSuicideClick(units[0]);
     }
 
     UnSelectAll();
-    for( n=i=0; i<count; i++ ) {
-       if( !units[i]->Removed ) {
-           Selected[n++]=unit=units[i];
-           unit->Selected=1;
-           if( count>1 ) {
-               unit->LastGroup=GroupId;
+    for (n = i = 0; i < count; ++i) {
+       if (!units[i]->Removed) {
+           Selected[n++] = unit = units[i];
+           unit->Selected = 1;
+           if (count > 1) {
+               unit->LastGroup = GroupId;
            }
            CheckUnitToBeDrawn(unit);
        }
     }
-    NumSelected=n;
+    NumSelected = n;
 }
 
 /**
@@ -185,7 +185,7 @@
 */
 global void SelectSingleUnit(Unit* unit)
 {
-    ChangeSelectedUnits(&unit,1);
+    ChangeSelectedUnits(&unit, 1);
 }
 
 /**
@@ -197,29 +197,29 @@
 {
     int i;
 
-    if( !unit->Selected ) {
+    if (!unit->Selected) {
        return;
     }
 
-    for( i=0; Selected[i]!=unit; i++) {
+    for (i = 0; Selected[i] != unit; ++i) {
        ;
     }
-    DebugCheck( i>=NumSelected );
+    DebugCheck(i >= NumSelected);
 
-    if( i<--NumSelected ) {
-       Selected[i]=Selected[NumSelected];
+    if (i < --NumSelected) {
+       Selected[i] = Selected[NumSelected];
     }
 
-    if( NumSelected>1 ) {              // Assign new group to remaining units
-       while( !++GroupId ) {           // Advance group id, but keep non zero
+    if (NumSelected > 1) {             // Assign new group to remaining units
+       while (!++GroupId) {            // Advance group id, but keep non zero
        }
-       for( i=0; i<NumSelected; ++i ) {
-           Selected[i]->LastGroup=GroupId;
+       for (i = 0; i < NumSelected; ++i) {
+           Selected[i]->LastGroup = GroupId;
        }
     }
 
-    Selected[NumSelected]=NoUnitP;     // FIXME: only needed for old code
-    unit->Selected=0;
+    Selected[NumSelected] = NoUnitP;   // FIXME: only needed for old code
+    unit->Selected = 0;
     CheckUnitToBeDrawn(unit);
 }
 
@@ -231,7 +231,7 @@
 */
 global int ToggleSelectUnit(Unit* unit)
 {
-    if( unit->Selected ) {
+    if (unit->Selected) {
        UnSelectUnit(unit);
        return 0;
     }
@@ -262,38 +262,38 @@
     int i;
     const Viewport* vp;
 
-    DebugCheck( !TheUI.MouseViewport );
+    DebugCheck(!TheUI.MouseViewport);
     DebugLevel3Fn(" %s\n" _C_ base->Type->Ident);
 
-    type=base->Type;
+    type = base->Type;
 
     // select all visible units.
     // StephanR: should be (MapX,MapY,MapX+MapWidth-1,MapY+MapHeight-1) ???
     /* FIXME: this should probably be cleaner implemented if 
SelectUnitsByType()
      * took parameters of the selection rectangle as arguments */
     vp = TheUI.MouseViewport;
-    r = SelectUnits(vp->MapX-1, vp->MapY-1, vp->MapX + vp->MapWidth+1,
-               vp->MapY + vp->MapHeight+1, table);
+    r = SelectUnits(vp->MapX - 1, vp->MapY - 1, vp->MapX + vp->MapWidth + 1,
+       vp->MapY + vp->MapHeight + 1, table);
 
     // if unit is a cadaver or hidden (not on map)
     // no unit can be selected.
-    if( base->Removed || base->Orders[0].Action==UnitActionDie ) {
+    if (base->Removed || base->Orders[0].Action == UnitActionDie) {
        return 0;
     }
 
-    if( base->Type->ClicksToExplode ) {
+    if (base->Type->ClicksToExplode) {
        HandleSuicideClick(base);
     }
 
     UnSelectAll();
-    Selected[0]=base;
-    base->Selected=1;
-    NumSelected=1;
+    Selected[0] = base;
+    base->Selected = 1;
+    NumSelected = 1;
     CheckUnitToBeDrawn(base);
 
     // if unit isn't belonging to the player, or is a static unit
     // (like a building), only 1 unit can be selected at the same time.
-    if( base->Player!=ThisPlayer || !type->SelectableByRectangle ) {
+    if (base->Player != ThisPlayer || !type->SelectableByRectangle) {
        return NumSelected;
     }
 
@@ -302,28 +302,28 @@
     //
     // FIXME: peon/peasant with gold/wood & co are considered from
     //       different type... idem for tankers
-    for( i=0; i<r; ++i ) {
-       unit=table[i];
-       if( unit->Player!=ThisPlayer || unit->Type!=type ) {
+    for (i = 0; i < r; ++i) {
+       unit = table[i];
+       if (unit->Player != ThisPlayer || unit->Type != type) {
            continue;
        }
-       if( UnitUnusable(unit) ) {  // guess SelectUnits doesn't check this
+       if (UnitUnusable(unit)) {  // guess SelectUnits doesn't check this
            continue;
        }
-       if( unit==base ) {  // no need to have the same unit twice :)
+       if (unit == base) {  // no need to have the same unit twice :)
            continue;
        }
-       Selected[NumSelected++]=unit;
-       unit->Selected=1;
+       Selected[NumSelected++] = unit;
+       unit->Selected = 1;
        CheckUnitToBeDrawn(unit);
-       if( NumSelected==MaxSelectable ) {
+       if (NumSelected == MaxSelectable) {
            break;
        }
     }
 
-    if( NumSelected>1 ) {
-       for( i=0; i<NumSelected; ++i ) {
-           Selected[i]->LastGroup=GroupId;
+    if (NumSelected > 1) {
+       for (i = 0; i < NumSelected; ++i) {
+           Selected[i]->LastGroup = GroupId;
        }
     }
 
@@ -413,13 +413,13 @@
 {
     int nunits;
 
-    DebugCheck(group_number>NUM_GROUPS);
+    DebugCheck(group_number > NUM_GROUPS);
 
-    if( !(nunits=GetNumberUnitsOfGroup(group_number)) ) {
+    if (!(nunits = GetNumberUnitsOfGroup(group_number))) {
        return 0;
     }
 
-    ChangeSelectedUnits(GetUnitsOfGroup(group_number),nunits);
+    ChangeSelectedUnits(GetUnitsOfGroup(group_number), nunits);
     return NumSelected;
 }
 
@@ -435,12 +435,12 @@
     int i;
     int group;
 
-    if( !(group=unit->LastGroup) ) {   // belongs to no group
+    if (!(group = unit->LastGroup)) {  // belongs to no group
        return 0;
     }
 
-    for( i=0; i<NumUnits; ++i ) {
-       if( Units[i]->LastGroup==group && !Units[i]->Removed ) {
+    for (i = 0; i < NumUnits; ++i) {
+       if (Units[i]->LastGroup == group && !Units[i]->Removed) {
            SelectUnit(Units[i]);
            if (NumSelected == MaxSelectable) {
                return NumSelected;
@@ -461,7 +461,7 @@
 */
 global int SelectGroupFromUnit(Unit* unit)
 {
-    if( !unit->LastGroup ) {           // belongs to no group
+    if (!unit->LastGroup) {            // belongs to no group
        return 0;
     }
 
@@ -484,16 +484,16 @@
     int n;
     int i;
 
-    for( n=i=0; i<num_units; i++ ) {
-       unit=table[i];
-       if( unit->Player!=ThisPlayer || !unit->Type->SelectableByRectangle ) {
+    for (n = i = 0; i < num_units; ++i) {
+       unit = table[i];
+       if (unit->Player != ThisPlayer || !unit->Type->SelectableByRectangle) {
            continue;
        }
-       if( UnitUnusable(unit) ) {  // guess SelectUnits doesn't check this
+       if (UnitUnusable(unit)) {  // guess SelectUnits doesn't check this
            continue;
        }
-       table[n++]=unit;
-       if( n==MaxSelectable ) {
+       table[n++] = unit;
+       if (n == MaxSelectable) {
            break;
        }
     }
@@ -516,12 +516,12 @@
 **     @return         number of units found
 */
 local int SelectSpritesInsideRectangle (int sx0, int sy0, int sx1, int sy1,
-               Unit **table, int num_units)
+    Unit** table, int num_units)
 {
     int n;
     int i;
 
-    for (i=n=0; i<num_units; i++) {
+    for (i = n = 0; i < num_units; ++i) {
        int sprite_x;
        int sprite_y;
        Unit* unit;
@@ -529,10 +529,10 @@
 
        unit = table[i];
        type = unit->Type;
-       sprite_x = unit->X*TileSizeX + unit->IX;
-       sprite_x -= (type->BoxWidth - TileSizeX*type->TileWidth)/2;
+       sprite_x = unit->X * TileSizeX + unit->IX;
+       sprite_x -= (type->BoxWidth - TileSizeX * type->TileWidth) / 2;
        sprite_y = unit->Y*TileSizeY + unit->IY;
-       sprite_y -= (type->BoxHeight - TileSizeY*type->TileHeight)/2;
+       sprite_y -= (type->BoxHeight - TileSizeY * type->TileHeight) / 2;
        if (sprite_x + type->BoxWidth < sx0) {
            continue;
        }
@@ -559,7 +559,7 @@
  **    @param y1       Y start of selection rectangle in tile coordinates
  **    @return         the _total_ number of units selected.
  */
-global int AddSelectedUnitsInRectangle(int x0,int y0,int x1,int y1)
+global int AddSelectedUnitsInRectangle(int x0, int y0, int x1, int y1)
 {
     Unit* table[UnitMax];
     int toggle_num;
@@ -567,37 +567,37 @@
     int i;
 
     // If there is no selected unit yet, do a simple selection.
-    if( !NumSelected ) {
+    if (!NumSelected) {
        return SelectUnitsInRectangle(x0, y0, x1, y1);
     }
 
     // Check if the original selected unit (if it's alone) is ours,
     // and can be selectable by rectangle.
     // In this case, do nothing.
-    if( NumSelected == 1 &&
-       ( Selected[0]->Player!=ThisPlayer ||
-           !Selected[0]->Type->SelectableByRectangle )) {
+    if (NumSelected == 1 &&
+           (Selected[0]->Player != ThisPlayer ||
+               !Selected[0]->Type->SelectableByRectangle)) {
        return NumSelected;
     }
 
     // If no unit in rectangle area... do nothing
-    toggle_num=SelectUnits((x0/TileSizeX)-2, (y0/TileSizeY)-2,
-       (x1/TileSizeX)+2+1, (y1/TileSizeX)+2+1, table);
-    if( !toggle_num ) {
+    toggle_num = SelectUnits((x0 / TileSizeX) - 2, (y0 / TileSizeY) - 2,
+       (x1 / TileSizeX) + 2 + 1, (y1 / TileSizeX) + 2 + 1, table);
+    if (!toggle_num) {
        return NumSelected;
     }
-    toggle_num=SelectSpritesInsideRectangle (x0, y0, x1, y1, table, 
toggle_num);
-    if( !toggle_num ) {
+    toggle_num = SelectSpritesInsideRectangle(x0, y0, x1, y1, table, 
toggle_num);
+    if (!toggle_num) {
        return NumSelected;
     }
 
     // Now we should only have mobile (organic) units belonging to us,
     // so if there's no such units in the rectangle, do nothing.
-    if( !(n=SelectOrganicUnitsInTable(table,toggle_num)) ) {
+    if (!(n = SelectOrganicUnitsInTable(table, toggle_num))) {
        return NumSelected;
     }
 
-    for( i=0; i<n && NumSelected<MaxSelectable; i++ ) {
+    for (i = 0; i < n && NumSelected < MaxSelectable; ++i) {
        SelectUnit(table[i]);
     }
     return NumSelected;
@@ -638,27 +638,27 @@
     tx1 = sx1 / TileSizeX;
     ty1 = sy1 / TileSizeY;
 
-    r=SelectUnits (tx0-2, ty0-2, tx1+2+1, ty1+2+1, table);
-    r=SelectSpritesInsideRectangle (sx0, sy0, sx1, sy1, table, r);
+    r = SelectUnits(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table);
+    r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
 
     //
     // 1) search for the player units selectable with rectangle
     //
-    if( (n=SelectOrganicUnitsInTable(table,r)) ) {
-       ChangeSelectedUnits(table,n);
+    if ((n = SelectOrganicUnitsInTable(table, r))) {
+       ChangeSelectedUnits(table, n);
        return n;
     }
 
     //
     // 2) If no unit found, try a player's unit not selectable by rectangle
     //
-    for( i=0; i<r; ++i ) {
-       unit=table[i];
-       if( unit->Player!=ThisPlayer ) {
+    for (i = 0; i < r; ++i) {
+       unit = table[i];
+       if (unit->Player != ThisPlayer) {
            continue;
        }
        // FIXME: Can we get this?
-       if( !unit->Removed && unit->Orders[0].Action!=UnitActionDie ) {
+       if (!unit->Removed && unit->Orders[0].Action != UnitActionDie) {
            SelectSingleUnit(unit);
            return 1;
        }
@@ -667,18 +667,18 @@
     //
     // 3) If no unit found, try a resource or a neutral critter
     //
-    for( i=0; i<r; ++i ) {
-       unit=table[i];
+    for (i = 0; i < r; ++i) {
+       unit = table[i];
        // Unit visible FIXME: write function UnitSelectable
-       if( !UnitVisibleInViewport(TheUI.SelectedViewport, unit) ) {
+       if (!UnitVisibleInViewport(TheUI.SelectedViewport, unit)) {
            continue;
        }
-       type=unit->Type;
+       type = unit->Type;
        // Buildings are visible but not selectable
-       if( type->Building && !UnitVisibleOnMap(unit) ) {
+       if (type->Building && !UnitVisibleOnMap(unit)) {
            continue;
        }
-       if( (type->GivesResource && !unit->Removed) ) { // no built resources.
+       if ((type->GivesResource && !unit->Removed)) { // no built resources.
            SelectSingleUnit(unit);
            return 1;
        }
@@ -687,17 +687,17 @@
     //
     // 4) If no unit found, select an enemy unit (first found)
     //
-    for( i=0; i<r; ++i ) {
-       unit=table[i];
+    for (i = 0; i < r; ++i) {
+       unit = table[i];
        // Unit visible FIXME: write function UnitSelectable
-       if( !UnitVisibleInViewport(TheUI.SelectedViewport,unit) ) {
+       if (!UnitVisibleInViewport(TheUI.SelectedViewport, unit)) {
            continue;
        }
        // Buildings are visible but not selectable
-       if( unit->Type->Building && !UnitVisibleOnMap(unit) ) {
+       if (unit->Type->Building && !UnitVisibleOnMap(unit)) {
            continue;
        }
-       if( !unit->Removed && unit->Orders[0].Action!=UnitActionDie ) {
+       if (!unit->Removed && unit->Orders[0].Action != UnitActionDie) {
            SelectSingleUnit(unit);
            return 1;
        }
@@ -716,7 +716,7 @@
 **
 **     @return         the number of units found.
 */
-global int SelectGroundUnitsInRectangle (int sx0, int sy0, int sx1, int sy1)
+global int SelectGroundUnitsInRectangle(int sx0, int sy0, int sx1, int sy1)
 {
     Unit* unit;
     Unit* table[UnitMax];
@@ -733,27 +733,27 @@
     tx1 = sx1 / TileSizeX;
     ty1 = sy1 / TileSizeY;
 
-    r=SelectUnits (tx0-2, ty0-2, tx1+2+1, ty1+2+1, table);
-    r=SelectSpritesInsideRectangle (sx0, sy0, sx1, sy1, table, r);
+    r = SelectUnits(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table);
+    r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
 
-    for( n=i=0; i<r; i++ ) {
-       unit=table[i];
-       if( unit->Player!=ThisPlayer || !unit->Type->SelectableByRectangle ) {
+    for (n = i = 0; i < r; ++i) {
+       unit = table[i];
+       if (unit->Player != ThisPlayer || !unit->Type->SelectableByRectangle) {
            continue;
        }
-       if( UnitUnusable(unit) ) {  // guess SelectUnits doesn't check this
+       if (UnitUnusable(unit)) {  // guess SelectUnits doesn't check this
            continue;
        }
-       if( unit->Type->UnitType==UnitTypeFly ) {
+       if (unit->Type->UnitType == UnitTypeFly) {
            continue;
        }
-       table[n++]=unit;
-       if( n==MaxSelectable ) {
+       table[n++] = unit;
+       if (n == MaxSelectable) {
            break;
        }
     }
-    if( n ) {
-       ChangeSelectedUnits(table,n);
+    if (n) {
+       ChangeSelectedUnits(table, n);
     }
     return n;
 }
@@ -768,7 +768,7 @@
 **
 **     @return         the number of units found.
 */
-global int SelectAirUnitsInRectangle (int sx0, int sy0, int sx1, int sy1)
+global int SelectAirUnitsInRectangle(int sx0, int sy0, int sx1, int sy1)
 {
     Unit* unit;
     Unit* table[UnitMax];
@@ -785,27 +785,27 @@
     tx1 = sx1 / TileSizeX;
     ty1 = sy1 / TileSizeY;
 
-    r=SelectUnits (tx0-2, ty0-2, tx1+2+1, ty1+2+1, table);
-    r=SelectSpritesInsideRectangle (sx0, sy0, sx1, sy1, table, r);
+    r = SelectUnits(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table);
+    r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
 
-    for( n=i=0; i<r; i++ ) {
-       unit=table[i];
-       if( unit->Player!=ThisPlayer || !unit->Type->SelectableByRectangle ) {
+    for (n = i = 0; i < r; ++i) {
+       unit = table[i];
+       if (unit->Player != ThisPlayer || !unit->Type->SelectableByRectangle) {
            continue;
        }
-       if( UnitUnusable(unit) ) {  // guess SelectUnits doesn't check this
+       if (UnitUnusable(unit)) {  // guess SelectUnits doesn't check this
            continue;
        }
-       if( unit->Type->UnitType!=UnitTypeFly ) {
+       if (unit->Type->UnitType != UnitTypeFly) {
            continue;
        }
-       table[n++]=unit;
-       if( n==MaxSelectable ) {
+       table[n++] = unit;
+       if (n == MaxSelectable) {
            break;
        }
     }
-    if( n ) {
-       ChangeSelectedUnits(table,n);
+    if (n) {
+       ChangeSelectedUnits(table, n);
     }
     return n;
 }
@@ -820,7 +820,7 @@
 **
 **     @return         the number of units found.
 */
-global int AddSelectedGroundUnitsInRectangle (int sx0, int sy0, int sx1,int 
sy1)
+global int AddSelectedGroundUnitsInRectangle(int sx0, int sy0, int sx1, int 
sy1)
 {
     Unit* unit;
     Unit* table[UnitMax];
@@ -833,16 +833,16 @@
     int ty1;
 
     // If there is no selected unit yet, do a simple selection.
-    if( !NumSelected ) {
+    if (!NumSelected) {
        return SelectGroundUnitsInRectangle(sx0, sy0, sx1, sy1);
     }
 
     // Check if the original selected unit (if it's alone) is ours,
     // and can be selectable by rectangle.
     // In this case, do nothing.
-    if( NumSelected == 1 &&
-       ( Selected[0]->Player!=ThisPlayer ||
-           !Selected[0]->Type->SelectableByRectangle )) {
+    if (NumSelected == 1 &&
+           (Selected[0]->Player != ThisPlayer ||
+               !Selected[0]->Type->SelectableByRectangle)) {
        return NumSelected;
     }
 
@@ -851,22 +851,22 @@
     tx1 = sx1 / TileSizeX;
     ty1 = sy1 / TileSizeY;
 
-    r=SelectUnits (tx0-2, ty0-2, tx1+2+1, ty1+2+1, table);
-    r=SelectSpritesInsideRectangle (sx0, sy0, sx1, sy1, table, r);
+    r = SelectUnits(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table);
+    r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
 
-    for( n=i=0; i<r; i++ ) {
-       unit=table[i];
-       if( unit->Player!=ThisPlayer || !unit->Type->SelectableByRectangle ) {
+    for (n = i = 0; i < r; ++i) {
+       unit = table[i];
+       if (unit->Player != ThisPlayer || !unit->Type->SelectableByRectangle) {
            continue;
        }
-       if( UnitUnusable(unit) ) {  // guess SelectUnits doesn't check this
+       if (UnitUnusable(unit)) {  // guess SelectUnits doesn't check this
            continue;
        }
-       if( unit->Type->UnitType==UnitTypeFly ) {
+       if (unit->Type->UnitType == UnitTypeFly) {
            continue;
        }
-       table[n++]=unit;
-       if( n==MaxSelectable ) {
+       table[n++] = unit;
+       if (n == MaxSelectable) {
            break;
        }
     }
@@ -874,7 +874,7 @@
     //
     // Add the units to selected.
     //
-    for( i=0; i<n && NumSelected<MaxSelectable; i++ ) {
+    for (i = 0; i < n && NumSelected < MaxSelectable; ++i) {
        SelectUnit(table[i]);
     }
     return NumSelected;
@@ -890,7 +890,7 @@
 **
 **     @return         the number of units found.
 */
-global int AddSelectedAirUnitsInRectangle (int sx0, int sy0, int sx1, int sy1)
+global int AddSelectedAirUnitsInRectangle(int sx0, int sy0, int sx1, int sy1)
 {
     Unit* unit;
     Unit* table[UnitMax];
@@ -903,16 +903,16 @@
     int ty1;
 
     // If there is no selected unit yet, do a simple selection.
-    if( !NumSelected ) {
+    if (!NumSelected) {
        return SelectAirUnitsInRectangle(sx0, sy0, sx1, sy1);
     }
 
     // Check if the original selected unit (if it's alone) is ours,
     // and can be selectable by rectangle.
     // In this case, do nothing.
-    if( NumSelected == 1 &&
-       ( Selected[0]->Player!=ThisPlayer ||
-           !Selected[0]->Type->SelectableByRectangle )) {
+    if (NumSelected == 1 &&
+           (Selected[0]->Player != ThisPlayer ||
+               !Selected[0]->Type->SelectableByRectangle)) {
        return NumSelected;
     }
 
@@ -921,22 +921,22 @@
     tx1 = sx1 / TileSizeX;
     ty1 = sy1 / TileSizeY;
 
-    r=SelectUnits (tx0-2, ty0-2, tx1+2+1, ty1+2+1, table);
-    r=SelectSpritesInsideRectangle (sx0, sy0, sx1, sy1, table, r);
+    r = SelectUnits(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table);
+    r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
 
-    for( n=i=0; i<r; i++ ) {
-       unit=table[i];
-       if( unit->Player!=ThisPlayer || !unit->Type->SelectableByRectangle ) {
+    for (n = i = 0; i < r; ++i) {
+       unit = table[i];
+       if (unit->Player != ThisPlayer || !unit->Type->SelectableByRectangle) {
            continue;
        }
-       if( UnitUnusable(unit) ) {  // guess SelectUnits doesn't check this
+       if (UnitUnusable(unit)) {  // guess SelectUnits doesn't check this
            continue;
        }
-       if( unit->Type->UnitType!=UnitTypeFly ) {
+       if (unit->Type->UnitType != UnitTypeFly) {
            continue;
        }
-       table[n++]=unit;
-       if( n==MaxSelectable ) {
+       table[n++] = unit;
+       if (n == MaxSelectable) {
            break;
        }
     }
@@ -944,7 +944,7 @@
     //
     // Add the units to selected.
     //
-    for( i=0; i<n && NumSelected<MaxSelectable; i++ ) {
+    for (i = 0; i < n && NumSelected < MaxSelectable; ++i) {
        SelectUnit(table[i]);
     }
     return NumSelected;
@@ -957,9 +957,9 @@
 {
     int i;
 
-    if( (i=NumSelected) ) {            // Cleanup after load
-       while( i-- ) {
-           Selected[i]=UnitSlots[(int)Selected[i]];
+    if ((i = NumSelected)) {           // Cleanup after load
+       while (i--) {
+           Selected[i] = UnitSlots[(int)Selected[i]];
        }
     }
 }
@@ -972,19 +972,19 @@
 global void SaveSelections(CLFile* file)
 {
     int i;
-    char *ref;
+    char* ref;
 
-    CLprintf(file,"\n;;; -----------------------------------------\n");
-    CLprintf(file,";;; MODULE: selection $Id: selection.c,v 1.49 2003/09/12 
17:44:36 n0body Exp $\n\n");
+    CLprintf(file, "\n;;; -----------------------------------------\n");
+    CLprintf(file, ";;; MODULE: selection $Id: selection.c,v 1.50 2003/10/10 
03:56:40 jsalmon3 Exp $\n\n");
 
-    CLprintf(file,"(set-group-id! %d)\n",GroupId);
-    CLprintf(file,"(selection %d '(",NumSelected);
-    for( i=0; i<NumSelected; ++i ) {
-       ref=UnitReference(Selected[i]);
-       CLprintf(file,"%s ",ref);
+    CLprintf(file, "(set-group-id! %d)\n", GroupId);
+    CLprintf(file, "(selection %d '(", NumSelected);
+    for (i = 0; i < NumSelected; ++i) {
+       ref = UnitReference(Selected[i]);
+       CLprintf(file, "%s ", ref);
        free(ref);
     }
-    CLprintf(file,"))\n");
+    CLprintf(file, "))\n");
 }
 
 /**
@@ -992,10 +992,10 @@
 */
 global void CleanSelections(void)
 {
-    GroupId=0;
-    NumSelected=0;
-    DebugCheck( NoUnitP );             // Code fails if none zero
-    memset(Selected,0,sizeof(Selected));
+    GroupId = 0;
+    NumSelected = 0;
+    DebugCheck(NoUnitP);               // Code fails if none zero
+    memset(Selected, 0, sizeof(Selected));
 }
 
 // ----------------------------------------------------------------------------
@@ -1010,8 +1010,8 @@
 {
     SCM old;
 
-    old=gh_int2scm(GroupId);
-    GroupId=gh_scm2int(id);
+    old = gh_int2scm(GroupId);
+    GroupId = gh_scm2int(id);
 
     return old;
 }
@@ -1022,19 +1022,19 @@
 **     @param num      Number of units in selection
 **     @param units    Units in selection
 */
-local SCM CclSelection(SCM num,SCM units)
+local SCM CclSelection(SCM num, SCM units)
 {
     int i;
 
-    NumSelected=gh_scm2int(num);
-    i=0;
-    while( !gh_null_p(units) ) {
+    NumSelected = gh_scm2int(num);
+    i = 0;
+    while (!gh_null_p(units)) {
        char* str;
 
-       str=gh_scm2newstr(gh_car(units),NULL);
-       Selected[i++]=(Unit*)strtol(str+1,NULL,16);
+       str = gh_scm2newstr(gh_car(units), NULL);
+       Selected[i++] = (Unit*)strtol(str + 1, NULL, 16);
        free(str);
-       units=gh_cdr(units);
+       units = gh_cdr(units);
     }
 
     return SCM_UNSPECIFIED;
@@ -1045,8 +1045,8 @@
 */
 global void SelectionCclRegister(void)
 {
-    gh_new_procedure1_0("set-group-id!",CclSetGroupId);
-    gh_new_procedure2_0("selection",CclSelection);
+    gh_new_procedure1_0("set-group-id!", CclSetGroupId);
+    gh_new_procedure2_0("selection", CclSelection);
 }
 
 //@}
Index: stratagus/src/clone/spells.c
diff -u stratagus/src/clone/spells.c:1.107 stratagus/src/clone/spells.c:1.108
--- stratagus/src/clone/spells.c:1.107  Thu Oct  9 07:31:46 2003
+++ stratagus/src/clone/spells.c        Thu Oct  9 23:56:40 2003
@@ -27,7 +27,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: spells.c,v 1.107 2003/10/09 11:31:46 n0body Exp $
+//     $Id: spells.c,v 1.108 2003/10/10 03:56:40 jsalmon3 Exp $
 
 /*
 **     And when we cast our final spell
@@ -66,7 +66,7 @@
 ----------------------------------------------------------------------------*/
 
 // TODO Move this in missile.c and remove Hardcoded string.
-MissileType *MissileTypeRune; // MissileTypeByIdent("missile-rune");
+MissileType* MissileTypeRune; // MissileTypeByIdent("missile-rune");
 
 /*----------------------------------------------------------------------------
 --     Variables
@@ -75,7 +75,7 @@
 /**
 **     Define the names and effects of all im play available spells.
 */
-global SpellType *SpellTypeTable;
+global SpellType* SpellTypeTable;
 
 
 /// How many spell-types are available
@@ -106,9 +106,9 @@
 **
 **     @todo   Move this code into the missile code
 */
-local void SpellFireballController(Missile *missile)
+local void SpellFireballController(Missile* missile)
 {
-    Unit *table[UnitMax];
+    Unit* table[UnitMax];
     int i;
     int n;
     int x;
@@ -148,32 +148,32 @@
 **
 **     @todo   Move this code into the missile code
 */
-local void SpellDeathCoilController(Missile *missile)
+local void SpellDeathCoilController(Missile* missile)
 {
-    Unit *table[UnitMax];
+    Unit* table[UnitMax];
     int        i;
     int        n;
-    Unit *source;
+    Unit* source;
 
     //
     //  missile has not reached target unit/spot
     //
     if (!(missile->X == missile->DX && missile->Y == missile->DY)) {
-       return ;
+       return;
     }
     source = missile->SourceUnit;
     if (source->Destroyed) {
-       return ;
+       return;
     }
     // source unit still exists
     //
     // Target unit still exists and casted on a special target
     //
-    if (missile->TargetUnit && !missile->TargetUnit->Destroyed
-           && missile->TargetUnit->HP)  {
+    if (missile->TargetUnit && !missile->TargetUnit->Destroyed &&
+           missile->TargetUnit->HP)  {
        if (missile->TargetUnit->HP <= 50) {// 50 should be parametrable
            source->Player->Score += missile->TargetUnit->Type->Points;
-           if( missile->TargetUnit->Type->Building) {
+           if (missile->TargetUnit->Type->Building) {
                source->Player->TotalRazings++;
            } else {
                source->Player->TotalKills++;
@@ -212,12 +212,11 @@
 
        n = SelectUnits(x - 2, y - 2, x + 2, y + 2, table);
        if (n == 0) {
-           return ;
+           return;
        }
        // calculate organic enemy count
        for (i = 0; i < n; ++i) {
-           ec += (IsEnemy(source->Player, table[i])
-           && table[i]->Type->Organic != 0);
+           ec += (IsEnemy(source->Player, table[i]) && table[i]->Type->Organic 
!= 0);
        }
        if (ec > 0)  {
            // yes organic enemies found
@@ -225,9 +224,9 @@
                if (IsEnemy(source->Player, table[i]) && 
table[i]->Type->Organic != 0) {
                    // disperse damage between them
                    //NOTE: 1 is the minimal damage
-                   if (table[i]->HP <= 50 / ec ) {
+                   if (table[i]->HP <= 50 / ec) {
                        source->Player->Score += table[i]->Type->Points;
-                       if( table[i]->Type->Building ) {
+                       if (table[i]->Type->Building) {
                            source->Player->TotalRazings++;
                        } else {
                            source->Player->TotalKills++;
@@ -242,13 +241,13 @@
                        LetUnitDie(table[i]); // too much damage
                    } else {
 #ifdef USE_HP_FOR_XP
-                       source->XP += 50/ec;
+                       source->XP += 50 / ec;
 #endif
                        table[i]->HP -= 50 / ec;
                    }
                }
            }
-           if (source->Orders[0].Action!=UnitActionDie) {
+           if (source->Orders[0].Action != UnitActionDie) {
                source->HP += 50;
                if (source->HP > source->Stats->HitPoints) {
                    source->HP = source->Stats->HitPoints;
@@ -265,9 +264,9 @@
 **
 **     @todo   Move this code into the missile code
 */
-local void SpellWhirlwindController(Missile *missile)
+local void SpellWhirlwindController(Missile* missile)
 {
-    Unit *table[UnitMax];
+    Unit* table[UnitMax];
     int i;
     int n;
     int x;
@@ -276,8 +275,8 @@
     //
     // Center of the tornado
     //
-    x = (missile->X+TileSizeX/2+missile->Type->Width/2) / TileSizeX;
-    y = (missile->Y+TileSizeY+missile->Type->Height/2) / TileSizeY;
+    x = (missile->X + TileSizeX / 2 + missile->Type->Width / 2) / TileSizeX;
+    y = (missile->Y + TileSizeY + missile->Type->Height / 2) / TileSizeY;
     //
     // Every 4 cycles 4 points damage in tornado center
     //
@@ -285,25 +284,27 @@
        n = SelectUnitsOnTile(x, y, table);
        for (i = 0; i < n; ++i) {
            if (table[i]->HP) {
-               HitUnit(missile->SourceUnit,table[i], WHIRLWIND_DAMAGE1);// 
should be missile damage ?
+               // should be missile damage?
+               HitUnit(missile->SourceUnit, table[i], WHIRLWIND_DAMAGE1);
            }
        }
     }
     //
     // Every 1/10s 1 points damage on tornado periphery
     //
-    if (!(missile->TTL % (CYCLES_PER_SECOND/10))) {
+    if (!(missile->TTL % (CYCLES_PER_SECOND / 10))) {
        // we should parameter this
        n = SelectUnits(x - 1, y - 1, x + 1, y + 1, table);
        DebugLevel3Fn("Damage on %d,%d-%d,%d = %d\n" _C_ x-1 _C_ y-1 _C_ x+1 
_C_ y+1 _C_ n);
        for (i = 0; i < n; ++i) {
-           if( (table[i]->X != x || table[i]->Y != y) && table[i]->HP) {
-               HitUnit(missile->SourceUnit,table[i], WHIRLWIND_DAMAGE2); // 
should be in missile
+           if ((table[i]->X != x || table[i]->Y != y) && table[i]->HP) {
+               // should be in missile
+               HitUnit(missile->SourceUnit, table[i], WHIRLWIND_DAMAGE2);
            }
        }
     }
-    DebugLevel3Fn( "Whirlwind: %d, %d, TTL: %d\n" _C_
-           missile->X _C_ missile->Y _C_ missile->TTL );
+    DebugLevel3Fn("Whirlwind: %d, %d, TTL: %d\n" _C_
+       missile->X _C_ missile->Y _C_ missile->TTL);
 
     //
     // Changes direction every 3 seconds (approx.)
@@ -319,9 +320,9 @@
        } while (nx < 0 && ny < 0 && nx >= TheMap.Width && ny >= TheMap.Height);
        missile->DX = nx * TileSizeX + TileSizeX / 2;
        missile->DY = ny * TileSizeY + TileSizeY / 2;
-       missile->State=0;
-       DebugLevel3Fn( "Whirlwind new direction: %d, %d, TTL: %d\n" _C_
-               missile->X _C_ missile->Y _C_ missile->TTL );
+       missile->State = 0;
+       DebugLevel3Fn("Whirlwind new direction: %d, %d, TTL: %d\n" _C_
+           missile->X _C_ missile->Y _C_ missile->TTL);
     }
 }
 
@@ -332,9 +333,9 @@
 **
 **     @todo   Move this code into the missile code
 */
-local void SpellRunesController(Missile *missile)
+local void SpellRunesController(Missile* missile)
 {
-    Unit *table[UnitMax];
+    Unit* table[UnitMax];
     int i;
     int n;
     int x;
@@ -349,14 +350,14 @@
            // FIXME: don't use ident!!!
            PlayMissileSound(missile, SoundIdForName("explosion"));
            MakeMissile(MissileTypeExplosion, missile->X, missile->Y,
-                                       missile->X, missile->Y);
+               missile->X, missile->Y);
            HitUnit(missile->SourceUnit, table[i], RUNE_DAMAGE);
-           missile->TTL=0;             // Rune can only hit once
+           missile->TTL = 0;           // Rune can only hit once
        }
     }
     // show rune every 4 seconds (approx.)
     if (missile->TTL % 100 == 0) {
-       MakeMissile(MissileTypeRune, missile->X, missile->Y,missile->X, 
missile->Y);
+       MakeMissile(MissileTypeRune, missile->X, missile->Y, missile->X, 
missile->Y);
     }
 }
 
@@ -367,7 +368,7 @@
 **
 **     @todo   Move this code into the missile code
 */
-local void SpellFlameShieldController(Missile *missile)
+local void SpellFlameShieldController(Missile* missile)
 {
     static int fs_dc[] = {
        0, 32, 5, 31, 10, 30, 16, 27, 20, 24, 24, 20, 27, 15, 30, 10, 31,
@@ -375,7 +376,7 @@
        -30, 5, -31, 0, -32, -5, -31, -10, -30, -16, -27, -20, -24, -24, -20,
        -27, -15, -30, -10, -31, -5, -32, 0, -31, 5, -30, 10, -27, 16, -24,
        20, -20, 24, -15, 27, -10, 30, -5, 31, 0, 32};
-    Unit *table[UnitMax];
+    Unit* table[UnitMax];
     int n;
     int i;
     int dx;
@@ -442,12 +443,12 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastSpawnPortal(Unit *caster, const SpellType *spell 
__attribute__((unused)),
-    Unit *target __attribute__((unused)), int x, int y)
+global int CastSpawnPortal(Unit* caster, const SpellType* spell 
__attribute__((unused)),
+    Unit* target __attribute__((unused)), int x, int y)
 {
     // FIXME: vladi: cop should be placed only on explored land
-    Unit *portal;
-    UnitType *ptype;
+    Unit* portal;
+    UnitType* ptype;
     
     DebugCheck(!caster);
     DebugCheck(!spell);
@@ -465,8 +466,8 @@
        portal = MakeUnitAndPlace(x, y, ptype, &Players[PlayerMax - 1]);
     }
     MakeMissile(spell->Missile,
-           x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
-           x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
     //  Goal is used to link to destination circle of power
     caster->Goal = portal;
     RefsDebugCheck(!portal->Refs || portal->Destroyed);
@@ -490,13 +491,13 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastAreaBombardment(Unit *caster, const SpellType *spell,
-    Unit *target __attribute__((unused)), int x, int y)
+global int CastAreaBombardment(Unit* caster, const SpellType* spell,
+    Unit* target __attribute__((unused)), int x, int y)
 {
     int fields;
     int shards;
     int damage;
-    Missile *mis;
+    Missile* mis;
     int offsetx;
     int offsety;
     int dx;
@@ -524,10 +525,10 @@
        } while (dx < 0 && dy < 0 && dx >= TheMap.Width && dy >= TheMap.Height);
        for (i = 0; i < shards; ++i) {
            mis = MakeMissile(spell->Missile,
-                   dx * TileSizeX + TileSizeX / 2 + offsetx,
-                   dy * TileSizeY + TileSizeY / 2 + offsety,
-                   dx * TileSizeX + TileSizeX / 2,
-                   dy * TileSizeY + TileSizeY / 2);
+               dx * TileSizeX + TileSizeX / 2 + offsetx,
+               dy * TileSizeY + TileSizeY / 2 + offsety,
+               dx * TileSizeX + TileSizeX / 2,
+               dy * TileSizeY + TileSizeY / 2);
            //  FIXME: This is just patched up, it works, but I have no idea 
why.
            //  FIXME: What is the reasoning behind all this?
            if (mis->Type->Speed) {
@@ -559,18 +560,18 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastDeathCoil(Unit *caster, const SpellType *spell, Unit *target,
+global int CastDeathCoil(Unit* caster, const SpellType* spell, Unit* target,
     int x, int y)
 {
-    Missile *mis;
+    Missile* mis;
     int sx;
     int sy;
 
     DebugCheck(!caster);
     DebugCheck(!spell);
     DebugCheck(!spell->Action);
-// assert(target);
-// assert(x in range, y in range);
+//  DebugCheck(target);
+//  DebugCheck(x in range, y in range);
 
     mis = NULL;
     sx = caster->X;
@@ -580,8 +581,8 @@
 
     PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
     mis = MakeMissile(spell->Missile,
-           sx * TileSizeX + TileSizeX / 2, sy * TileSizeY + TileSizeY / 2,
-           x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
+       sx * TileSizeX + TileSizeX / 2, sy * TileSizeY + TileSizeY / 2,
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
     mis->SourceUnit = caster;
     RefsDebugCheck(!caster->Refs || caster->Destroyed);
     caster->Refs++;
@@ -605,10 +606,10 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastFireball(Unit *caster, const SpellType *spell,
-    Unit *target __attribute__((unused)), int x, int y)
+global int CastFireball(Unit* caster, const SpellType* spell,
+    Unit* target __attribute__((unused)), int x, int y)
 {
-    Missile *missile;
+    Missile* missile;
     int sx;
     int sy;
     int dist;
@@ -654,17 +655,17 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastFlameShield(Unit* caster, const SpellType *spell, Unit *target,
+global int CastFlameShield(Unit* caster, const SpellType* spell, Unit* target,
     int x __attribute__((unused)), int y __attribute__((unused)))
 {
-    Missile *mis;
+    Missile* mis;
     int        i;
 
     DebugCheck(!caster);
     DebugCheck(!spell);
     DebugCheck(!spell->Action);
     DebugCheck(!target);
-//  assert(x in range, y in range);
+//  DebugCheck(x in range, y in range);
     DebugCheck(!spell->Missile);
 
     mis = NULL;
@@ -673,7 +674,7 @@
     caster->Mana -= spell->ManaCost;
     target->FlameShield = spell->Action->Data.FlameShield.TTL;
     PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
-    for (i = 0; i < 5; i++) {
+    for (i = 0; i < 5; ++i) {
        mis = MakeMissile(spell->Missile, 0, 0, 0, 0);
        mis->TTL = spell->Action->Data.FlameShield.TTL + i * 7;
        mis->TargetUnit = target;
@@ -695,7 +696,7 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastAdjustBuffs(Unit *caster, const SpellType *spell, Unit *target,
+global int CastAdjustBuffs(Unit* caster, const SpellType* spell, Unit* target,
     int x, int y)
 {
     DebugCheck(!caster);
@@ -707,25 +708,25 @@
     caster->Mana -= spell->ManaCost;
 
     if (spell->Action->Data.AdjustBuffs.HasteTicks!=BUFF_NOT_AFFECTED) {
-       target->Haste=spell->Action->Data.AdjustBuffs.HasteTicks;
+       target->Haste = spell->Action->Data.AdjustBuffs.HasteTicks;
     }
     if (spell->Action->Data.AdjustBuffs.SlowTicks!=BUFF_NOT_AFFECTED) {
-       target->Slow=spell->Action->Data.AdjustBuffs.SlowTicks;
+       target->Slow = spell->Action->Data.AdjustBuffs.SlowTicks;
     }
     if (spell->Action->Data.AdjustBuffs.BloodlustTicks!=BUFF_NOT_AFFECTED) {
-       target->Bloodlust=spell->Action->Data.AdjustBuffs.BloodlustTicks;
+       target->Bloodlust = spell->Action->Data.AdjustBuffs.BloodlustTicks;
     }
     if (spell->Action->Data.AdjustBuffs.InvisibilityTicks!=BUFF_NOT_AFFECTED) {
-       target->Invisible=spell->Action->Data.AdjustBuffs.InvisibilityTicks;
+       target->Invisible = spell->Action->Data.AdjustBuffs.InvisibilityTicks;
     }
     if (spell->Action->Data.AdjustBuffs.InvincibilityTicks!=BUFF_NOT_AFFECTED) 
{
-       target->UnholyArmor=spell->Action->Data.AdjustBuffs.InvincibilityTicks;
+       target->UnholyArmor = 
spell->Action->Data.AdjustBuffs.InvincibilityTicks;
     }
     CheckUnitToBeDrawn(target);
-    PlayGameSound(spell->SoundWhenCast.Sound,MaxSampleVolume);
+    PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
     MakeMissile(spell->Missile,
-       x*TileSizeX+TileSizeX/2, y*TileSizeY+TileSizeY/2,
-       x*TileSizeX+TileSizeX/2, y*TileSizeY+TileSizeY/2 );
+       x * TileSizeX+TileSizeX / 2, y * TileSizeY+TileSizeY / 2,
+       x * TileSizeX+TileSizeX / 2, y * TileSizeY+TileSizeY / 2);
     return 0;
 }
 
@@ -740,7 +741,7 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastAdjustVitals(Unit *caster, const SpellType *spell, Unit *target,
+global int CastAdjustVitals(Unit* caster, const SpellType* spell, Unit* target,
     int x, int y)
 {
     int castcount;
@@ -760,12 +761,12 @@
     manacost = spell->ManaCost;
 
     //  Healing and harming
-    if (hp>0) {
+    if (hp > 0) {
        diffHP = target->Stats->HitPoints - target->HP;
     } else {
        diffHP = target->HP;
     }
-    if (mana>0) {
+    if (mana > 0) {
        diffMana = target->Type->_MaxMana - target->Mana;
     } else {
        diffMana = target->Mana;
@@ -774,46 +775,50 @@
     //  When harming cast again to send the hp to negative values.
     //  Carefull, a perfect 0 target hp kills too.
     //  Avoid div by 0 errors too!
-    castcount=0;
+    castcount = 0;
     if (hp) {
-       castcount=max(castcount,diffHP/abs(hp)+( ( (hp<0) && (diffHP%(-hp)>0) ) 
? 1 : 0));
+       castcount = max(castcount, diffHP / abs(hp) + (((hp < 0) &&
+           (diffHP % (-hp) > 0)) ? 1 : 0));
     }
     if (mana) {
-       castcount=max(castcount,diffMana/abs(mana)+( ( (mana<0) && 
(diffMana%(-mana)>0) ) ? 1 : 0));
+       castcount = max(castcount, diffMana / abs(mana) + (((mana < 0) &&
+           (diffMana % (-mana) > 0)) ? 1 : 0));
     }
     if (manacost) {
-       castcount=min(castcount,caster->Mana/manacost);
+       castcount = min(castcount, caster->Mana / manacost);
     }
     if (spell->Action->Data.AdjustVitals.MaxMultiCast) {
-       castcount=min(castcount,spell->Action->Data.AdjustVitals.MaxMultiCast);
+       castcount = min(castcount, 
spell->Action->Data.AdjustVitals.MaxMultiCast);
     }
 
-    DebugCheck(castcount<0);
+    DebugCheck(castcount < 0);
 
-    DebugLevel3Fn("Used to have %d hp and %d mana.\n" _C_ target->HP _C_ 
target->Mana);
+    DebugLevel3Fn("Used to have %d hp and %d mana.\n" _C_
+       target->HP _C_ target->Mana);
 
-    caster->Mana-=castcount*manacost;
+    caster->Mana -= castcount * manacost;
     if (hp < 0) {
-       HitUnit(caster,target,castcount*hp);
+       HitUnit(caster, target, castcount * hp);
     } else {
        target->HP += castcount * hp;
-       if (target->HP>target->Stats->HitPoints) {
-           target->HP=target->Stats->HitPoints;
+       if (target->HP > target->Stats->HitPoints) {
+           target->HP = target->Stats->HitPoints;
        }
     }
-    target->Mana+=castcount*mana;
-    if (target->Mana<0) {
-       target->Mana=0;
+    target->Mana += castcount*mana;
+    if (target->Mana < 0) {
+       target->Mana = 0;
     }
-    if (target->Mana>target->Type->_MaxMana) {
-       target->Mana=target->Type->_MaxMana;
+    if (target->Mana > target->Type->_MaxMana) {
+       target->Mana = target->Type->_MaxMana;
     }
 
-    DebugLevel3Fn("Unit now has %d hp and %d mana.\n" _C_ target->HP _C_ 
target->Mana);
+    DebugLevel3Fn("Unit now has %d hp and %d mana.\n" _C_
+       target->HP _C_ target->Mana);
     PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
     MakeMissile(spell->Missile,
-           x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
-           x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
     return 0;
 }
 
@@ -828,10 +833,10 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastPolymorph(Unit *caster, const SpellType *spell, Unit *target,
+global int CastPolymorph(Unit* caster, const SpellType* spell, Unit* target,
     int x, int y)
 {
-    UnitType *type;
+    UnitType* type;
 
     DebugCheck(!caster);
     DebugCheck(!spell);
@@ -854,7 +859,7 @@
 #endif
     caster->Kills++;
     // as said somewhere else -- no corpses :)
-    RemoveUnit(target,NULL);
+    RemoveUnit(target, NULL);
     UnitLost(target);
     UnitClearOrders(target);
     ReleaseUnit(target);
@@ -864,8 +869,8 @@
     caster->Mana -= spell->ManaCost;
     PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
     MakeMissile(spell->Missile,
-           x*TileSizeX+TileSizeX/2, y*TileSizeY+TileSizeY/2,
-           x*TileSizeX+TileSizeX/2, y*TileSizeY+TileSizeY/2 );
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
     return 0;
 }
 
@@ -880,10 +885,10 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastRunes(Unit *caster, const SpellType *spell,
-    Unit *target __attribute__((unused)), int x, int y)
+global int CastRunes(Unit* caster, const SpellType* spell,
+    Unit* target __attribute__((unused)), int x, int y)
 {
-    Missile *mis;
+    Missile* mis;
     const int xx[] = {-1,+1, 0, 0, 0};
     const int yy[] = { 0, 0, 0,-1,+1};
     int oldx;
@@ -893,23 +898,23 @@
     DebugCheck(!caster);
     DebugCheck(spell);
     DebugCheck(!spell->Action);
-//  assert(x in range, y in range);
+//  DebugCheck(x in range, y in range);
 
     mis = NULL;
     oldx = x;
     oldy = y;
 
     PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
-    for (i = 0; i < 5; i++) {
+    for (i = 0; i < 5; ++i) {
        x = oldx + xx[i];
        y = oldy + yy[i];
            
        if (IsMapFieldEmpty(x - 1, y + 0)) {
            mis = MakeMissile(spell->Missile,
-                   x * TileSizeX + TileSizeX / 2,
-                   y * TileSizeY + TileSizeY / 2,
-                   x * TileSizeX + TileSizeX / 2,
-                   y * TileSizeY + TileSizeY / 2);
+               x * TileSizeX + TileSizeX / 2,
+               y * TileSizeY + TileSizeY / 2,
+               x * TileSizeX + TileSizeX / 2,
+               y * TileSizeY + TileSizeY / 2);
            mis->TTL = spell->Action->Data.Runes.TTL;
            mis->Controller = SpellRunesController;
            caster->Mana -= spell->ManaCost / 5;
@@ -929,13 +934,13 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastSummon(Unit *caster, const SpellType *spell, Unit *target,
+global int CastSummon(Unit* caster, const SpellType* spell, Unit* target,
     int x, int y)
 {
     int ttl;
     int cansummon;
-    Unit **corpses;
-    Unit *tempcorpse;
+    Unit** corpses;
+    Unit* tempcorpse;
     UnitType* unittype;
 
     DebugCheck(!caster);
@@ -943,34 +948,34 @@
     DebugCheck(!spell->Action);
     DebugCheck(!spell->Action->Data.Summon.UnitType);
 
-    unittype=spell->Action->Data.Summon.UnitType;
-    ttl=spell->Action->Data.Summon.TTL;
+    unittype = spell->Action->Data.Summon.UnitType;
+    ttl = spell->Action->Data.Summon.TTL;
 
     if (spell->Action->Data.Summon.RequireCorpse) {
        corpses = &CorpseList;
-       cansummon=0;
+       cansummon = 0;
        while (*corpses) {
            // FIXME: this tries to raise all corps, I can raise ships?
-           if ((*corpses)->Orders[0].Action == UnitActionDie
-                   && !(*corpses)->Type->Building
-                   && (*corpses)->X >= x - 1 && (*corpses)->X <= x + 1
-                   && (*corpses)->Y >= y - 1 && (*corpses)->Y <= y + 1) {
+           if ((*corpses)->Orders[0].Action == UnitActionDie &&
+                   !(*corpses)->Type->Building &&
+                   (*corpses)->X >= x - 1 && (*corpses)->X <= x + 1 &&
+                   (*corpses)->Y >= y - 1 && (*corpses)->Y <= y + 1) {
                //
                //  Found a corpse. eliminate it and proceed to summoning.
                //  
-               x=(*corpses)->X;
-               y=(*corpses)->Y;
+               x = (*corpses)->X;
+               y = (*corpses)->Y;
                tempcorpse = *corpses;
                corpses = &(*corpses)->Next;
                ReleaseUnit(tempcorpse);
-               cansummon=1;
+               cansummon = 1;
                break;
            } else {
-               corpses=&(*corpses)->Next;
+               corpses = &(*corpses)->Next;
            }
        }
     } else { 
-       cansummon=1;
+       cansummon = 1;
     }
 
     if (cansummon) {
@@ -987,14 +992,14 @@
        //  set life span. ttl=0 results in a permanent unit.
        //  
        if (ttl) {
-           target->TTL=GameCycle+ttl;
+           target->TTL = GameCycle + ttl;
        }
        //
        //      Revealers are always removed, since they don't have graphics
        //
        if (target->Type->Revealer) {
            DebugLevel0Fn("summoned unit is a revealer, removed.\n");
-           target->Removed=1;
+           target->Removed = 1;
            target->CurrentSightRange = target->Stats->SightRange;
            MapMarkUnitSight(target);
        } else {
@@ -1005,10 +1010,10 @@
        caster->Mana -= spell->ManaCost;
     }
 
-    PlayGameSound(spell->SoundWhenCast.Sound,MaxSampleVolume);
+    PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
     MakeMissile(spell->Missile,
-               x*TileSizeX+TileSizeX/2, y*TileSizeY+TileSizeY/2,
-               x*TileSizeX+TileSizeX/2, y*TileSizeY+TileSizeY/2 );
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
     return 0;
 }
 
@@ -1023,23 +1028,23 @@
 **
 **     @return         =!0 if spell should be repeated, 0 if not
 */
-global int CastWhirlwind(Unit *caster, const SpellType *spell,
-    Unit *target __attribute__((unused)), int x, int y)
+global int CastWhirlwind(Unit* caster, const SpellType* spell,
+    Unit* target __attribute__((unused)), int x, int y)
 {
-    Missile *mis;
+    Missile* mis;
 
     DebugCheck(!caster);
     DebugCheck(!spell);
     DebugCheck(!spell->Action);
-//  assert(x in range, y in range);
+//  DebugCheck(x in range, y in range);
 
     mis = NULL;
 
     caster->Mana -= spell->ManaCost;
     PlayGameSound(spell->SoundWhenCast.Sound, MaxSampleVolume);
     mis = MakeMissile(spell->Missile,
-           x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
-           x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2,
+       x * TileSizeX + TileSizeX / 2, y * TileSizeY + TileSizeY / 2);
     mis->TTL = spell->Action->Data.Whirlwind.TTL;
     mis->Controller = SpellWhirlwindController;
     return 0;
@@ -1052,18 +1057,18 @@
 /**
 **     FIXME: docu
 */
-local Target *NewTarget(TargetType t, const Unit *unit, int x, int y)
+local Target* NewTarget(TargetType t, const Unit* unit, int x, int y)
 {
-    Target *target;
+    Target* target;
 
-    target = (Target *)malloc(sizeof(*target));
+    target = (Target*)malloc(sizeof(*target));
 
     DebugCheck(unit == NULL && t == TargetUnit);
     DebugCheck(!(0 <= x && x < TheMap.Width) && t == TargetPosition);
     DebugCheck(!(0 <= y && y < TheMap.Height) && t == TargetPosition);
 
     target->which_sort_of_target = t;
-    target->unit = (Unit *)unit;
+    target->unit = (Unit*)unit;
     target->X = x;
     target->Y = y;
     return target;
@@ -1072,7 +1077,7 @@
 /**
 **     FIXME: docu
 */
-local Target *NewTargetUnit(const Unit *unit)
+local Target* NewTargetUnit(const Unit* unit)
 {
     DebugCheck(!unit);
     return NewTarget(TargetUnit, unit, 0, 0);
@@ -1081,7 +1086,7 @@
 /**
 **     FIXME: docu
 */
-local Target *NewTargetPosition(int x, int y)
+local Target* NewTargetPosition(int x, int y)
 {
     DebugCheck(!(0 <= x && x < TheMap.Width));
     DebugCheck(!(0 <= y && y < TheMap.Height));
@@ -1105,19 +1110,19 @@
 **
 **     @return 1 if passed, 0 otherwise.
 */
-local int PassCondition(const Unit* caster,const SpellType* spell,const Unit* 
target,
-       int x,int y,const ConditionInfo* condition)
+local int PassCondition(const Unit* caster, const SpellType* spell, const 
Unit* target,
+    int x, int y, const ConditionInfo* condition)
 {
     //
     // Check caster mana. FIXME: move somewhere else?
     //
-    if (caster->Mana<spell->ManaCost) {
+    if (caster->Mana < spell->ManaCost) {
        return 0;
     }
     //
     // Casting an unit spell without a target. 
     //
-    if (spell->Target==TargetUnit&&!target) {
+    if (spell->Target == TargetUnit && !target) {
        return 0;
     }
     if (!condition) {
@@ -1128,60 +1133,61 @@
     // Now check conditions regarding the target unit.
     //
     if (target) {
-       if (condition->Undead!=CONDITION_TRUE) {
-           if ((condition->Undead==CONDITION_ONLY)^(target->Type->IsUndead)) {
+       if (condition->Undead != CONDITION_TRUE) {
+           if ((condition->Undead == CONDITION_ONLY) ^ 
(target->Type->IsUndead)) {
                return 0;
            }
        }
-       if (condition->Organic!=CONDITION_TRUE) {
-           if ((condition->Organic==CONDITION_ONLY)^(target->Type->Organic)) {
+       if (condition->Organic != CONDITION_TRUE) {
+           if ((condition->Organic == CONDITION_ONLY) ^ 
(target->Type->Organic)) {
                return 0;
            }
        }
-       if (condition->Volatile!=CONDITION_TRUE) {
-           if ((condition->Volatile==CONDITION_ONLY)^(target->Type->Volatile)) 
{
+       if (condition->Volatile != CONDITION_TRUE) {
+           if ((condition->Volatile == CONDITION_ONLY) ^ 
(target->Type->Volatile)) {
                return 0;
            }
        }
-       if (condition->Building!=CONDITION_TRUE) {
-           if ((condition->Building==CONDITION_ONLY)^(target->Type->Building)) 
{
+       if (condition->Building != CONDITION_TRUE) {
+           if ((condition->Building == CONDITION_ONLY) ^ 
(target->Type->Building)) {
                return 0;
            }
        }
-       if (condition->Hero!=CONDITION_TRUE) {
-           if ((condition->Hero==CONDITION_ONLY)^(target->Type->Hero)) {
+       if (condition->Hero != CONDITION_TRUE) {
+           if ((condition->Hero == CONDITION_ONLY) ^ (target->Type->Hero)) {
                return 0;
            }
        }
-       if (condition->Coward!=CONDITION_TRUE) {
-           if ((condition->Coward==CONDITION_ONLY)^(target->Type->Coward)) {
+       if (condition->Coward != CONDITION_TRUE) {
+           if ((condition->Coward == CONDITION_ONLY) ^ (target->Type->Coward)) 
{
                return 0;
            }
        }
-       if (condition->Alliance!=CONDITION_TRUE) {
-           if 
((condition->Alliance==CONDITION_ONLY)^(IsAllied(caster->Player,target)||target->Player==caster->Player))
 {
+       if (condition->Alliance != CONDITION_TRUE) {
+           if ((condition->Alliance == CONDITION_ONLY) ^ 
+                   (IsAllied(caster->Player,target) || target->Player == 
caster->Player)) {
                return 0;
            }
        }
-       if (condition->TargetSelf!=CONDITION_TRUE) {
-           if ((condition->TargetSelf==CONDITION_ONLY)^(caster==target)) {
+       if (condition->TargetSelf != CONDITION_TRUE) {
+           if ((condition->TargetSelf == CONDITION_ONLY) ^ (caster == target)) 
{
                return 0;
            }
        }
        //
        //      Check vitals now.
        //
-       if (condition->MinHpPercent*target->Stats->HitPoints/100>target->HP) {
+       if (condition->MinHpPercent * target->Stats->HitPoints / 100 > 
target->HP) {
            return 0;
        }
-       if (condition->MaxHpPercent*target->Stats->HitPoints/100<=target->HP) {
+       if (condition->MaxHpPercent * target->Stats->HitPoints / 100 <= 
target->HP) {
            return 0;
        }
        if (target->Type->CanCastSpell) {
-           if 
(condition->MinManaPercent*target->Type->_MaxMana/100>target->Mana) {
+           if (condition->MinManaPercent * target->Type->_MaxMana / 100 > 
target->Mana) {
                return 0;
            }
-           if 
(condition->MaxManaPercent*target->Type->_MaxMana/100<target->Mana) {
+           if (condition->MaxManaPercent * target->Type->_MaxMana / 100 < 
target->Mana) {
                return 0;
            }
        }
@@ -1190,19 +1196,19 @@
        //      This should be used mostly for ai, if you want to keep casting
        //      slow to no effect I can't see why should we stop you.
        //
-       if (condition->MaxSlowTicks<target->Slow) {
+       if (condition->MaxSlowTicks < target->Slow) {
            return 0;
        }
-       if (condition->MaxHasteTicks<target->Haste) {
+       if (condition->MaxHasteTicks < target->Haste) {
            return 0;
        }
-       if (condition->MaxBloodlustTicks<target->Bloodlust) {
+       if (condition->MaxBloodlustTicks < target->Bloodlust) {
            return 0;
        }
-       if (condition->MaxInvisibilityTicks<target->Invisible) {
+       if (condition->MaxInvisibilityTicks < target->Invisible) {
            return 0;
        }
-       if (condition->MaxInvincibilityTicks<target->UnholyArmor) {
+       if (condition->MaxInvincibilityTicks < target->UnholyArmor) {
            return 0;
        }
     }
@@ -1219,7 +1225,7 @@
 **
 */
 // FIXME: should be global (for AI) ???
-local Target *SelectTargetUnitsOfAutoCast(const Unit *caster, const SpellType 
*spell)
+local Target* SelectTargetUnitsOfAutoCast(const Unit* caster, const SpellType* 
spell)
 {
     Unit* table[UnitMax];
     int x;
@@ -1238,38 +1244,39 @@
     //
     // Ai cast should be a lot better. Use autocast if not found.
     //
-    if (caster->Player->Ai&&spell->AICast) {
+    if (caster->Player->Ai && spell->AICast) {
        DebugLevel3Fn("The borg uses AI autocast XP.\n");
-       autocast=spell->AICast;
+       autocast = spell->AICast;
     } else {
        DebugLevel3Fn("You puny mortal, join the colective!\n");
-       autocast=spell->AutoCast;
+       autocast = spell->AutoCast;
     }
 
-    x=caster->X;
-    y=caster->Y;
-    range=spell->AutoCast->Range;
+    x = caster->X;
+    y = caster->Y;
+    range = spell->AutoCast->Range;
 
     //
     // Select all units aroung the caster
     //
     nunits = SelectUnits(caster->X - range, caster->Y - range,
-           caster->X + range + caster->Type->TileWidth, caster->Y + range + 
caster->Type->TileHeight, table);
+       caster->X + range + caster->Type->TileWidth,
+       caster->Y + range + caster->Type->TileHeight, table);
     //
     //  Check every unit if it is hostile
     // 
-    combat=0;
-    for (i = 0; i < nunits; i++) {
-       if (IsEnemy(caster->Player,table[i]) && !table[i]->Type->Coward) {
-           combat=1;
+    combat = 0;
+    for (i = 0; i < nunits; ++i) {
+       if (IsEnemy(caster->Player, table[i]) && !table[i]->Type->Coward) {
+           combat = 1;
        }
     }
 
     //
     // Check generic conditions. FIXME: a better way to do this?
     //
-    if (autocast->Combat!=CONDITION_TRUE) {
-       if ((autocast->Combat==CONDITION_ONLY)^(combat)) {
+    if (autocast->Combat != CONDITION_TRUE) {
+       if ((autocast->Combat == CONDITION_ONLY) ^ (combat)) {
            return 0;
        }
     }
@@ -1294,7 +1301,7 @@
            //  The units are already selected.
            //  Check every unit if it is a possible target
            // 
-           for (i = 0, j = 0; i < nunits; i++) {
+           for (i = 0, j = 0; i < nunits; ++i) {
                //  FIXME: autocast conditions should include normal conditions.
                //  FIXME: no, really, they should.
                if (PassCondition(caster, spell, table[i], x, y, 
spell->Condition) &&
@@ -1358,7 +1365,7 @@
 **
 **     @return         Spell id (index in spell-type table)
 */
-global int SpellIdByIdent(const char *ident)
+global int SpellIdByIdent(const char* ident)
 {
     int id;
 
@@ -1379,7 +1386,7 @@
 **
 **     @return         spell-type struct pointer.
 */
-global SpellType *SpellTypeByIdent(const char *ident)
+global SpellType* SpellTypeByIdent(const char* ident)
 {
     int id;
 
@@ -1411,7 +1418,7 @@
 **
 **     @return spell-type struct ptr
 */
-global SpellType *SpellTypeById(int id)
+global SpellType* SpellTypeById(int id)
 {
     DebugCheck(!(0 <= id && id < SpellTypeCount));
     return &SpellTypeTable[id];
@@ -1426,7 +1433,7 @@
 **     @param  player : player for who we want to know if he knows the spell.
 **     @param  id : 
 */
-global int SpellIsAvailable(const Player *player, int spellid)
+global int SpellIsAvailable(const Player* player, int spellid)
 {
     int dependencyId;
     
@@ -1446,7 +1453,7 @@
 **
 **     @return         1 if spell can be cast, 0 if not
 */
-global int CanAutoCastSpell(const SpellType *spell)
+global int CanAutoCastSpell(const SpellType* spell)
 {
     DebugCheck(!spell);
 
@@ -1464,8 +1471,8 @@
 **
 **     @return         =!0 if spell should/can casted, 0 if not
 */
-global int CanCastSpell(const Unit *caster, const SpellType *spell,
-    const Unit *target, // FIXME : Use an unique struture t_Target ?
+global int CanCastSpell(const Unit* caster, const SpellType* spell,
+    const Unit* target, // FIXME : Use a unique struture t_Target ?
     int x, int y)
 {
     DebugCheck(!caster);
@@ -1475,13 +1482,13 @@
     // FIXME spell->Ident < MaxSpell
     DebugCheck(!(caster->Type->CanCastSpell && 
caster->Type->CanCastSpell[spell->Ident]));
 
-    if (!caster->Type->CanCastSpell
-           || !caster->Type->CanCastSpell[spell->Ident]
-           || (spell->Target == TargetUnit && target == NULL)) {
+    if (!caster->Type->CanCastSpell ||
+           !caster->Type->CanCastSpell[spell->Ident] ||
+           (spell->Target == TargetUnit && target == NULL)) {
        return 0;
     }
 
-    return PassCondition(caster,spell,target,x,y,spell->Condition);
+    return PassCondition(caster, spell, target, x, y, spell->Condition);
 }
 
 /**
@@ -1492,9 +1499,9 @@
 **
 **     @return         1 if spell is casted, 0 if not.
 */
-global int AutoCastSpell(Unit *caster, const SpellType *spell)
+global int AutoCastSpell(Unit* caster, const SpellType* spell)
 {
-    Target *target;
+    Target* target;
 
     DebugCheck(!caster);
     DebugCheck(!spell);
@@ -1505,7 +1512,7 @@
     target = NULL;
 
     //  Check for mana, trivial optimization.
-    if (caster->Mana<spell->ManaCost) {
+    if (caster->Mana < spell->ManaCost) {
        return 0;
     }
     target = SelectTargetUnitsOfAutoCast(caster, spell);
@@ -1514,7 +1521,8 @@
     } else {
        //      Must move before ?
        //      FIXME SpellType* of CommandSpellCast must be const.
-       CommandSpellCast(caster, target->X, target->Y, target->unit, 
(SpellType*) spell, FlushCommands);
+       CommandSpellCast(caster, target->X, target->Y, target->unit,
+           (SpellType*)spell, FlushCommands);
        free(target);
     }
     return 1;
@@ -1531,7 +1539,7 @@
 **
 **     @return         !=0 if spell should/can continue or 0 to stop
 */
-global int SpellCast(Unit *caster, const SpellType *spell, Unit *target,
+global int SpellCast(Unit* caster, const SpellType* spell, Unit* target,
     int x, int y)
 {
     DebugCheck(!spell);
@@ -1548,8 +1556,9 @@
        y += spell->Range;      // Why ??
     }
     DebugLevel3Fn("Spell cast: (%s), %s -> %s (%d,%d)\n" _C_ spell->IdentName 
_C_
-           unit->Type->Name _C_ target ? target->Type->Name : "none" _C_ x _C_ 
y);
-    return CanCastSpell(caster, spell, target, x, y) && 
spell->Action->CastFunction(caster, spell, target, x, y);
+       unit->Type->Name _C_ target ? target->Type->Name : "none" _C_ x _C_ y);
+    return CanCastSpell(caster, spell, target, x, y) &&
+       spell->Action->CastFunction(caster, spell, target, x, y);
 }
 
 /*
@@ -1588,8 +1597,8 @@
        // FIXME: missile free somewhere else, right?
     }
     free(SpellTypeTable);
-    SpellTypeTable=0;
-    SpellTypeCount=0;
+    SpellTypeTable = 0;
+    SpellTypeCount = 0;
 }
 
 #if 0
Index: stratagus/src/clone/unit_find.c
diff -u stratagus/src/clone/unit_find.c:1.60 
stratagus/src/clone/unit_find.c:1.61
--- stratagus/src/clone/unit_find.c:1.60        Thu Oct  9 19:15:28 2003
+++ stratagus/src/clone/unit_find.c     Thu Oct  9 23:56:41 2003
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: unit_find.c,v 1.60 2003/10/09 23:15:28 mr-russ Exp $
+//     $Id: unit_find.c,v 1.61 2003/10/10 03:56:41 jsalmon3 Exp $
 
 //@{
 
@@ -87,12 +87,12 @@
 **
 **     @return         Returns the number of units found
 */
-global int SelectUnits(int x1,int y1,int x2,int y2,Unit** table)
+global int SelectUnits(int x1, int y1, int x2, int y2, Unit** table)
 {
-    if ( x1 == x2 && y1 == y2 ) {
-       return UnitCacheOnTile(x1,y1,table);
+    if (x1 == x2 && y1 == y2) {
+       return UnitCacheOnTile(x1, y1, table);
     } else {
-       return UnitCacheSelect(x1,y1,x2,y2,table);
+       return UnitCacheSelect(x1, y1, x2, y2, table);
     }
 }
 
@@ -105,9 +105,9 @@
 **
 **     @return         Returns the number of units found
 */
-global int SelectUnitsOnTile(int x,int y,Unit** table)
+global int SelectUnitsOnTile(int x, int y, Unit** table)
 {
-    return UnitCacheOnTile(x,y,table);
+    return UnitCacheOnTile(x, y, table);
 }
 
 /**
@@ -118,16 +118,16 @@
 **
 **     @return         Returns the number of units found.
 */
-global int FindUnitsByType(const UnitType* type,Unit** table)
+global int FindUnitsByType(const UnitType* type, Unit** table)
 {
     Unit* unit;
     int i;
     int num;
 
-    for( num=i=0; i<NumUnits; i++ ) {
-       unit=Units[i];
-       if( unit->Type==type && !UnitUnusable(unit) ) {
-           table[num++]=unit;
+    for (num = i = 0; i < NumUnits; ++i) {
+       unit = Units[i];
+       if (unit->Type == type && !UnitUnusable(unit)) {
+           table[num++] = unit;
        }
     }
     return num;
@@ -142,8 +142,8 @@
 **
 **     @return         Returns the number of units found.
 */
-global int FindPlayerUnitsByType(const Player* player,const UnitType* type
-       ,Unit** table)
+global int FindPlayerUnitsByType(const Player* player,const UnitType* type,
+    Unit** table)
 {
     Unit* unit;
     Unit** units;
@@ -151,13 +151,13 @@
     int nunits;
     int i;
 
-    nunits=player->TotalNumUnits;
-    units=player->Units;
+    nunits = player->TotalNumUnits;
+    units = player->Units;
     // FIXME: Can't abort if all units are found: UnitTypeCount
-    for( num=0,i=0; i<nunits; i++ ) {
-       unit=units[i];
-       if( unit->Type==type && !UnitUnusable(unit) ) {
-           table[num++]=unit;
+    for (num = 0, i = 0; i < nunits; ++i) {
+       unit = units[i];
+       if (unit->Type == type && !UnitUnusable(unit)) {
+           table[num++] = unit;
        }
     }
     return num;
@@ -171,17 +171,17 @@
 **
 **     @return         Returns first found unit on tile.
 */
-global Unit* UnitOnMapTile(int tx,int ty)
+global Unit* UnitOnMapTile(int tx, int ty)
 {
     Unit* table[UnitMax];
     int n;
     int i;
 
-    n=SelectUnitsOnTile(tx,ty,table);
-    for( i=0; i<n; ++i ) {
+    n = SelectUnitsOnTile(tx, ty, table);
+    for (i = 0; i < n; ++i) {
         // Note: this is less restrictive than UnitActionDie...
         // Is it normal?
-       if( table[i]->Type->Vanishes ) {
+       if (table[i]->Type->Vanishes) {
            continue;
        }
        return table[i];
@@ -198,19 +198,19 @@
 **
 **     @return         Returns repairable unit found on tile.
 */
-global Unit* RepairableOnMapTile(int tx,int ty)
+global Unit* RepairableOnMapTile(int tx, int ty)
 {
     Unit* table[UnitMax];
     int n;
     int i;
 
-    n=SelectUnitsOnTile(tx,ty,table);
-    for( i=0; i<n; ++i ) {
+    n = SelectUnitsOnTile(tx, ty, table);
+    for (i = 0; i < n; ++i) {
        // FIXME: could use more or less for repair? Repair of ships/catapults.
        // Only repairable if target is a building or tansporter and it's HP is
        // not at max
-       if( (table[i]->Type->Building || table[i]->Type->Transporter)
-               && table[i]->HP < table[i]->Stats->HitPoints ) {
+       if ((table[i]->Type->Building || table[i]->Type->Transporter) &&
+               table[i]->HP < table[i]->Stats->HitPoints) {
            return table[i];
        }
     }
@@ -235,34 +235,34 @@
     int n;
     int i;
 
-    n=SelectUnitsOnTile(tx,ty,table);
-    best=NoUnitP;
-    for( i=0; i<n; ++i ) {
-       unit=table[i];
+    n = SelectUnitsOnTile(tx, ty, table);
+    best = NoUnitP;
+    for (i = 0; i < n; ++i) {
+       unit = table[i];
        // unusable unit ?
-       // if( UnitUnusable(unit) ) can't attack constructions
+       // if (UnitUnusable(unit)) can't attack constructions
        // FIXME: did SelectUnitsOnTile already filter this?
        // Invisible and not Visible
-       if( unit->Removed || unit->Invisible || !unit->HP
-               || !(unit->Visible&(1<<source->Player->Player))
-               || unit->Orders[0].Action==UnitActionDie ) {
+       if (unit->Removed || unit->Invisible || !unit->HP ||
+               !(unit->Visible & (1 << source->Player->Player)) ||
+               unit->Orders[0].Action == UnitActionDie) {
            continue;
        }
-       type=unit->Type;
-       if( tx<unit->X || tx>=unit->X+type->TileWidth
-               || ty<unit->Y || ty>=unit->Y+type->TileHeight ) {
+       type = unit->Type;
+       if (tx < unit->X || tx >= unit->X + type->TileWidth ||
+               ty < unit->Y || ty >= unit->Y + type->TileHeight) {
            // When does that happen???
            DebugLevel0("This is a wierd world");
            continue;
        }
-       if( !CanTarget(source->Type,unit->Type) ) {
+       if (!CanTarget(source->Type, unit->Type)) {
            continue;
        }
        //
        //      Choose the best target.
        //
-       if( !best || best->Type->Priority<unit->Type->Priority ) {
-           best=unit;
+       if (!best || best->Type->Priority<unit->Type->Priority) {
+           best = unit;
        }
     }
     return best;
@@ -279,7 +279,7 @@
 **
 **     @return         Returns ideal target on map tile.
 */
-global Unit* TargetOnMap(const Unit* source,int x1,int y1,int x2,int y2)
+global Unit* TargetOnMap(const Unit* source, int x1, int y1, int x2, int y2)
 {
     Unit* table[UnitMax];
     Unit* unit;
@@ -288,33 +288,33 @@
     int n;
     int i;
 
-    n=SelectUnits(x1,y1,x2,y2,table);
-    best=NoUnitP;
-    for( i=0; i<n; ++i ) {
-       unit=table[i];
+    n = SelectUnits(x1, y1, x2, y2, table);
+    best = NoUnitP;
+    for (i = 0; i < n; ++i) {
+       unit = table[i];
        // unusable unit ?
-       // if( UnitUnusable(unit) ) can't attack constructions
+       // if (UnitUnusable(unit)) can't attack constructions
        // FIXME: did SelectUnitsOnTile already filter this?
        // Invisible and not Visible
-       if( unit->Removed || unit->Invisible || !unit->HP
-               || !(unit->Visible&(1<<source->Player->Player))
-               || unit->Orders[0].Action==UnitActionDie ) {
+       if (unit->Removed || unit->Invisible || !unit->HP ||
+               !(unit->Visible & (1 << source->Player->Player)) ||
+               unit->Orders[0].Action == UnitActionDie) {
            continue;
        }
-       type=unit->Type;
-       if( x2<unit->X || x1>=unit->X+type->TileWidth
-               || y2<unit->Y || y1>=unit->Y+type->TileHeight ) {
+       type = unit->Type;
+       if (x2 < unit->X || x1 >= unit->X + type->TileWidth ||
+               y2 < unit->Y || y1 >= unit->Y + type->TileHeight) {
            continue;
        }
-       if( !CanTarget(source->Type,unit->Type) ) {
+       if (!CanTarget(source->Type, unit->Type)) {
            continue;
        }
 
        //
        //      Choose the best target.
        //
-       if( !best || best->Type->Priority<unit->Type->Priority ) {
-           best=unit;
+       if (!best || best->Type->Priority < unit->Type->Priority) {
+           best = unit;
        }
     }
     return best;
@@ -328,15 +328,15 @@
 **
 **     @return         Returns transporter unit found on tile.
 */
-global Unit* TransporterOnMapTile(int tx,int ty)
+global Unit* TransporterOnMapTile(int tx, int ty)
 {
     Unit* table[UnitMax];
     int n;
     int i;
 
-    n=SelectUnitsOnTile(tx,ty,table);
-    for( i=0; i<n; ++i ) {
-       if( table[i]->Type->Transporter ) {
+    n = SelectUnitsOnTile(tx, ty, table);
+    for (i = 0; i < n; ++i) {
+       if (table[i]->Type->Transporter) {
            return table[i];
        }
     }
@@ -353,20 +353,20 @@
 **
 **     @return         true if (x,y) is inside the unit's sprite
 */
-local int InsideUnitSprite(const Unit* unit,int x,int y)
+local int InsideUnitSprite(const Unit* unit, int x, int y)
 {
     int ux;
     int uy;            // position at which unit's sprite is currently drawn
     const UnitType* type;
 
-    type=unit->Type;
-    ux = TileSizeX*unit->X + unit->IX;
-    ux -= (type->BoxWidth - TileSizeX*type->TileWidth)/2;
+    type = unit->Type;
+    ux = TileSizeX * unit->X + unit->IX;
+    ux -= (type->BoxWidth - TileSizeX * type->TileWidth) / 2;
     uy = TileSizeY*unit->Y + unit->IY;
-    uy -= (type->BoxHeight - TileSizeY*type->TileHeight)/2;
+    uy -= (type->BoxHeight - TileSizeY * type->TileHeight) / 2;
 
-    if (x < ux || x >= ux+type->BoxWidth
-           || y < uy ||  y >= uy+type->BoxHeight) {
+    if (x < ux || x >= ux + type->BoxWidth ||
+           y < uy ||  y >= uy + type->BoxHeight) {
        return 0;
     } else {
        return 1;
@@ -386,15 +386,15 @@
 **
 **     @return         Returns the unit if found, or NoUnitP.
 */
-global Unit* UnitTypeOnMap(int tx,int ty,UnitType* type)
+global Unit* UnitTypeOnMap(int tx, int ty, UnitType* type)
 {
     Unit* table[UnitMax];
     int i;
     int n;
     
-    n=SelectUnitsOnTile(tx,ty,table);
-    for( i=0; i<n; ++i ) {
-       if( table[i]->Type==type ) {
+    n = SelectUnitsOnTile(tx, ty, table);
+    for (i = 0; i < n; ++i) {
+       if (table[i]->Type == type) {
            return table[i];
        }
     }
@@ -410,18 +410,19 @@
 **
 **     @return         Returns the deposit if found, or NoUnitP.
 */
-global Unit* ResourceOnMap(int tx,int ty,int resource)
+global Unit* ResourceOnMap(int tx, int ty, int resource)
 {
     Unit* table[UnitMax];
     int i;
     int n;
 
-    n=SelectUnitsOnTile(tx,ty,table);
-    for( i=0; i<n; ++i ) {
-       if( UnitUnusable(table[i]) || !table[i]->Type->CanHarvest || 
table[i]->Value==0) {
+    n = SelectUnitsOnTile(tx, ty, table);
+    for (i = 0; i < n; ++i) {
+       if (UnitUnusable(table[i]) || !table[i]->Type->CanHarvest ||
+               table[i]->Value == 0) {
            continue;
        }
-       if( table[i]->Type->GivesResource==resource ) {
+       if (table[i]->Type->GivesResource == resource) {
            return table[i];
        }
     }
@@ -437,18 +438,18 @@
 **
 **     @return         Returns the deposit if found, or NoUnitP.
 */
-global Unit* ResourceDepositOnMap(int tx,int ty,int resource)
+global Unit* ResourceDepositOnMap(int tx, int ty, int resource)
 {
     Unit* table[UnitMax];
     int i;
     int n;
 
-    n=SelectUnitsOnTile(tx,ty,table);
-    for( i=0; i<n; ++i ) {
-       if( UnitUnusable(table[i]) ) {
+    n = SelectUnitsOnTile(tx, ty, table);
+    for (i = 0; i < n; ++i) {
+       if (UnitUnusable(table[i])) {
            continue;
        }
-       if( table[i]->Type->CanStore[resource] ) {
+       if (table[i]->Type->CanStore[resource]) {
            return table[i];
        }
     }
@@ -503,17 +504,31 @@
 */
 local Unit* FindRangeAttack(Unit* u, int range)
 {
-    int x, y, n, cost,d,effective_hp,enemy_count;
-    int missile_range,attackrange,hp_damage_evaluate;
-    int good[32][32], bad[32][32];
+    int x;
+    int y;
+    int n;
+    int cost;
+    int d;
+    int effective_hp;
+    int enemy_count;
+    int missile_range;
+    int attackrange;
+    int hp_damage_evaluate;
+    int good[32][32];
+    int bad[32][32];
     Unit* table[UnitMax];
     Unit* dest;
     const UnitType* dtype;
     const UnitType* type;
     const Player* player;
-    int xx, yy;
-    int best_x, best_y, best_cost;
-    int i, sbad, sgood;
+    int xx;
+    int yy;
+    int best_x;
+    int best_y;
+    int best_cost;
+    int i;
+    int sbad;
+    int sgood;
     Unit* best;
 
     type = u->Type;
@@ -524,9 +539,9 @@
     //
 
     missile_range = type->Missile.Missile->Range + range - 1;
-    attackrange=u->Stats->AttackRange;
+    attackrange = u->Stats->AttackRange;
     // Evaluation of possible damage...
-    hp_damage_evaluate=u->Stats->BasicDamage+u->Stats->PiercingDamage;
+    hp_damage_evaluate = u->Stats->BasicDamage + u->Stats->PiercingDamage;
 
     DebugCheck(2 * missile_range + 1 >= 32);
 
@@ -539,28 +554,28 @@
        return NoUnitP;
     }
 
-    for (y = 0; y < 2 * missile_range + 1; y++) {
-       for (x = 0; x < 2 * missile_range + 1; x++) {
+    for (y = 0; y < 2 * missile_range + 1; ++y) {
+       for (x = 0; x < 2 * missile_range + 1; ++x) {
            good[y][x] = 0;
            bad[y][x] = 0;
        }
     }
 
-    enemy_count=0;
+    enemy_count = 0;
     // FIXME: (mr-russ) Breaks all good coding rules...
-    localunit=u;
-    qsort((void *)table,n,sizeof(Unit*),InDistanceCompare);
+    localunit = u;
+    qsort((void*)table, n, sizeof(Unit*), InDistanceCompare);
     // FILL good/bad...
-    for (i = 0; i < n; i++) {
+    for (i = 0; i < n; ++i) {
        dest = table[i];
        dtype = dest->Type;
        //
        //      unusable unit
        //
        // FIXME: did SelectUnits already filter this.
-       if (dest->Removed || dest->Invisible || !u->HP
-               || !(dest->Visible & (1 << player->Player))
-               || dest->Orders[0].Action == UnitActionDie) {
+       if (dest->Removed || dest->Invisible || !u->HP ||
+               !(dest->Visible & (1 << player->Player)) ||
+               dest->Orders[0].Action == UnitActionDie) {
            table[i] = 0;
            continue;
        }
@@ -578,9 +593,10 @@
             // The gost is more important when the unit would be killed
             // by our fire.
 
-            // It costs ( is positive ) if hp_damage_evaluate>dest->HP ... )
+            // It costs (is positive) if hp_damage_evaluate>dest->HP ...)
            // FIXME : assume that PRIORITY_FACTOR>HEALTH_FACTOR
-           cost = HEALTH_FACTOR*(2*hp_damage_evaluate-dest->HP) / 
(dtype->TileWidth * dtype->TileWidth);
+           cost = HEALTH_FACTOR * (2 * hp_damage_evaluate - dest->HP) /
+               (dtype->TileWidth * dtype->TileWidth);
            if (cost < 1) {
                cost = 1;
            }
@@ -603,27 +619,27 @@
            //
            // calculate HP which will remain in the enemy unit, after hit
            //
-           effective_hp=(dest->HP-2*hp_damage_evaluate);
+           effective_hp = (dest->HP - 2 * hp_damage_evaluate);
 
            //
            // Unit we won't kill are evaluated the same
            //
-           if (effective_hp>0){
-             effective_hp=0;
+           if (effective_hp > 0){
+               effective_hp = 0;
            }
 
            //
-           // Unit we are sure to kill are all evaluated the same ( except 
PRIORITY )
+           // Unit we are sure to kill are all evaluated the same (except 
PRIORITY)
            //
-           if (effective_hp<(-hp_damage_evaluate)){
-             effective_hp=(-hp_damage_evaluate);
+           if (effective_hp < -hp_damage_evaluate){
+               effective_hp = -hp_damage_evaluate;
            }
 
            //
-           // Here, effective_hp vary from -hp_damage_evaluate ( unit will be 
killed) to 0 ( unit can't be killed )
+           // Here, effective_hp vary from -hp_damage_evaluate (unit will be 
killed) to 0 (unit can't be killed)
            // => we prefer killing rather than only hitting...
            //
-           cost += (-effective_hp) * HEALTH_FACTOR;
+           cost += -effective_hp * HEALTH_FACTOR;
 
            //
            //  Unit can attack back.
@@ -635,28 +651,28 @@
             //
             // the cost may be divided accros multiple cells
             //
-           cost=cost / (dtype->TileWidth * dtype->TileWidth);
+           cost = cost / (dtype->TileWidth * dtype->TileWidth);
            if (cost < 1) {
                cost = 1;
            }
-           d=MapDistanceBetweenUnits(u,dest);
+           d = MapDistanceBetweenUnits(u, dest);
 
-           if((d<=range)&&UnitReachable(u,dest,attackrange)) {
-               enemy_count++;
+           if (d <= range && UnitReachable(u, dest, attackrange)) {
+               ++enemy_count;
            } else {
-               table[i]=0;
+               table[i] = 0;
            }
        }
 
-       x = dest->X - u->X + missile_range+1;
-       y = dest->Y - u->Y + missile_range+1;
+       x = dest->X - u->X + missile_range + 1;
+       y = dest->Y - u->Y + missile_range + 1;
 
        // Mark the good/bad array...
-       for (xx = 0; xx < dtype->TileWidth; xx++) {
-           for (yy = 0; yy < dtype->TileWidth; yy++) {
-               if ((x + xx < 0) || (y + yy < 0)
-                       || (x + xx >= 2 * missile_range + 1)
-                       || (y + yy >= 2 * missile_range + 1)) {
+       for (xx = 0; xx < dtype->TileWidth; ++xx) {
+           for (yy = 0; yy < dtype->TileWidth; ++yy) {
+               if ((x + xx < 0) || (y + yy < 0) ||
+                       (x + xx >= 2 * missile_range + 1) ||
+                       (y + yy >= 2 * missile_range + 1)) {
                    continue;
                }
                if (cost < 0) {
@@ -678,7 +694,7 @@
     best_y = -1;
     best_cost = -1;
     best = NoUnitP;
-    for (i = 0; i < n; i++) {
+    for (i = 0; i < n; ++i) {
        if (!table[i]) {
            continue;
        }
@@ -686,42 +702,42 @@
        dtype = dest->Type;
 
        // put in x-y the real point which will be hit...
-       // ( only meaningfull when dtype->TileWidth>1 )
-        if (u->X<dest->X){
-           x=dest->X;
-       } else if (u->X>dest->X+dtype->TileWidth-1){
-           x=dest->X+dtype->TileWidth-1;
+       // (only meaningfull when dtype->TileWidth > 1)
+        if (u->X < dest->X){
+           x = dest->X;
+       } else if (u->X > dest->X + dtype->TileWidth - 1){
+           x = dest->X + dtype->TileWidth - 1;
        } else {
-           x=u->X;
+           x = u->X;
        }
 
-       if (u->Y<dest->Y){
-           y=dest->Y;
-       } else if(u->Y>dest->Y+dtype->TileWidth-1){
-           y=dest->Y+dtype->TileWidth-1;
+       if (u->Y < dest->Y){
+           y = dest->Y;
+       } else if(u->Y > dest->Y + dtype->TileWidth - 1){
+           y = dest->Y + dtype->TileWidth - 1;
        } else {
-           y=u->Y;
+           y = u->Y;
        }
 
        // Make x,y relative to u->x...
-       x = x - u->X + missile_range+1;
-       y = y - u->Y + missile_range+1;
+       x = x - u->X + missile_range + 1;
+       y = y - u->Y + missile_range + 1;
 
        sbad = 0;
        sgood = 0;
        for (yy = -(type->Missile.Missile->Range - 1);
-           yy <= type->Missile.Missile->Range - 1; yy++) {
+           yy <= type->Missile.Missile->Range - 1; ++yy) {
            for (xx = -(type->Missile.Missile->Range - 1);
-               xx <= type->Missile.Missile->Range - 1; xx++) {
-               if ((x + xx < 0) || (y + yy < 0)
-                       || ((x + xx) >= 2 * missile_range + 1)
-                       || ((y + yy) >= 2 * missile_range + 1)) {
+               xx <= type->Missile.Missile->Range - 1; ++xx) {
+               if ((x + xx < 0) || (y + yy < 0) ||
+                       ((x + xx) >= 2 * missile_range + 1) ||
+                       ((y + yy) >= 2 * missile_range + 1)) {
                    continue;
                }
 
                sbad += bad[y + yy][x + xx];
                sgood += good[y + yy][x + xx];
-               if ((!yy) && (!xx)) {
+               if (!yy && !xx) {
                    sbad += bad[y + yy][x + xx];
                    sgood += good[y + yy][x + xx];
                }
@@ -754,7 +770,7 @@
 **     @return         Unit to be attacked.
 **
 */
-global Unit* AttackUnitsInDistance(Unit* unit,int range)
+global Unit* AttackUnitsInDistance(Unit* unit, int range)
 {
     Unit* dest;
     const UnitType* type;
@@ -775,51 +791,52 @@
     DebugLevel3Fn("(%d)%s\n" _C_ UnitNumber(unit) _C_ unit->Type->Ident);
 
     // if necessary, take possible damage on allied units into account...
-    if (unit->Type->Missile.Missile->Range>1
-           && (range+unit->Type->Missile.Missile->Range<15)) {
-        return FindRangeAttack(unit,range);
+    if (unit->Type->Missile.Missile->Range > 1 &&
+           (range + unit->Type->Missile.Missile->Range < 15)) {
+        return FindRangeAttack(unit, range);
     }
 
     //
     // Select all units in range.
     //
-    x=unit->X;
-    y=unit->Y;
-    type=unit->Type;
-    
n=SelectUnits(x-range,y-range,x+range+type->TileWidth-1,y+range+type->TileHeight-1,table);
-
-    best_unit=NoUnitP;
-    best_cost=INT_MAX;
-    tried_units=0;
+    x = unit->X;
+    y = unit->Y;
+    type = unit->Type;
+    n = SelectUnits(x - range, y - range, x + range + type->TileWidth - 1,
+       y + range + type->TileHeight - 1, table);
+
+    best_unit = NoUnitP;
+    best_cost = INT_MAX;
+    tried_units = 0;
 
-    player=unit->Player;
-    attackrange=unit->Stats->AttackRange;
+    player = unit->Player;
+    attackrange = unit->Stats->AttackRange;
 
     //
     // Find the best unit to attack
     //
 
     // FIXME: (mr-russ) Breaks all good coding rules...
-    localunit=unit;
-    qsort((void *)table,n,sizeof(Unit*),InDistanceCompare);
-    for( i=0; i<n; ++i ) {
-       dest=table[i];
+    localunit = unit;
+    qsort((void*)table, n, sizeof(Unit*), InDistanceCompare);
+    for (i = 0; i < n; ++i) {
+       dest = table[i];
        //
        //      unusable unit
        //
        // FIXME: did SelectUnits already filter this.
-       if( dest->Removed || dest->Invisible || !unit->HP
-               || !(dest->Visible&(1<<player->Player))
-               || dest->Orders[0].Action==UnitActionDie ) {
+       if (dest->Removed || dest->Invisible || !unit->HP ||
+               !(dest->Visible & (1 << player->Player)) ||
+               dest->Orders[0].Action == UnitActionDie) {
            continue;
        }
 
-       if( !IsEnemy(player,dest) ) {   // a friend or neutral
+       if (!IsEnemy(player, dest)) {   // a friend or neutral
            continue;
        }
 
-       dtype=dest->Type;
-       if( !CanTarget(type,dtype) ) {  // can't be attacked.
+       dtype = dest->Type;
+       if (!CanTarget(type, dtype)) {  // can't be attacked.
            continue;
        }
 
@@ -827,35 +844,35 @@
        //      Calculate the costs to attack the unit.
        //      Unit with the smallest attack costs will be taken.
        //
-       cost=0;
+       cost = 0;
        //
        //      Priority 0-255
        //
-       cost-=dtype->Priority*PRIORITY_FACTOR;
+       cost -= dtype->Priority * PRIORITY_FACTOR;
        //
        //      Remaining HP (Health) 0-65535
        //
-       cost+=dest->HP*HEALTH_FACTOR;
+       cost += dest->HP * HEALTH_FACTOR;
        //
        //      Unit in attack range?
        //
-       d=MapDistanceBetweenUnits(unit,dest);
+       d = MapDistanceBetweenUnits(unit, dest);
 
        // Use Circle, not square :)
-       if( d>range ) {
+       if (d > range) {
            continue;
        }
-       if( d<attackrange && d>type->MinAttackRange ) {
-           cost+=d*INRANGE_FACTOR;
-           cost-=INRANGE_BONUS;
+       if (d < attackrange && d > type->MinAttackRange) {
+           cost += d * INRANGE_FACTOR;
+           cost -= INRANGE_BONUS;
        } else {
-           cost+=d*DISTANCE_FACTOR;
+           cost += d * DISTANCE_FACTOR;
        }
        //
        //      Unit can attack back.
        //
-       if( CanTarget(dtype,type) ) {
-           cost-=CANATTACK_BONUS;
+       if (CanTarget(dtype, type)) {
+           cost -= CANATTACK_BONUS;
        }
 
        DebugLevel3Fn("%s -> %s\t%08x\n" _C_ type->Ident _C_ dtype->Ident _C_ 
cost);
@@ -863,22 +880,23 @@
        //      Take this target?
        //
        // If we failed 5 closest units, we probably can't get anything
-       if( tried_units >= 5 && best_cost == INT_MAX ) {
-           best_unit=NULL;
+       if (tried_units >= 5 && best_cost == INT_MAX) {
+           best_unit = NULL;
            break;
        }
-       if( cost<best_cost && d>attackrange && 
!UnitReachable(unit,dest,attackrange)) {
-           tried_units++;
+       if (cost < best_cost && d > attackrange &&
+               !UnitReachable(unit, dest, attackrange)) {
+           ++tried_units;
        } else {
-           best_unit=dest;
-           best_cost=cost;
+           best_unit = dest;
+           best_cost = cost;
        }
     }
 
 /*
-    if( best_unit ) {
+    if (best_unit) {
        DebugLevel3Fn("Attacking (%d)%s -> %s\n" _C_ UnitNumber(unit) _C_
-               unit->Type->Ident _C_ best_unit->Type->Ident);
+           unit->Type->Ident _C_ best_unit->Type->Ident);
     }
 */
 
@@ -897,16 +915,15 @@
     //
     // Only units which can attack.
     //
-    IfDebug(
-
-       if( !unit->Type->CanAttack ) {
-           DebugLevel0Fn("Should be handled by caller?\n");
-           abort();
-           return NoUnitP;
-       }
-    );
+#ifdef DEBUG
+    if (!unit->Type->CanAttack) {
+       DebugLevel0Fn("Should be handled by caller?\n");
+       DebugCheck(1);
+       return NoUnitP;
+    }
+#endif
 
-    return AttackUnitsInDistance(unit,unit->Stats->AttackRange);
+    return AttackUnitsInDistance(unit, unit->Stats->AttackRange);
 }
 
 /**
@@ -924,22 +941,22 @@
     //
     // Only units which can attack.
     //
-    type=unit->Type;
-    IfDebug(
-       if( !type->CanAttack ) {
-           DebugLevel0Fn("Should be handled by caller?\n");
-           abort();
-           return NoUnitP;
-       }
-    );
+    type = unit->Type;
+#ifdef DEBUG
+    if (!type->CanAttack) {
+       DebugLevel0Fn("Should be handled by caller?\n");
+       DebugCheck(1);
+       return NoUnitP;
+    }
+#endif
 
-    if( unit->Player->Type==PlayerPerson ) {
-       range=type->ReactRangePerson;
+    if (unit->Player->Type == PlayerPerson) {
+       range = type->ReactRangePerson;
     } else {
-       range=type->ReactRangeComputer;
+       range = type->ReactRangeComputer;
     }
 
-    return AttackUnitsInDistance(unit,range);
+    return AttackUnitsInDistance(unit, range);
 }
 
 //@}




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