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[Stratagus-CVS] stratagus/src clone/unit.c clone/unitcache.c ui...
From: |
Jimmy Salmon |
Subject: |
[Stratagus-CVS] stratagus/src clone/unit.c clone/unitcache.c ui... |
Date: |
Mon, 20 Oct 2003 19:06:05 -0400 |
CVSROOT: /cvsroot/stratagus
Module name: stratagus
Branch:
Changes by: Jimmy Salmon <address@hidden> 03/10/20 19:06:04
Modified files:
src/clone : unit.c unitcache.c
src/ui : menus.c
Log message:
Removed IfDebug, some cleanup
Patches:
Index: stratagus/src/clone/unit.c
diff -u stratagus/src/clone/unit.c:1.310 stratagus/src/clone/unit.c:1.311
--- stratagus/src/clone/unit.c:1.310 Fri Oct 17 02:04:30 2003
+++ stratagus/src/clone/unit.c Mon Oct 20 19:06:03 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: unit.c,v 1.310 2003/10/17 06:04:30 mr-russ Exp $
+// $Id: unit.c,v 1.311 2003/10/20 23:06:03 jsalmon3 Exp $
//@{
@@ -144,33 +144,33 @@
global void ReleaseUnit(Unit* unit)
{
DebugLevel2Fn("%lu:Unit %p %d `%s'\n" _C_ GameCycle _C_
- unit _C_ UnitNumber(unit) _C_ unit->Type->Ident);
+ unit _C_ UnitNumber(unit) _C_ unit->Type->Ident);
- DebugCheck( !unit->Type ); // already free.
- DebugCheck( unit->OrderCount!=1 );
- RefsDebugCheck( unit->Orders[0].Goal );
+ DebugCheck(!unit->Type); // already free.
+ DebugCheck(unit->OrderCount != 1);
+ RefsDebugCheck(unit->Orders[0].Goal);
//
// First release, remove from lists/tables.
//
- if( !unit->Destroyed ) {
+ if (!unit->Destroyed) {
Unit* temp;
//
// Remove the unit from the global units table.
//
- DebugCheck( *unit->UnitSlot!=unit );
- temp=Units[--NumUnits];
- temp->UnitSlot=unit->UnitSlot;
- *unit->UnitSlot=temp;
- Units[NumUnits]=NULL;
+ DebugCheck(*unit->UnitSlot != unit);
+ temp = Units[--NumUnits];
+ temp->UnitSlot = unit->UnitSlot;
+ *unit->UnitSlot = temp;
+ Units[NumUnits] = NULL;
//
// Are more references remaining?
//
- unit->Destroyed=1; // mark as destroyed
+ unit->Destroyed = 1; // mark as destroyed
// Mark building as can't be destroyed, since it's still seen
- if( unit->Type->Building ) {
+ if (unit->Type->Building) {
int i;
int x;
int y;
@@ -182,14 +182,14 @@
x = unit->X;
y = unit->Y;
unit->Visible = 0x0000;
- for( i=0; i < PlayerMax; i++ ) {
+ for (i = 0; i < PlayerMax; ++i) {
w = w0 = unit->Type->TileWidth;
h = unit->Type->TileHeight;
- for( ; h-->0; ) {
- for( w=w0; w-->0; ) {
- if( !IsMapFieldVisible(&Players[i],x+w,y+h)
- && IsMapFieldExplored(&Players[i],x+w,y+h)
- && Players[i].Type == PlayerPerson ) {
+ for (; h-- > 0;) {
+ for (w = w0; w-- > 0;) {
+ if (!IsMapFieldVisible(&Players[i], x + w, y + h) &&
+ IsMapFieldExplored(&Players[i], x + w, y + h) &&
+ Players[i].Type == PlayerPerson) {
unit->Visible |= (1 << i);
}
}
@@ -197,13 +197,13 @@
}
}
- if( unit->Type->Building && unit->Visible != 0x0000 ) {
+ if (unit->Type->Building && unit->Visible != 0x0000) {
return;
}
- RefsDebugCheck( !unit->Refs );
- if( --unit->Refs>0 ) {
- DebugLevel2Fn("%lu:More references of %d #%d\n" _C_ GameCycle
- _C_ UnitNumber(unit) _C_ unit->Refs);
+ RefsDebugCheck(!unit->Refs);
+ if (--unit->Refs > 0) {
+ DebugLevel2Fn("%lu:More references of %d #%d\n" _C_ GameCycle _C_
+ UnitNumber(unit) _C_ unit->Refs);
return;
}
#ifdef HIERARCHIC_PATHFINDER
@@ -212,20 +212,20 @@
}
// Update Corpse Cache
- if( unit->Orders[0].Action == UnitActionDie ) {
- if( unit->Type->Building ) {
+ if (unit->Orders[0].Action == UnitActionDie) {
+ if (unit->Type->Building) {
DeadBuildingCacheRemove(unit);
} else {
CorpseCacheRemove(unit);
}
}
- RefsDebugCheck( unit->Refs );
+ RefsDebugCheck(unit->Refs);
//
// Free used memory
//
- if( unit->Name ) {
+ if (unit->Name) {
free(unit->Name);
}
@@ -234,14 +234,14 @@
// on the way. We must wait a little time before we could free the
// memory.
//
- *ReleasedTail=unit;
- ReleasedTail=&unit->Next;
- unit->Refs=GameCycle+NetworkMaxLag; // could be reuse after this
time
- IfDebug(
- DebugLevel2Fn("%lu:No more references %d\n" _C_
- GameCycle _C_ UnitNumber(unit));
- // unit->Type=NULL; // for debugging.
- );
+ *ReleasedTail = unit;
+ ReleasedTail = &unit->Next;
+ unit->Refs = GameCycle + NetworkMaxLag; // could be reuse after this
time
+#ifdef DEBUG
+ DebugLevel2Fn("%lu:No more references %d\n" _C_
+ GameCycle _C_ UnitNumber(unit));
+ // unit->Type = NULL; // for debugging.
+#endif
}
/**
@@ -1825,7 +1825,7 @@
** @param addx Tile size in x.
** @param addy Tile size in y.
*/
-global void DropOutNearest(Unit* unit,int gx,int gy,int addx,int addy)
+global void DropOutNearest(Unit* unit, int gx, int gy, int addx, int addy)
{
int x;
int y;
@@ -1837,77 +1837,79 @@
int n;
DebugLevel3Fn("%d\n" _C_ UnitNumber(unit));
- DebugCheck( !unit->Removed );
+ DebugCheck(!unit->Removed);
// FIXME: better and quicker solution, to find the building.
- x=y=-1;
- if( unit->Container ) {
- x=unit->Container->X;
- y=unit->Container->Y;
+ x = y = -1;
+ if (unit->Container) {
+ x = unit->Container->X;
+ y = unit->Container->Y;
} else {
- x=unit->X;
- y=unit->Y;
+ x = unit->X;
+ y = unit->Y;
}
- DebugCheck( x==-1 || y==-1 );
- mask=UnitMovementMask(unit);
+ DebugCheck(x == -1 || y == -1);
+ mask = UnitMovementMask(unit);
- bestd=99999;
- IfDebug( bestx=besty=0; ); // keep the compiler happy
+ bestd = 99999;
+#ifdef DEBUG
+ bestx = besty = 0; // keep the compiler happy
+#endif
// FIXME: if we reach the map borders we can go fast up, left, ...
--x;
- for( ;; ) {
- for( i=addy; i--; y++ ) { // go down
- if( CheckedCanMoveToMask(x,y,mask) ) {
- n=MapDistance(gx,gy,x,y);
+ for (;;) {
+ for (i = addy; i--; ++y) { // go down
+ if (CheckedCanMoveToMask(x, y, mask)) {
+ n = MapDistance(gx, gy, x, y);
DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
- if( n<bestd ) {
- bestd=n;
- bestx=x;
- besty=y;
+ if (n < bestd) {
+ bestd = n;
+ bestx = x;
+ besty = y;
}
}
}
++addx;
- for( i=addx; i--; x++ ) { // go right
- if( CheckedCanMoveToMask(x,y,mask) ) {
- n=MapDistance(gx,gy,x,y);
+ for (i = addx; i--; ++x) { // go right
+ if (CheckedCanMoveToMask(x, y, mask)) {
+ n = MapDistance(gx, gy, x, y);
DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
- if( n<bestd ) {
- bestd=n;
- bestx=x;
- besty=y;
+ if (n < bestd) {
+ bestd = n;
+ bestx = x;
+ besty = y;
}
}
}
++addy;
- for( i=addy; i--; y-- ) { // go up
- if( CheckedCanMoveToMask(x,y,mask) ) {
- n=MapDistance(gx,gy,x,y);
+ for (i = addy; i--; --y) { // go up
+ if (CheckedCanMoveToMask(x, y, mask)) {
+ n = MapDistance(gx, gy, x, y);
DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
- if( n<bestd ) {
- bestd=n;
- bestx=x;
- besty=y;
+ if (n < bestd) {
+ bestd = n;
+ bestx = x;
+ besty = y;
}
}
}
++addx;
- for( i=addx; i--; x-- ) { // go left
- if( CheckedCanMoveToMask(x,y,mask) ) {
- n=MapDistance(gx,gy,x,y);
+ for (i = addx; i--; --x) { // go left
+ if (CheckedCanMoveToMask(x, y, mask)) {
+ n = MapDistance(gx, gy, x, y);
DebugLevel3("Distance %d,%d %d\n" _C_ x _C_ y _C_ n);
- if( n<bestd ) {
- bestd=n;
- bestx=x;
- besty=y;
+ if (n < bestd) {
+ bestd = n;
+ bestx = x;
+ besty = y;
}
}
}
- if( bestd!=99999 ) {
- unit->Wait=1; // unit should have action still
- PlaceUnit(unit,bestx,besty);
+ if (bestd != 99999) {
+ unit->Wait = 1; // unit should have action still
+ PlaceUnit(unit, bestx, besty);
return;
}
++addy;
@@ -2082,7 +2084,7 @@
**
** @todo can't handle building units !1x1, needs a rewrite.
*/
-global int CanBuildUnitType(const Unit* unit,const UnitType* type,int x,int y)
+global int CanBuildUnitType(const Unit* unit, const UnitType* type, int x, int
y)
{
int w;
int h;
@@ -2090,89 +2092,91 @@
int mask;
// Terrain Flags don't matter.
- if ( type->MustBuildOnTop ) {
- return CanBuildHere(type,x,y);
+ if (type->MustBuildOnTop) {
+ return CanBuildHere(type, x, y);
}
//
// Remove unit that is building!
//
- IfDebug( j=0; );
- if( unit ) {
+#ifdef DEBUG
+ j = 0;
+#endif
+ if (unit) {
// FIXME: This only works with 1x1 big units
- DebugCheck( unit->Type->TileWidth!=1 || unit->Type->TileHeight!=1 );
- j=unit->Type->FieldFlags;
- TheMap.Fields[unit->X+unit->Y*TheMap.Width].Flags&=~j;
+ DebugCheck(unit->Type->TileWidth != 1 || unit->Type->TileHeight != 1);
+ j = unit->Type->FieldFlags;
+ TheMap.Fields[unit->X + unit->Y * TheMap.Width].Flags &= ~j;
}
#if 0
// FIXME: Should be moved into unittype structure, and allow more types.
- if( type->ShoreBuilding ) {
- mask=MapFieldLandUnit
- | MapFieldSeaUnit
- | MapFieldBuilding // already occuppied
- | MapFieldWall
- | MapFieldRocks
- | MapFieldForest // wall,rock,forest not 100% clear?
- | MapFieldLandAllowed // can't build on this
- //| MapFieldUnpassable // FIXME: I think shouldn't be used
- | MapFieldNoBuilding;
- } else if( type->Building ) {
- switch( type->UnitType ) {
+ if (type->ShoreBuilding) {
+ mask = MapFieldLandUnit |
+ MapFieldSeaUnit |
+ MapFieldBuilding | // already occuppied
+ MapFieldWall |
+ MapFieldRocks |
+ MapFieldForest | // wall,rock,forest not 100% clear?
+ MapFieldLandAllowed | // can't build on this
+ //MapFieldUnpassable | // FIXME: I think shouldn't be used
+ MapFieldNoBuilding;
+ } else if (type->Building) {
+ switch (type->UnitType) {
case UnitTypeLand:
- mask=MapFieldLandUnit
- | MapFieldBuilding // already occuppied
- | MapFieldWall
- | MapFieldRocks
- | MapFieldForest // wall,rock,forest not 100% clear?
- | MapFieldCoastAllowed
- | MapFieldWaterAllowed // can't build on this
- | MapFieldUnpassable // FIXME: I think shouldn't be
used
- | MapFieldNoBuilding;
+ mask = MapFieldLandUnit |
+ MapFieldBuilding | // already occuppied
+ MapFieldWall |
+ MapFieldRocks |
+ MapFieldForest | // wall,rock,forest not 100% clear?
+ MapFieldCoastAllowed |
+ MapFieldWaterAllowed | // can't build on this
+ MapFieldUnpassable | // FIXME: I think shouldn't be
used
+ MapFieldNoBuilding;
break;
case UnitTypeNaval:
- mask=MapFieldSeaUnit
- | MapFieldBuilding // already occuppied
- | MapFieldCoastAllowed
- | MapFieldLandAllowed // can't build on this
- | MapFieldUnpassable // FIXME: I think shouldn't be
used
- | MapFieldNoBuilding;
+ mask = MapFieldSeaUnit |
+ MapFieldBuilding | // already occuppied
+ MapFieldCoastAllowed |
+ MapFieldLandAllowed | // can't build on this
+ MapFieldUnpassable | // FIXME: I think shouldn't be
used
+ MapFieldNoBuilding;
break;
case UnitTypeFly:
- mask=MapFieldAirUnit; // already occuppied
+ mask = MapFieldAirUnit; // already occuppied
break;
default:
DebugLevel1Fn("Were moves this unit?\n");
- if( unit ) {
- TheMap.Fields[unit->X+unit->Y*TheMap.Width].Flags|=j;
+ if (unit) {
+ TheMap.Fields[unit->X + unit->Y * TheMap.Width].Flags |= j;
}
return 0;
}
- } else switch( type->UnitType ) {
+ } else switch (type->UnitType) {
case UnitTypeLand:
- mask=MapFieldLandUnit
- | MapFieldBuilding // already occuppied
- | MapFieldWall
- | MapFieldRocks
- | MapFieldForest // wall,rock,forest not 100% clear?
- | MapFieldCoastAllowed
- | MapFieldWaterAllowed // can't build on this
- | MapFieldUnpassable; // FIXME: I think shouldn't be used
+ mask = MapFieldLandUnit |
+ MapFieldBuilding | // already occuppied
+ MapFieldWall |
+ MapFieldRocks |
+ MapFieldForest | // wall,rock,forest not 100% clear?
+ MapFieldCoastAllowed |
+ MapFieldWaterAllowed | // can't build on this
+ MapFieldUnpassable; // FIXME: I think shouldn't be used
break;
case UnitTypeNaval:
- mask=MapFieldSeaUnit
- | MapFieldBuilding // already occuppied
- | MapFieldCoastAllowed
- | MapFieldLandAllowed // can't build on this
- | MapFieldUnpassable; // FIXME: I think shouldn't be used
+ mask = MapFieldSeaUnit |
+ MapFieldBuilding | // already occuppied
+ MapFieldCoastAllowed |
+ MapFieldLandAllowed | // can't build on this
+ MapFieldUnpassable; // FIXME: I think shouldn't be used
break;
case UnitTypeFly:
- mask=MapFieldAirUnit; // already occuppied
+ mask = MapFieldAirUnit; // already occuppied
break;
default:
DebugLevel1Fn("Were moves this unit?\n");
- if( unit ) {
- TheMap.Fields[unit->X+unit->Y*TheMap.Width].Flags|=j;
+ if (unit) {
+ TheMap.Fields[unit->X + unit->Y * TheMap.Width].Flags |= j;
}
return 0;
}
@@ -2182,24 +2186,24 @@
#endif
- for( h=type->TileHeight; h--; ) {
- for( w=type->TileWidth; w--; ) {
- if( !CanBuildOn(x+w,y+h,mask) ) {
- if( unit ) {
- TheMap.Fields[unit->X+unit->Y*TheMap.Width].Flags|=j;
+ for (h = type->TileHeight; h--;) {
+ for (w = type->TileWidth; w--;) {
+ if (!CanBuildOn(x + w, y + h, mask)) {
+ if (unit) {
+ TheMap.Fields[unit->X + unit->Y * TheMap.Width].Flags |= j;
}
return 0;
}
}
}
- if( unit ) {
- TheMap.Fields[unit->X+unit->Y*TheMap.Width].Flags|=j;
+ if (unit) {
+ TheMap.Fields[unit->X + unit->Y * TheMap.Width].Flags |= j;
}
//
// We can build here: check distance to gold mine/oil patch!
//
- return CanBuildHere(type,x,y);
+ return CanBuildHere(type, x, y);
}
/*----------------------------------------------------------------------------
@@ -2213,10 +2217,10 @@
** @param x OUT: Map X position of tile.
** @param y OUT: Map Y position of tile.
*/
-global int FindWoodInSight(const Unit* unit,int* x,int* y)
+global int FindWoodInSight(const Unit* unit, int* x, int* y)
{
- return FindTerrainType(UnitMovementMask(unit),0,MapFieldForest,9999,
- unit->Player,unit->X,unit->Y,x,y);
+ return FindTerrainType(UnitMovementMask(unit), 0, MapFieldForest, 9999,
+ unit->Player, unit->X, unit->Y, x, y);
}
/**
@@ -3718,7 +3722,7 @@
int InRun, RunStart;
CLprintf(file,"\n;;; -----------------------------------------\n");
- CLprintf(file,";;; MODULE: units $Id: unit.c,v 1.310 2003/10/17 06:04:30
mr-russ Exp $\n\n");
+ CLprintf(file,";;; MODULE: units $Id: unit.c,v 1.311 2003/10/20 23:06:03
jsalmon3 Exp $\n\n");
//
// Local variables
Index: stratagus/src/clone/unitcache.c
diff -u stratagus/src/clone/unitcache.c:1.37
stratagus/src/clone/unitcache.c:1.38
--- stratagus/src/clone/unitcache.c:1.37 Thu Sep 18 13:56:03 2003
+++ stratagus/src/clone/unitcache.c Mon Oct 20 19:06:03 2003
@@ -33,7 +33,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: unitcache.c,v 1.37 2003/09/18 17:56:03 n0body Exp $
+// $Id: unitcache.c,v 1.38 2003/10/20 23:06:03 jsalmon3 Exp $
//@{
@@ -254,7 +254,7 @@
** Insert a new value into the quad-tree.
** Generate branches if needed.
*/
-local void QuadTreeInsert(QuadTree* tree,QuadTreeValue* value)
+local void QuadTreeInsert(QuadTree* tree, QuadTreeValue* value)
{
QuadTreeLeaf* leaf;
QuadTreeNode** nodep;
@@ -263,33 +263,33 @@
StatisticInsert(tree);
- nodep=&tree->Root;
+ nodep = &tree->Root;
//
// Generate branches.
//
- for( level=tree->Levels-1; level>=0; level-- ) {
- if( !*nodep ) {
+ for (level = tree->Levels - 1; level >= 0; --level) {
+ if (!*nodep) {
StatisticNewNode(tree);
- *nodep=NewQuadTreeNode();
+ *nodep = NewQuadTreeNode();
}
- branch=((QuadTreeValueXOf(value) >> level)&1)
- | (((QuadTreeValueYOf(value) >> level)&1)<<1);
- nodep=&(*nodep)->Next[branch];
+ branch = ((QuadTreeValueXOf(value) >> level) & 1) |
+ (((QuadTreeValueYOf(value) >> level) & 1) << 1);
+ nodep = &(*nodep)->Next[branch];
}
//
// Insert at leaf.
//
StatisticNewLeaf(tree);
- leaf=NewQuadTreeLeaf(value,(QuadTreeLeaf*)(*nodep));
- IfDebug(
- if( leaf->Next ) {
- DebugLevel3("More...\n");
- DebugLevel3("Leaf: %p %p," _C_ leaf _C_ leaf->Value);
- DebugLevel3("Leaf: %p %p\n" _C_ leaf->Next _C_ leaf->Next->Value);
- }
- );
- *nodep=(QuadTreeNode*)leaf;
+ leaf = NewQuadTreeLeaf(value, (QuadTreeLeaf*)(*nodep));
+#ifdef DEBUG
+ if (leaf->Next) {
+ DebugLevel3("More...\n");
+ DebugLevel3("Leaf: %p %p," _C_ leaf _C_ leaf->Value);
+ DebugLevel3("Leaf: %p %p\n" _C_ leaf->Next _C_ leaf->Next->Value);
+ }
+#endif
+ *nodep = (QuadTreeNode*)leaf;
}
/**
@@ -603,7 +603,11 @@
*/
local void QuadTreePrintStatistic(QuadTree* tree)
{
- IfDebug(if (!tree) return;)
+#ifdef DEBUG
+ if (!tree) {
+ return;
+ }
+#endif
DebugLevel0("Quad-Tree: %p Levels %d\n" _C_ tree _C_ tree->Levels);
DebugLevel0("\tInserts %d, deletes %d\n"
_C_ tree->Inserts _C_ tree->Deletes);
@@ -724,26 +728,26 @@
**
** @return Unit, if an unit of correct type is on the field.
*/
-global Unit* UnitCacheOnXY(int x,int y,unsigned type)
+global Unit* UnitCacheOnXY(int x, int y, unsigned type)
{
QuadTreeLeaf* leaf;
- leaf=QuadTreeSearch(PositionCache,x,y);
- while( leaf ) {
- IfDebug(
- // FIXME: the error isn't here!
- if( !leaf->Value->Type ) {
- DebugLevel0("Error UNIT %8p %08X %d,%d\n" _C_ leaf->Value
- _C_ UnitNumber(leaf->Value) _C_ leaf->Value->X _C_
leaf->Value->Y);
- DebugLevel0("Removed unit in cache %d,%d!!!!\n" _C_ x _C_ y);
- leaf=leaf->Next;
- continue;
- }
- );
- if( leaf->Value->Type->UnitType==type ) {
+ leaf = QuadTreeSearch(PositionCache, x, y);
+ while (leaf) {
+#ifdef DEBUG
+ // FIXME: the error isn't here!
+ if (!leaf->Value->Type) {
+ DebugLevel0("Error UNIT %8p %08X %d,%d\n" _C_ leaf->Value _C_
+ UnitNumber(leaf->Value) _C_ leaf->Value->X _C_ leaf->Value->Y);
+ DebugLevel0("Removed unit in cache %d,%d!!!!\n" _C_ x _C_ y);
+ leaf = leaf->Next;
+ continue;
+ }
+#endif
+ if (leaf->Value->Type->UnitType == type) {
return leaf->Value;
}
- leaf=leaf->Next;
+ leaf = leaf->Next;
}
return NoUnitP;
}
@@ -896,7 +900,7 @@
** @return Returns the number of units found
*/
//#include "rdtsc.h"
-global int UnitCacheSelect(int x1,int y1,int x2,int y2,Unit** table)
+global int UnitCacheSelect(int x1, int y1, int x2, int y2, Unit** table)
{
int x;
int y;
@@ -904,53 +908,58 @@
int i;
Unit* unit;
MapField* mf;
-
-// int ts0=rdtsc(), ts1;
+// int ts0 = rdtsc(), ts1;
DebugLevel3Fn("%d,%d %d,%d\n" _C_ x1 _C_ y1 _C_ x2 _C_ y2);
//
// Units are inserted by origin position
//
- x=x1-4; if( x<0 ) x=0; // Only for current unit-cache !!
- y=y1-4; if( y<0 ) y=0;
+ x = x1 - 4;
+ if (x < 0) {
+ x = 0; // Only for current unit-cache !!
+ }
+ y = y1 - 4;
+ if (y < 0) {
+ y = 0;
+ }
//
// Reduce to map limits. FIXME: should the caller check?
//
- if( x2>TheMap.Width ) {
- x2=TheMap.Width;
+ if (x2 > TheMap.Width) {
+ x2 = TheMap.Width;
}
- if( y2>TheMap.Height ) {
- y2=TheMap.Height;
+ if (y2 > TheMap.Height) {
+ y2 = TheMap.Height;
}
- for( n=0; y<y2; ++y ) {
- mf=TheMap.Fields+y*TheMap.Width+x;
- for( i=x; i<x2; ++i ) {
-
- for( unit=mf->Here.Units; unit; unit=unit->Next ) {
- IfDebug(
- if( !unit->Type ) {
- DebugLevel0Fn("%d,%d: %d, %d,%d\n"
- _C_ i _C_ y _C_ UnitNumber(unit) _C_ unit->X _C_
unit->Y);
- fflush(stdout);
- }
- );
+ for (n = 0; y < y2; ++y) {
+ mf = TheMap.Fields + y * TheMap.Width + x;
+ for (i = x; i < x2; ++i) {
+
+ for (unit = mf->Here.Units; unit; unit = unit->Next) {
+#ifdef DEBUG
+ if (!unit->Type) {
+ DebugLevel0Fn("%d,%d: %d, %d,%d\n" _C_ i _C_ y _C_
+ UnitNumber(unit) _C_ unit->X _C_ unit->Y);
+ fflush(stdout);
+ }
+#endif
//
// Remove units, outside range.
//
- if( unit->X+unit->Type->TileWidth<=x1 || unit->X>x2
- || unit->Y+unit->Type->TileHeight<=y1 || unit->Y>y2 ) {
+ if (unit->X + unit->Type->TileWidth <= x1 || unit->X > x2 ||
+ unit->Y + unit->Type->TileHeight <= y1 || unit->Y > y2)
{
continue;
}
- table[n++]=unit;
+ table[n++] = unit;
}
++mf;
}
}
-// ts1 = rdtsc ();
-// printf ("UnitCacheSelect on %dx%d took %d cycles\n", x2-x1, y2-y1,
ts1-ts0);
+// ts1 = rdtsc();
+// printf("UnitCacheSelect on %dx%d took %d cycles\n", x2 - x1, y2 - y1, ts1
- ts0);
return n;
}
@@ -964,9 +973,9 @@
**
** @return Returns the number of units found
*/
-global int UnitCacheOnTile(int x,int y,Unit** table)
+global int UnitCacheOnTile(int x, int y, Unit** table)
{
- return UnitCacheSelect(x,y,x+1,y+1,table);
+ return UnitCacheSelect(x, y, x + 1, y + 1, table);
}
/**
@@ -978,18 +987,18 @@
**
** @return Unit, if an unit of correct type is on the field.
*/
-global Unit* UnitCacheOnXY(int x,int y,unsigned type)
+global Unit* UnitCacheOnXY(int x, int y, unsigned type)
{
Unit* table[UnitMax];
int n;
- n = UnitCacheOnTile(x,y,table);
- while( n-- ) {
- if( (unsigned)table[n]->Type->UnitType==type ) {
+ n = UnitCacheOnTile(x, y, table);
+ while (n--) {
+ if ((unsigned)table[n]->Type->UnitType == type) {
break;
}
}
- if( n > -1 ) {
+ if (n > -1) {
return table[n];
} else {
return NoUnitP;
Index: stratagus/src/ui/menus.c
diff -u stratagus/src/ui/menus.c:1.569 stratagus/src/ui/menus.c:1.570
--- stratagus/src/ui/menus.c:1.569 Sat Oct 18 12:35:19 2003
+++ stratagus/src/ui/menus.c Mon Oct 20 19:06:04 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: menus.c,v 1.569 2003/10/18 16:35:19 jsalmon3 Exp $
+// $Id: menus.c,v 1.570 2003/10/20 23:06:04 jsalmon3 Exp $
//@{
@@ -2803,7 +2803,7 @@
local void CampaignGameMenu(void)
{
int i;
- Menu *menu;
+ Menu* menu;
VideoLockScreen();
MenusSetBackground();
@@ -2812,30 +2812,30 @@
menu = FindMenu("menu-campaign-select");
DebugLevel0Fn("%d campaigns available\n" _C_ NumCampaigns);
- IfDebug(
- for( i=0; i<NumCampaigns; ++i ) {
- DebugLevel0Fn("Campaign %d: %16.16s: %s\n" _C_ i _C_
- Campaigns[i].Ident _C_
- Campaigns[i].Name);
- }
- );
+#ifdef DEBUG
+ for (i = 0; i < NumCampaigns; ++i) {
+ DebugLevel0Fn("Campaign %d: %16.16s: %s\n" _C_ i _C_
+ Campaigns[i].Ident _C_
+ Campaigns[i].Name);
+ }
+#endif
//
// Setup campaign name.
//
- for( i=0; i<NumCampaigns && i<4; ++i ) {
+ for (i = 0; i < NumCampaigns && i < 4; ++i) {
char* s;
- menu->Items[i].d.button.text=Campaigns[i].Name;
- menu->Items[i].flags&=~MenuButtonDisabled;
+ menu->Items[i].d.button.text = Campaigns[i].Name;
+ menu->Items[i].flags &= ~MenuButtonDisabled;
- if( (s=strchr(Campaigns[i].Name,'!')) ) {
- menu->Items[i].d.button.hotkey=tolower(s[1]);
+ if ((s = strchr(Campaigns[i].Name, '!'))) {
+ menu->Items[i].d.button.hotkey = tolower(s[1]);
}
}
- for( ; i<4; ++i ) {
- menu->Items[i].d.button.text="Not available";
- menu->Items[i].flags|=MenuButtonDisabled;
+ for (; i < 4; ++i) {
+ menu->Items[i].d.button.text = "Not available";
+ menu->Items[i].flags |= MenuButtonDisabled;
}
GuiGameStarted = 0;
@@ -2844,8 +2844,8 @@
GameMenuReturn();
}
- for( i=0; i<4; ++i ) {
- menu->Items[i].d.button.text=NULL;
+ for (i = 0; i < 4; ++i) {
+ menu->Items[i].d.button.text = NULL;
}
}
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Jimmy Salmon <=