stratagus-cvs
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Stratagus-CVS] stratagus/src/include interface.h iocompat.h io...


From: address@hidden
Subject: [Stratagus-CVS] stratagus/src/include interface.h iocompat.h io...
Date: 22 Dec 2003 15:09:47 +1100

CVSROOT:        /home/strat
Module name:    stratagus
Changes by:      <address@hidden>       03/12/22 15:09:46

Modified files:
        src/include    : interface.h iocompat.h iolib.h libcda.h map.h 

Log message:
        Tabs cleanup

Patches:
Index: stratagus/src/include/interface.h
diff -u stratagus/src/include/interface.h:1.86 
stratagus/src/include/interface.h:1.87
--- stratagus/src/include/interface.h:1.86      Sat Dec 20 16:33:26 2003
+++ stratagus/src/include/interface.h   Mon Dec 22 15:09:46 2003
@@ -4,13 +4,13 @@
 //      /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ |
 //     /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
 //             \/                  \/          \//_____/            \/
-//  ______________________                          ______________________
-//                       T H E   W A R   B E G I N S
-//        Stratagus - A free fantasy real time strategy game engine
+//  ______________________                           ______________________
+//                        T H E   W A R   B E G I N S
+//         Stratagus - A free fantasy real time strategy game engine
 //
-/address@hidden interface.h    -       The user interface header file. */
+/address@hidden interface.h - The user interface header file. */
 //
-//     (c) Copyright 1998-2003 by Lutz Sammer
+//      (c) Copyright 1998-2004 by 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: interface.h,v 1.86 2003/12/20 05:33:26 jsalmon3 Exp $
+//      $Id: interface.h,v 1.87 2003/12/22 04:09:46 wizzard Exp $
 
 #ifndef __INTERFACE_H__
 #define __INTERFACE_H__
@@ -34,7 +34,7 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #include "player.h"
@@ -42,31 +42,31 @@
 #include "icons.h"
 
 /*----------------------------------------------------------------------------
---             Definitons
+--  Definitons
 ----------------------------------------------------------------------------*/
 
        /// Button Commands that need target selection
 enum _button_cmd_ {
-       ButtonMove,                                              /// order move
-       ButtonAttack,                                      /// order attack
-       ButtonRepair,                                      /// order repair
-       ButtonHarvest,                                    /// order harvest
-       ButtonBuild,                                            /// order build
-       ButtonPatrol,                                      /// order patrol
-       ButtonAttackGround,                              /// order attack ground
-       ButtonSpellCast,                                                /// 
order cast spell
-       ButtonUnload,                                           /// order 
unload unit
-       ButtonStop,                                                             
/// order stop
-       ButtonButton,                                           /// choose 
other button set
-       ButtonTrain,                                            /// order train
-       ButtonStandGround,                                              /// 
order stand ground
-       ButtonReturn,                                           /// order 
return goods
-       ButtonResearch,                                         /// order 
reseach
-       ButtonUpgradeTo,                                                /// 
order upgrade
-       ButtonCancel,                                           /// cancel
-       ButtonCancelUpgrade,                            /// cancel upgrade
-       ButtonCancelTrain,                                              /// 
cancel training
-       ButtonCancelBuild,                                              /// 
cancel building
+       ButtonMove,           /// order move
+       ButtonAttack,         /// order attack
+       ButtonRepair,         /// order repair
+       ButtonHarvest,        /// order harvest
+       ButtonBuild,          /// order build
+       ButtonPatrol,         /// order patrol
+       ButtonAttackGround,   /// order attack ground
+       ButtonSpellCast,      /// order cast spell
+       ButtonUnload,         /// order unload unit
+       ButtonStop,           /// order stop
+       ButtonButton,         /// choose other button set
+       ButtonTrain,          /// order train
+       ButtonStandGround,    /// order stand ground
+       ButtonReturn,         /// order return goods
+       ButtonResearch,       /// order reseach
+       ButtonUpgradeTo,      /// order upgrade
+       ButtonCancel,         /// cancel
+       ButtonCancelUpgrade,  /// cancel upgrade
+       ButtonCancelTrain,    /// cancel training
+       ButtonCancelBuild,    /// cancel building
 };
 
        /// typedef for action of button
@@ -75,156 +75,156 @@
 
        /// Action of button
 struct _button_action_ {
-       int                             Pos;                                    
        /// button position in the grid
-       int                             Level;                                  
        /// requires button level
-       enum _button_cmd_ Action;                               /// command on 
button press
-       int                             Value;                                  
        /// extra value for command
-       char*           ValueStr;                               /// keep 
original value string
-               /// Check if this button is allowed
-       ButtonCheckFunc         Allowed;
-       char*           AllowStr;                               /// argument 
for allowed
-       char*           UnitMask;                               /// for which 
units is it available
-       IconConfig              Icon;                                           
/// icon to display
-       int                             Key;                                    
        /// alternative on keyboard
-       char*           Hint;                                           /// tip 
text
+       int Pos;    /// button position in the grid
+       int Level;  /// requires button level
+       enum _button_cmd_ Action; /// command on button press
+       int Value;  /// extra value for command
+       char* ValueStr;  /// keep original value string
+       /// Check if this button is allowed
+       ButtonCheckFunc Allowed;
+       char*      AllowStr;  /// argument for allowed
+       char*      UnitMask;  /// for which units is it available
+       IconConfig Icon;      /// icon to display
+       int        Key;       /// alternative on keyboard
+       char*      Hint;      /// tip text
 };
 
        /// Button area under cursor
 enum _button_area_ {
-       ButtonAreaSelected,                                             /// 
Selected button
-       ButtonAreaTraining,                                             /// 
Training button
-       ButtonAreaUpgrading,                            /// Upgrading button
-       ButtonAreaResearching,                          /// Researching button
-       ButtonAreaTransporting,                         /// Transporting button
-       ButtonAreaButton,                                               /// 
Button panel button
-       ButtonAreaMenu,                                         /// Menu button
+       ButtonAreaSelected,      /// Selected button
+       ButtonAreaTraining,      /// Training button
+       ButtonAreaUpgrading,     /// Upgrading button
+       ButtonAreaResearching,   /// Researching button
+       ButtonAreaTransporting,  /// Transporting button
+       ButtonAreaButton,        /// Button panel button
+       ButtonAreaMenu,          /// Menu button
 };
 
        /// Menu button under cursor
 enum _menu_button_under_ {
-       ButtonUnderMenu,                                                /// 
Menu button
-       ButtonUnderNetworkMenu,                         /// Network menu button
-       ButtonUnderNetworkDiplomacy,            /// Diplomacy button
+       ButtonUnderMenu,              /// Menu button
+       ButtonUnderNetworkMenu,       /// Network menu button
+       ButtonUnderNetworkDiplomacy,  /// Diplomacy button
 };
 
        /// current interface state
 enum _iface_state_ {
-       IfaceStateNormal,                                               /// 
Normal Game state
-       IfaceStateMenu,                                         /// Menu active
+       IfaceStateNormal,  /// Normal Game state
+       IfaceStateMenu,    /// Menu active
 };
 
        /// current key state
 enum _key_state_ {
-       KeyStateCommand = 0,            /// keys -> commands
-       KeyStateInput                           /// keys -> line editor
-};                                                             /// current 
keyboard state
+       KeyStateCommand = 0,  /// keys -> commands
+       KeyStateInput         /// keys -> line editor
+};                        /// current keyboard state
 
        /// additional keycodes
 enum _key_codes_ {
-       KeyCodeUp=0x101,                                                /// 
internal keycode: cursor up key
-       KeyCodeDown,                                            /// internal 
keycode: cursor down key
-       KeyCodeLeft,                                            /// internal 
keycode: cursor left key
-       KeyCodeRight,                                           /// internal 
keycode: cursor right key
-       KeyCodePause,                                           /// internal 
keycode: game pause key
-
-       KeyCodeF1,                                                              
/// internal keycode: F1 function keys
-       KeyCodeF2,                                                              
/// internal keycode: F2 function keys
-       KeyCodeF3,                                                              
/// internal keycode: F3 function keys
-       KeyCodeF4,                                                              
/// internal keycode: F4 function keys
-       KeyCodeF5,                                                              
/// internal keycode: F5 function keys
-       KeyCodeF6,                                                              
/// internal keycode: F6 function keys
-       KeyCodeF7,                                                              
/// internal keycode: F7 function keys
-       KeyCodeF8,                                                              
/// internal keycode: F8 function keys
-       KeyCodeF9,                                                              
/// internal keycode: F9 function keys
-       KeyCodeF10,                                                             
/// internal keycode: F10 function keys
-       KeyCodeF11,                                                             
/// internal keycode: F11 function keys
-       KeyCodeF12,                                                             
/// internal keycode: F12 function keys
-
-       KeyCodeKP0,                                                             
/// internal keycode: keypad 0
-       KeyCodeKP1,                                                             
/// internal keycode: keypad 1
-       KeyCodeKP2,                                                             
/// internal keycode: keypad 2
-       KeyCodeKP3,                                                             
/// internal keycode: keypad 3
-       KeyCodeKP4,                                                             
/// internal keycode: keypad 4
-       KeyCodeKP5,                                                             
/// internal keycode: keypad 5
-       KeyCodeKP6,                                                             
/// internal keycode: keypad 6
-       KeyCodeKP7,                                                             
/// internal keycode: keypad 7
-       KeyCodeKP8,                                                             
/// internal keycode: keypad 8
-       KeyCodeKP9,                                                             
/// internal keycode: keypad 9
-       KeyCodeKPPlus,                                          /// internal 
keycode: keypad +
-       KeyCodeKPMinus,                                         /// internal 
keycode: keypad -
-       KeyCodeKPPeriod,                                                /// 
internal keycode: keypad .
-
-       KeyCodeShift,                                           /// internal 
keycode: shift modifier
-       KeyCodeControl,                                         /// internal 
keycode: ctrl modifier
-       KeyCodeAlt,                                                             
/// internal keycode: alt modifier
-       KeyCodeSuper,                                           /// internal 
keycode: super modifier
-       KeyCodeHyper,                                           /// internal 
keycode: hyper modifier
+       KeyCodeUp=0x101,  /// internal keycode: cursor up key
+       KeyCodeDown,      /// internal keycode: cursor down key
+       KeyCodeLeft,      /// internal keycode: cursor left key
+       KeyCodeRight,     /// internal keycode: cursor right key
+       KeyCodePause,     /// internal keycode: game pause key
+
+       KeyCodeF1,        /// internal keycode: F1 function keys
+       KeyCodeF2,        /// internal keycode: F2 function keys
+       KeyCodeF3,        /// internal keycode: F3 function keys
+       KeyCodeF4,        /// internal keycode: F4 function keys
+       KeyCodeF5,        /// internal keycode: F5 function keys
+       KeyCodeF6,        /// internal keycode: F6 function keys
+       KeyCodeF7,        /// internal keycode: F7 function keys
+       KeyCodeF8,        /// internal keycode: F8 function keys
+       KeyCodeF9,        /// internal keycode: F9 function keys
+       KeyCodeF10,       /// internal keycode: F10 function keys
+       KeyCodeF11,       /// internal keycode: F11 function keys
+       KeyCodeF12,       /// internal keycode: F12 function keys
+
+       KeyCodeKP0,       /// internal keycode: keypad 0
+       KeyCodeKP1,       /// internal keycode: keypad 1
+       KeyCodeKP2,       /// internal keycode: keypad 2
+       KeyCodeKP3,       /// internal keycode: keypad 3
+       KeyCodeKP4,       /// internal keycode: keypad 4
+       KeyCodeKP5,       /// internal keycode: keypad 5
+       KeyCodeKP6,       /// internal keycode: keypad 6
+       KeyCodeKP7,       /// internal keycode: keypad 7
+       KeyCodeKP8,       /// internal keycode: keypad 8
+       KeyCodeKP9,       /// internal keycode: keypad 9
+       KeyCodeKPPlus,    /// internal keycode: keypad +
+       KeyCodeKPMinus,   /// internal keycode: keypad -
+       KeyCodeKPPeriod,  /// internal keycode: keypad .
+
+       KeyCodeShift,     /// internal keycode: shift modifier
+       KeyCodeControl,   /// internal keycode: ctrl modifier
+       KeyCodeAlt,       /// internal keycode: alt modifier
+       KeyCodeSuper,     /// internal keycode: super modifier
+       KeyCodeHyper,     /// internal keycode: hyper modifier
 
-       KeyCodePrint,                                           /// internal 
keycode: print screen
-       KeyCodeDelete,                                          /// internal 
keycode: delete
+       KeyCodePrint,     /// internal keycode: print screen
+       KeyCodeDelete,    /// internal keycode: delete
 };
 
        /// Key modifier
 enum _key_modifiers_ {
-       ModifierShift           = 1,                            /// any shift 
key pressed
-       ModifierControl         = 2,                            /// any 
controll key pressed
-       ModifierAlt                             = 4,                            
/// any alt key pressed
-       ModifierSuper           = 8,                            /// super key 
(reserved for WM)
-       ModifierHyper           = 16,                           /// any hyper 
key pressed
+       ModifierShift = 1,    /// any shift key pressed
+       ModifierControl = 2,  /// any controll key pressed
+       ModifierAlt = 4,      /// any alt key pressed
+       ModifierSuper = 8,    /// super key (reserved for WM)
+       ModifierHyper = 16,   /// any hyper key pressed
 };
 
-#define MouseDoubleShift               8               /// shift for double 
click button
-#define MouseDragShift                         16              /// shift for 
drag button
-#define MouseHoldShift                         24              /// shift for 
hold button
+#define MouseDoubleShift 8   /// shift for double click button
+#define MouseDragShift   16  /// shift for drag button
+#define MouseHoldShift   24  /// shift for hold button
 
        /// pressed mouse button flags
 enum _mouse_buttons_ {
-       LeftButton                              = 2,                            
/// Left button on mouse
-       MiddleButton            = 4,                            /// Middle 
button on mouse
-       RightButton                             = 8,                            
/// Right button on mouse
+       LeftButton = 2,    /// Left button on mouse
+       MiddleButton = 4,  /// Middle button on mouse
+       RightButton = 8,   /// Right button on mouse
 
-       UpButton                                = 16,                           
/// Scroll up button on mouse
-       DownButton                              = 32,                           
/// Scroll down button on mouse
+       UpButton = 16,    /// Scroll up button on mouse
+       DownButton = 32,  /// Scroll down button on mouse
 
                /// Left+Middle button on mouse
        LeftAndMiddleButton = LeftButton|MiddleButton,
                /// Left+Right button on mouse
-       LeftAndRightButton              = LeftButton|RightButton,
+       LeftAndRightButton = LeftButton|RightButton,
                /// Middle+Right button on mouse
        MiddleAndRightButton= MiddleButton|RightButton,
 };
 
        /// Where is our cursor ?
 enum _cursor_on_ {
-       CursorOnUnknown = -1,                           /// not known
-       CursorOnMinimap,                                                /// 
minimap area
-       CursorOnButton,                                         /// button area 
see: ButtonUnderCursor
-       CursorOnMap,                                            /// over map 
area
-       CursorOnScrollUp,                                               /// in 
scroll up area
-       CursorOnScrollDown,                                             /// in 
scroll down area
-       CursorOnScrollLeft,                                             /// in 
scroll left area
-       CursorOnScrollRight,                            /// in scroll right area
-       CursorOnScrollLeftUp,                           /// in scroll left+up 
area
-       CursorOnScrollLeftDown,                         /// in scroll left+down 
area
-       CursorOnScrollRightUp,                          /// in scroll right+up 
area
-       CursorOnScrollRightDown,                                /// in scroll 
right+down area
+       CursorOnUnknown = -1,     /// not known
+       CursorOnMinimap,          /// minimap area
+       CursorOnButton,           /// button area see: ButtonUnderCursor
+       CursorOnMap,              /// over map area
+       CursorOnScrollUp,         /// in scroll up area
+       CursorOnScrollDown,       /// in scroll down area
+       CursorOnScrollLeft,       /// in scroll left area
+       CursorOnScrollRight,      /// in scroll right area
+       CursorOnScrollLeftUp,     /// in scroll left+up area
+       CursorOnScrollLeftDown,   /// in scroll left+down area
+       CursorOnScrollRightUp,    /// in scroll right+up area
+       CursorOnScrollRightDown,  /// in scroll right+down area
 };
 
        /// Are We Scrolling With the Keyboard ?
 enum _scroll_state_ {
-       ScrollNone = 0,                                         /// not 
scrolling
-       ScrollUp = 1,                                           /// scroll up 
only
-       ScrollDown = 2,                                         /// scroll down 
only
-       ScrollLeft = 4,                                         /// scroll left 
only
-       ScrollRight = 8,                                                /// 
scroll right only
-       ScrollLeftUp = 5,                                               /// 
scroll left+up
-       ScrollLeftDown = 6,                                             /// 
scroll left+down
-       ScrollRightUp = 9,                                              /// 
scroll right+up
-       ScrollRightDown = 10,                           /// scroll right+down
+       ScrollNone = 0,        /// not scrolling
+       ScrollUp = 1,          /// scroll up only
+       ScrollDown = 2,        /// scroll down only
+       ScrollLeft = 4,        /// scroll left only
+       ScrollRight = 8,       /// scroll right only
+       ScrollLeftUp = 5,      /// scroll left+up
+       ScrollLeftDown = 6,    /// scroll left+down
+       ScrollRightUp = 9,     /// scroll right+up
+       ScrollRightDown = 10,  /// scroll right+down
 };
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
        /// Flag telling if the game is running
@@ -279,46 +279,46 @@
 extern int HoldClickDelay;
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
 //
-//             in console.c
+// in console.c
 //
        /// Console clear
 extern void ConsoleClear(void);
        /// Console printf
-extern void ConsolePrintf(const char*,...);
+extern void ConsolePrintf(const char*, ...);
        /// Redraw the console
 extern void DrawConsole(void);
 
 //
-//             in botpanel.c
+// in botpanel.c
 //
        /// Generate all buttons
 extern void InitButtons(void);
        /// Free memory for buttons
 extern void CleanButtons(void);
        /// Make a new button
-extern int AddButton(int pos,int level,const char* IconIdent,
-               enum _button_cmd_ action,const char* value,
-               const ButtonCheckFunc func,const void* arg,
-               int key,const char* hint,const char* umask);
+extern int AddButton(int pos, int level, const char* IconIdent,
+               enum _button_cmd_ action, const char* value,
+               const ButtonCheckFunc func, const void* arg,
+               int key, const char* hint, const char* umask);
 
        /// Save all buttons
 extern void SaveButtons(CLFile* file);
 
 //
-//             in mouse.c
+// in mouse.c
 //
        /// Called if any mouse button is pressed down
 extern void HandleButtonDown(unsigned button);
        /// Called if any mouse button is released up
 extern void HandleButtonUp(unsigned button);
        /// Keep coordinates in window and update cursor position
-extern void HandleCursorMove(int* x,int* y);
+extern void HandleCursorMove(int* x, int* y);
        /// Called if the mouse is moved
-extern void HandleMouseMove(int x,int y);
+extern void HandleMouseMove(int x, int y);
        /// Called if the mouse exits the game window (only for some videomodes)
 extern void HandleMouseExit(void);
 
@@ -335,25 +335,25 @@
 extern void HandleKeyRepeat(unsigned keycode,unsigned keychar);
 
 //
-//             in interface.c (for link between video and mouse.c)
+// in interface.c (for link between video and mouse.c)
 //
        /// Called if any mouse button is pressed down
-extern void InputMouseButtonPress(const EventCallback*,unsigned,unsigned);
+extern void InputMouseButtonPress(const EventCallback*, unsigned, unsigned);
        /// Called if any mouse button is released up
-extern void InputMouseButtonRelease(const EventCallback*,unsigned,unsigned);
+extern void InputMouseButtonRelease(const EventCallback*, unsigned, unsigned);
        /// Called if the mouse is moved
-extern void InputMouseMove(const EventCallback*,unsigned,int,int);
+extern void InputMouseMove(const EventCallback*, unsigned, int, int);
        /// Called if the mouse exits the game window (when supported by 
videomode)
-extern void InputMouseExit(const EventCallback*,unsigned);
+extern void InputMouseExit(const EventCallback*, unsigned);
        /// Called to look for mouse timeouts
-extern void InputMouseTimeout(const EventCallback*,unsigned);
+extern void InputMouseTimeout(const EventCallback*, unsigned);
 
        /// Called if any key button is pressed down
-extern void InputKeyButtonPress(const 
EventCallback*,unsigned,unsigned,unsigned);
+extern void InputKeyButtonPress(const EventCallback*, unsigned, unsigned, 
unsigned);
        /// Called if any key button is released up
-extern void InputKeyButtonRelease(const 
EventCallback*,unsigned,unsigned,unsigned);
+extern void InputKeyButtonRelease(const EventCallback*, unsigned, unsigned, 
unsigned);
        /// Called to look for key timeouts
-extern void InputKeyTimeout(const EventCallback*,unsigned);
+extern void InputKeyTimeout(const EventCallback*, unsigned);
 
        /// Toggle pause mode
 extern void UiTogglePause(void);
@@ -361,10 +361,10 @@
 extern int HandleCheats(const char*);
 
 //
-//             Chaos pur.
+// Chaos pur.
 //
        /// Called if right mouse button is pressed
-extern void DoRightButton(int tx,int ty);
+extern void DoRightButton(int tx, int ty);
        /// Cancel the building input mode
 extern void CancelBuildingMode(void);
 
@@ -375,12 +375,12 @@
        /// Draw the player resource in resource line
 extern void DrawResources(void);
        /// Set message to display
-extern void SetMessage( const char* fmt, ... );
+extern void SetMessage(const char* fmt, ...);
        /// Set message to display with event point
-extern void SetMessageEvent( int x, int y, const char* fmt, ... );
+extern void SetMessageEvent(int x, int y, const char* fmt, ...);
        /// Center view-point on last event message
 extern void CenterOnMessage(void);
-       ///             Cleanup all messages
+       /// Cleanup all messages
 extern void CleanMessages(void);
 
        /// Set status line to show this information
@@ -392,7 +392,7 @@
        /// Draw costs in status line
 extern void DrawCosts(void);
        /// Set costs to be displayed in status line
-extern void SetCosts(int,int,const int* costs);
+extern void SetCosts(int, int, const int* costs);
        /// Clear the costs displayed in status line (undisplay!)
 extern void ClearCosts(void);
 
@@ -412,40 +412,40 @@
 extern int DoButtonPanelKey(int key);
 
        /// Handle the mouse in scroll area
-extern int HandleMouseScrollArea(int,int);
+extern int HandleMouseScrollArea(int, int);
 
 //
 //             in button_checks.c
 //
        /// Check is always true
-extern int ButtonCheckTrue(const Unit*,const ButtonAction*);
+extern int ButtonCheckTrue(const Unit*, const ButtonAction*);
        /// Check is always false
-extern int ButtonCheckFalse(const Unit*,const ButtonAction*);
+extern int ButtonCheckFalse(const Unit*, const ButtonAction*);
        /// Check if allowed upgrade is ready
-extern int ButtonCheckUpgrade(const Unit*,const ButtonAction*);
+extern int ButtonCheckUpgrade(const Unit*, const ButtonAction*);
        /// Check if allowed units exists
-extern int ButtonCheckUnitsOr(const Unit*,const ButtonAction*);
+extern int ButtonCheckUnitsOr(const Unit*, const ButtonAction*);
        /// Check if allowed units exists
-extern int ButtonCheckUnitsAnd(const Unit*,const ButtonAction*);
+extern int ButtonCheckUnitsAnd(const Unit*, const ButtonAction*);
        /// Check if have network play
-extern int ButtonCheckNetwork(const Unit*,const ButtonAction*);
+extern int ButtonCheckNetwork(const Unit*, const ButtonAction*);
        /// Check if don't have network play
-extern int ButtonCheckNoNetwork(const Unit*,const ButtonAction*);
+extern int ButtonCheckNoNetwork(const Unit*, const ButtonAction*);
        /// Check if unit isn't working (train,upgrade,research)
-extern int ButtonCheckNoWork(const Unit*,const ButtonAction*);
+extern int ButtonCheckNoWork(const Unit*, const ButtonAction*);
        /// Check if unit isn't researching or upgrading
-extern int ButtonCheckNoResearch(const Unit*,const ButtonAction*);
+extern int ButtonCheckNoResearch(const Unit*, const ButtonAction*);
        /// Check if all requirements for an attack to are meet
-extern int ButtonCheckAttack(const Unit*,const ButtonAction*);
+extern int ButtonCheckAttack(const Unit*, const ButtonAction*);
        /// Check if all requirements for an upgrade to are meet
-extern int ButtonCheckUpgradeTo(const Unit*,const ButtonAction*);
+extern int ButtonCheckUpgradeTo(const Unit*, const ButtonAction*);
        /// Check if all requirements for a research are meet
-extern int ButtonCheckResearch(const Unit*,const ButtonAction*);
+extern int ButtonCheckResearch(const Unit*, const ButtonAction*);
        /// Check if all requirements for a single research are meet
-extern int ButtonCheckSingleResearch(const Unit*,const ButtonAction*);
+extern int ButtonCheckSingleResearch(const Unit*, const ButtonAction*);
 
 //
-//             in ccl_ui.c
+// in ccl_ui.c
 //
        /// Called whenever the units selection is altered
 extern void SelectionChanged(void);
@@ -454,4 +454,4 @@
 
 //@}
 
-#endif         // !__INTERFACE_H__
+#endif // !__INTERFACE_H__
Index: stratagus/src/include/iocompat.h
diff -u stratagus/src/include/iocompat.h:1.10 
stratagus/src/include/iocompat.h:1.11
--- stratagus/src/include/iocompat.h:1.10       Sat Dec 20 16:33:26 2003
+++ stratagus/src/include/iocompat.h    Mon Dec 22 15:09:46 2003
@@ -5,12 +5,12 @@
 //     /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
 //             \/                  \/          \//_____/            \/
 //  ______________________                           ______________________
-//                       T H E   W A R   B E G I N S
-//        Stratagus - A free fantasy real time strategy game engine
+//                        T H E   W A R   B E G I N S
+//         Stratagus - A free fantasy real time strategy game engine
 //
-/address@hidden iocompat.h     -       IO platform compatibility header file. 
*/
+/address@hidden iocompat.h - IO platform compatibility header file. */
 //
-//     (c) Copyright 2002 by Andreas Arens
+//      (c) Copyright 2002-2004 by Andreas Arens
 //
 //      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: iocompat.h,v 1.10 2003/12/20 05:33:26 jsalmon3 Exp $
+//      $Id: iocompat.h,v 1.11 2003/12/22 04:09:46 wizzard Exp $
 
 #ifndef __IOCOMPAT_H__
 #define __IOCOMPAT_H__
@@ -34,7 +34,7 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Platform dependant IO-related Includes and Definitions
+--  Platform dependant IO-related Includes and Definitions
 ----------------------------------------------------------------------------*/
 
 #ifndef _MSC_VER
@@ -49,8 +49,8 @@
 
 #else // _MSC_VER
 
-#define R_OK           4
-#define F_OK           0
+#define R_OK 4
+#define F_OK 0
 #include <sys/types.h>
 #include <sys/stat.h>
 #include <direct.h>
@@ -65,9 +65,9 @@
 #endif // _MSC_VER
 
 #ifndef O_BINARY
-#define O_BINARY               0
+#define O_BINARY 0
 #endif
 
 //@}
 
-#endif         // !__IOCOMPAT_H__
+#endif // !__IOCOMPAT_H__
Index: stratagus/src/include/iolib.h
diff -u stratagus/src/include/iolib.h:1.24 stratagus/src/include/iolib.h:1.25
--- stratagus/src/include/iolib.h:1.24  Sat Dec 20 16:33:26 2003
+++ stratagus/src/include/iolib.h       Mon Dec 22 15:09:46 2003
@@ -5,12 +5,12 @@
 //     /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
 //             \/                  \/          \//_____/            \/
 //  ______________________                           ______________________
-//                       T H E   W A R   B E G I N S
-//        Stratagus - A free fantasy real time strategy game engine
+//                        T H E   W A R   B E G I N S
+//         Stratagus - A free fantasy real time strategy game engine
 //
-/address@hidden iolib.h        -       The iolib functions header file. */
+/address@hidden iolib.h - The iolib functions header file. */
 //
-//     (c) Copyright 2000,2001 by Andreas Arens
+//      (c) Copyright 2000-2004 by Andreas Arens
 //
 //      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: iolib.h,v 1.24 2003/12/20 05:33:26 jsalmon3 Exp $
+//      $Id: iolib.h,v 1.25 2003/12/22 04:09:46 wizzard Exp $
 
 #ifndef __IOLIB_H__
 #define __IOLIB_H__
@@ -34,7 +34,7 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #define DrawIcon WinDrawIcon
@@ -55,16 +55,16 @@
 #undef FindResource
 
 /*----------------------------------------------------------------------------
---             Definitons
+--  Definitons
 ----------------------------------------------------------------------------*/
 
 /**
-**             FileList struct used by directory access routine
+**  FileList struct used by directory access routine
 */
 typedef struct _filelist_ {
-       char            *name;                                          /// 
Name of the file
-       int                             type;                                   
        /// Type of the file
-       void            *xdata;                                         /// 
Extra data attached by high level
+       char* name;   /// Name of the file
+       int   type;   /// Type of the file
+       void* xdata;  /// Extra data attached by high level
 } FileList;
 
 
@@ -74,40 +74,40 @@
 // FIXME: but we can avoid it anyway.
 // use plain file routines directly
 
-#define CLFile                                                         FILE
-#define CLopen(file,whatever)                          fopen(file,"rwb")
-#define CLread(file,buf,len)                           fread(buf,1,len,file)
-#define CLseek(file,offset,whence)             fseek(file,offset,whence)
-#define CLflush(file)                                          fflush(file)
-#define CLclose(file)                                          fclose(file)
+#define CLFile                      FILE
+#define CLopen(file,whatever)       fopen(file,"rwb")
+#define CLread(file,buf,len)        fread(buf,1,len,file)
+#define CLseek(file,offset,whence)  fseek(file,offset,whence)
+#define CLflush(file)               fflush(file)
+#define CLclose(file)               fclose(file)
 
-#else          // !USE_ZLIB && !USE_BZ2LIB && !defined(USE_ZZIPLIB)
+#else  // !USE_ZLIB && !USE_BZ2LIB && !defined(USE_ZZIPLIB)
 
 /**
-**             Defines a library file
+**  Defines a library file
 **
-**             @todo           zip archive support
+**  @todo  zip archive support
 */
 typedef struct _CL_File_ {
-       int                             cl_type;                                
/// type of CLFile
-       FILE            *cl_plain;                              /// standard 
file pointer
+       int   cl_type;   /// type of CLFile
+       FILE* cl_plain;  /// standard file pointer
 #ifdef USE_ZLIB
-       gzFile          *cl_gz;                                         /// 
gzip file pointer
-#endif         // !USE_ZLIB
+       gzFile *cl_gz;  /// gzip file pointer
+#endif // !USE_ZLIB
 #ifdef USE_BZ2LIB
-       BZFILE          *cl_bz;                                         /// 
bzip2 file pointer
-#endif         // !USE_BZ2LIB
+       BZFILE* cl_bz;  /// bzip2 file pointer
+#endif // !USE_BZ2LIB
 #ifdef USE_ZZIPLIB
-       ZZIP_FILE               *cl_zz;                                         
/// zzip file pointer
-#endif         // !USE_ZZIPLIB
+       ZZIP_FILE* cl_zz; /// zzip file pointer
+#endif // !USE_ZZIPLIB
 } CLFile;
 
 enum {
-       CLF_TYPE_INVALID,                                               /// 
invalid file handle
-       CLF_TYPE_PLAIN,                                         /// plain text 
file handle
-       CLF_TYPE_GZIP,                                          /// gzip file 
handle
-       CLF_TYPE_BZIP2,                                         /// bzip2 file 
handle
-       CLF_TYPE_ZZIP,                                          /// zzip file 
handle
+       CLF_TYPE_INVALID,  /// invalid file handle
+       CLF_TYPE_PLAIN,    /// plain text file handle
+       CLF_TYPE_GZIP,     /// gzip file handle
+       CLF_TYPE_BZIP2,    /// bzip2 file handle
+       CLF_TYPE_ZZIP,     /// zzip file handle
 };
 
 #define CL_OPEN_READ 0x1
@@ -116,11 +116,11 @@
 #define CL_WRITE_BZ2 0x8
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
        ///  Library file open
-extern CLFile *CLopen(const char *fn,long flags);
+extern CLFile *CLopen(const char *fn, long flags);
        ///  Library file close
 extern int CLclose(CLFile *file);
        ///  Library file flush
@@ -133,14 +133,14 @@
 extern int CLprintf(CLFile *file, char *format, ...);
 
 
-#endif         // USE_ZLIB || USE_BZ2LIB || USE_ZZIPLIB
+#endif // USE_ZLIB || USE_BZ2LIB || USE_ZZIPLIB
 
        /// Build libary path name
 extern char* LibraryFileName(const char* file,char* buffer);
 
        /// Read the contents of a directory
-extern int ReadDataDirectory(const char* dirname,int (*filter)(char *,FileList 
*),FileList **flp);
+extern int ReadDataDirectory(const char* dirname, int (*filter)(char*, 
FileList*), FileList** flp);
 
 //@}
 
-#endif         // !__IOLIB_H__
+#endif // !__IOLIB_H__
Index: stratagus/src/include/libcda.h
diff -u stratagus/src/include/libcda.h:1.1 stratagus/src/include/libcda.h:1.2
--- stratagus/src/include/libcda.h:1.1  Fri Apr  5 15:33:44 2002
+++ stratagus/src/include/libcda.h      Mon Dec 22 15:09:46 2003
@@ -12,8 +12,8 @@
 
 
 /* High-byte is major version, low-byte is minor. */
-#define LIBCDA_VERSION         0x0005
-#define LIBCDA_VERSION_STR     "0.5"
+#define LIBCDA_VERSION      0x0005
+#define LIBCDA_VERSION_STR  "0.5"
 
 
 extern const char *cd_error;
@@ -31,10 +31,10 @@
 int cd_is_paused(void);
 void cd_stop(void);
 
-int cd_get_tracks(int *first, int *last);
+int cd_get_tracks(int* first, int* last);
 int cd_is_audio(int track);
 
-void cd_get_volume(int *c0, int *c1);
+void cd_get_volume(int* c0, int* c1);
 void cd_set_volume(int c0, int c1);
 
 void cd_eject(void);
Index: stratagus/src/include/map.h
diff -u stratagus/src/include/map.h:1.108 stratagus/src/include/map.h:1.109
--- stratagus/src/include/map.h:1.108   Sat Dec 20 16:33:26 2003
+++ stratagus/src/include/map.h Mon Dec 22 15:09:46 2003
@@ -5,13 +5,13 @@
 //     /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
 //             \/                  \/          \//_____/            \/
 //  ______________________                           ______________________
-//                       T H E   W A R   B E G I N S
-//        Stratagus - A free fantasy real time strategy game engine
+//                        T H E   W A R   B E G I N S
+//         Stratagus - A free fantasy real time strategy game engine
 //
-/address@hidden map.h          -       The map headerfile. */
+/address@hidden map.h - The map headerfile. */
 //
-//     (c) Copyright 1998-2003 by Vladi Shabanski, Lutz Sammer,
-//                                and Jimmy Salmon
+//      (c) Copyright 1998-2003 by Vladi Shabanski, Lutz Sammer,
+//                              and Jimmy Salmon
 //
 //      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
@@ -27,7 +27,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: map.h,v 1.108 2003/12/20 05:33:26 jsalmon3 Exp $
+//      $Id: map.h,v 1.109 2003/12/22 04:09:46 wizzard Exp $
 
 #ifndef __MAP_H__
 #define __MAP_H__
@@ -35,152 +35,152 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Documentation
+--  Documentation
 ----------------------------------------------------------------------------*/
 
 /**
-**             @struct _map_field_ map.h
+**  @struct _map_field_ map.h
 **
-**             \#include "map.h"
+**  \#include "map.h"
 **
-**             typedef struct _map_field_ MapField;
+**  typedef struct _map_field_ MapField;
 **
-**             This structure contains all informations about a field on map.
-**             It contains it look, properties and content.
+**  This structure contains all informations about a field on map.
+**  It contains it look, properties and content.
 **
-**             The map-field structure members:
+**  The map-field structure members:
 **
-**             MapField::Tile
+**  MapField::Tile
 **
-**                             Tile is number defining the graphic image 
display for the
-**                             map-field. 65535 different tiles are supported. 
A tile is
-**                             currently 32x32 pixels. In the future is 
planned to support
-**                             animated tiles.
+**    Tile is number defining the graphic image display for the
+**    map-field. 65535 different tiles are supported. A tile is
+**    currently 32x32 pixels. In the future is planned to support
+**    animated tiles.
 **
-**             MapField::SeenTile
+**  MapField::SeenTile
 **
-**                             This is the tile number, that the player 
sitting on the computer
-**                             currently knows. Idea: Can be uses for 
illusions.
+**    This is the tile number, that the player sitting on the computer
+**    currently knows. Idea: Can be uses for illusions.
 **
-**             MapField::Flags
+**  MapField::Flags
 **
-**                             Contains special information of that tile. What 
units are
-**                             on this field, what units could be placed on 
this field.
+**    Contains special information of that tile. What units are
+**    on this field, what units could be placed on this field.
 **
-**                             This is the list of all flags currently used:
+**    This is the list of all flags currently used:
 **
-**                             ::MapFieldVisible field is visible.
-**                             ::MapFieldExplored field is explored.
-**                             ::MapFieldHuman         human player is the 
owner of the field used for
-**                                             walls.
-**                             ::MapFieldLandAllowed land units are allowed.
-**                             ::MapFieldCoastAllowed coast units 
(transporter) and coast
-**                                             buildings (shipyard) are 
allowed.
-**                             ::MapFieldWaterAllowed water units allowed.
-**                             ::MapFieldNoBuilding no buildings allowed.
-**                             ::MapFieldUnpassable field is movement blocked.
-**                             ::MapFieldWall field contains wall.
-**                             ::MapFieldRocks         field contains rocks.
-**                             ::MapFieldForest field contains forest.
-**                             ::MapFieldLandUnit land unit on field.
-**                             ::MapFieldAirUnit air unit on field.
-**                             ::MapFieldSeaUnit water unit on field.
-**                             ::MapFieldBuilding building on field.
+**    ::MapFieldVisible field is visible.
+**    ::MapFieldExplored field is explored.
+**    ::MapFieldHuman human player is the owner of the field used for
+**      walls.
+**    ::MapFieldLandAllowed land units are allowed.
+**    ::MapFieldCoastAllowed coast units (transporter) and coast
+**      buildings (shipyard) are allowed.
+**    ::MapFieldWaterAllowed water units allowed.
+**    ::MapFieldNoBuilding no buildings allowed.
+**    ::MapFieldUnpassable field is movement blocked.
+**    ::MapFieldWall field contains wall.
+**    ::MapFieldRocks field contains rocks.
+**    ::MapFieldForest field contains forest.
+**    ::MapFieldLandUnit land unit on field.
+**    ::MapFieldAirUnit air unit on field.
+**    ::MapFieldSeaUnit water unit on field.
+**    ::MapFieldBuilding building on field.
 **
-**                             Note: We want to add support for more 
unit-types like under
-**                             ground units.
+**    Note: We want to add support for more unit-types like under
+**      ground units.
 **
-**             MapField::Value
+**  MapField::Value
 **
-**                             Extra value for each tile. This currently only 
used for
-**                             walls, contains the remaining hit points of the 
wall and
-**                             for forest, contains the frames until they grow.
+**    Extra value for each tile. This currently only used for
+**    walls, contains the remaining hit points of the wall and
+**    for forest, contains the frames until they grow.
 **
-**             MapField::Visible[]
+**  MapField::Visible[]
 **
-**                             Counter how many units of the player can see 
this field. 0 the
-**                             field is not explored, 1 explored, n-1 unit see 
it. Currently
-**                             no more than 253 units can see a field.
+**    Counter how many units of the player can see this field. 0 the
+**    field is not explored, 1 explored, n-1 unit see it. Currently
+**    no more than 253 units can see a field.
 **
-**             MapField::Here MapField::Here::Units
+**  MapField::Here MapField::Here::Units
 **
-**                             Contains a list of all units currently on this 
field.
-**                             Note: currently units are only inserted at the 
insert point.
-**                             This means units of the size of 2x2 fields are 
inserted at the
-**                             top and right most map coordinate.
+**    Contains a list of all units currently on this field.
+**    Note: currently units are only inserted at the insert point.
+**    This means units of the size of 2x2 fields are inserted at the
+**    top and right most map coordinate.
 **
-**             MapField::Region
+**  MapField::Region
 **
-**                             Number of the region to that the tile belongs.
+**    Number of the region to that the tile belongs.
 */
 
 /**
-**             @struct _world_map_ map.h
+**  @struct _world_map_ map.h
 **
-**             \#include "map.h"
+**  \#include "map.h"
 **
-**             typedef struct _world_map_ WorldMap;
+**  typedef struct _world_map_ WorldMap;
 **
-**             This structure contains all informations about a stratagus 
world.
-**             A world is a rectangle of any size. In the future it is planned 
to
-**             support multiple worlds.
+**  This structure contains all informations about a stratagus world.
+**  A world is a rectangle of any size. In the future it is planned to
+**  support multiple worlds.
 **
-**             The world-map structure members:
+**  The world-map structure members:
 **
-**             WorldMap::Width WorldMap::Height
+**  WorldMap::Width WorldMap::Height
 **
-**                             The map size in tiles.
+**    The map size in tiles.
 **
-**             WorldMap::Fields
+**  WorldMap::Fields
 **
-**                             An array WorldMap::Width*WorldMap::Height of 
all fields
-**                             belonging to this map.
+**    An array WorldMap::Width*WorldMap::Height of all fields
+**    belonging to this map.
 **
-**             WorldMap::NoFogOfWar
+**  WorldMap::NoFogOfWar
 **
-**                             Flag if true, the fog of war is disabled.
+**    Flag if true, the fog of war is disabled.
 **
-**             WorldMap::TerrainName
+**  WorldMap::TerrainName
 **
-**                             Terrain as name. Used for unit-type look 
changes depending on
-**                             the current terrain type. In the future we want 
to support
-**                             multiple terrains pro map.
+**    Terrain as name. Used for unit-type look changes depending on
+**    the current terrain type. In the future we want to support
+**    multiple terrains pro map.
 **
-**             WorldMap::Terrain
+**  WorldMap::Terrain
 **
-**                             The terrain as number, this should be removed.
+**    The terrain as number, this should be removed.
 **
-**             WorldMap::Tileset
+**  WorldMap::Tileset
 **
-**                             Tileset data for the map. See ::Tileset. This 
contains all
-**                             information about the tile.
+**    Tileset data for the map. See ::Tileset. This contains all
+**    information about the tile.
 **
-**             WorldMap::TileCount
+**  WorldMap::TileCount
 **
-**                             How many graphic tiles are available.
+**    How many graphic tiles are available.
 **
-**             WorldMap::Tiles
+**  WorldMap::Tiles
 **
-**                             Pointer into the tile graphic data. Used to 
find fast the start
-**                             of different tiles.
+**    Pointer into the tile graphic data. Used to find fast the start
+**    of different tiles.
 **
-**             WorldMap::TileData
+**  WorldMap::TileData
 **
-**                             Tiles graphic for the map, loaded from 
WorldMap::Tileset::File.
+**    Tiles graphic for the map, loaded from WorldMap::Tileset::File.
 **
-**             WorldMap::Description[32]
+**  WorldMap::Description[32]
 **
-**                             Short description of the map.
+**    Short description of the map.
 **
-**             WorldMap::Info
+**  WorldMap::Info
 **
-**                             Descriptive information of the map.
-**                             @see ::_map_info_
-**                             @todo This structure contains duplicate 
informations of the map.
+**    Descriptive information of the map.
+**    @see ::_map_info_
+**    @todo This structure contains duplicate informations of the map.
 */
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #include "unit.h"
@@ -188,170 +188,171 @@
 #include "tileset.h"
 
 /*----------------------------------------------------------------------------
---             Map
+--  Map
 ----------------------------------------------------------------------------*/
 
-// JOHNS:              only limited by computer memory
-//                                             OLD             NEW Code
-//              512x512:                 2 MB           3 MB
-//             1024x1024:                8 MB  12 MB
-//             2048*2048:               32 MB  48 MB
-//             4096*4096:              128 MB 192 MB
-#define MaxMapWidth            256                             ///  maximal 
map width supported
-#define MaxMapHeight           256                             /// maximal map 
height supported
+// JOHNS: only limited by computer memory
+//            OLD    NEW Code
+// 512x512:     2 MB   3 MB
+// 1024x1024:   8 MB  12 MB
+// 2048*2048:  32 MB  48 MB
+// 4096*4096: 128 MB 192 MB
+#define MaxMapWidth  256  ///  maximal map width supported
+#define MaxMapHeight 256  /// maximal map height supported
 
 /*----------------------------------------------------------------------------
---             Map - field
+--  Map - field
 ----------------------------------------------------------------------------*/
 
 #ifdef UNIT_ON_MAP
 /**
-**             All units on a map field, if more than one.
-**             FIXME: unused
+**  All units on a map field, if more than one.
+**  FIXME: unused
 */
 typedef struct _unit_array_ {
-       Unit*                           Building;               /// Building or 
corpse
-       Unit*                           SeaUnit;                /// Sea unit
-       Unit*                           LandUnit;               /// Land unit
-       Unit*                           AirUnit;                /// Air unit
+       Unit* Building;  /// Building or corpse
+       Unit* SeaUnit;   /// Sea unit
+       Unit* LandUnit;  /// Land unit
+       Unit* AirUnit;   /// Air unit
 } UnitArray;
 
 #endif
 
        /// Describes a field of the map
 typedef struct _map_field_ {
-       unsigned short          Tile;                           /// graphic 
tile number
-       unsigned short          SeenTile;               /// last seen tile (FOW)
-       unsigned short          Flags;                          /// field flags
+       unsigned short Tile;      /// graphic tile number
+       unsigned short SeenTile;  /// last seen tile (FOW)
+       unsigned short Flags;     /// field flags
        // FIXME: Value can be removed, walls and regeneration can be handled
-       //                        different.
-       unsigned char           Value;                          /// HP for 
walls/ Wood Regeneration
-       unsigned char Visible[PlayerMax];               /// Seen counter 0 
unexplored
+       //        different.
+       unsigned char  Value;     /// HP for walls/ Wood Regeneration
+       unsigned char Visible[PlayerMax];  /// Seen counter 0 unexplored
 #ifdef UNIT_ON_MAP
        union {
-               Unit*                           Units;                          
/// An unit on the map field
-               UnitArray*              Array;                          /// 
More units on the map field
-       }                                               Here;                   
        /// What is on the field
+               Unit*      Units;  /// An unit on the map field
+               UnitArray* Array;  /// More units on the map field
+       } Here;                /// What is on the field
 #endif
 #ifdef UNITS_ON_MAP
-       UnitRef                         Building;               /// Building or 
corpse
-       UnitRef                         AirUnit;                /// Air unit
-       UnitRef                         LandUnit;               /// Land unit
-       UnitRef                         SeaUnit;                /// Sea unit
+       UnitRef Building;  /// Building or corpse
+       UnitRef AirUnit;   /// Air unit
+       UnitRef LandUnit;  /// Land unit
+       UnitRef SeaUnit;   /// Sea unit
 #endif
 #ifdef HIERARCHIC_PATHFINDER
-       unsigned short          RegId;          /// Region to which the field 
belongs
+       unsigned short RegId;  /// Region to which the field belongs
        // FIXME: Johns: this values can't be placed in the map field,
        //                        this needs too much memory.
-       unsigned short          f, g;                           /// A* 
parameters (no need to store h)
-       unsigned short          h;                              ///stored only 
for BestSoFar computation
-#define HIER_LOW_OPEN          0
-#define HIER_LOW_CLOSED                1
-       unsigned int            Set:1;                          /// Open/Closed
-       unsigned int            Goal:1;
+       unsigned short f, g;  /// A* parameters (no need to store h)
+       unsigned short h;     ///stored only for BestSoFar computation
+#define HIER_LOW_OPEN   0
+#define HIER_LOW_CLOSED 1
+       unsigned int Set:1;  /// Open/Closed
+       unsigned int Goal:1;
        // FIXME perhaps the previous 2 one-bit fields should be crammed into 
e.g.
        // g? There's potentially a *lot* of MapFields in this game and every 
byte
        // saved here could translate into 1 MB saved overall for max sized map.
-       char                            Traceback;              /// The field 
through which we arrived
-                                                                               
/// to this one
+       char Traceback;  /// The field through which we arrived to this one
 #endif
 } MapField;
 
 // Not used until now:
-//#define MapFieldArray                                0x0004          /// 
More than one unit on the field
+#if 0
+#define MapFieldArray 0x0004  /// More than one unit on the field
+#endif
 
-#define MapFieldHuman                          0x0008          /// Human is 
owner of the field (walls)
+#define MapFieldHuman 0x0008  /// Human is owner of the field (walls)
 
-#define MapFieldLandAllowed            0x0010          /// Land units allowed
-#define MapFieldCoastAllowed           0x0020          /// Coast (transporter) 
units allowed
-#define MapFieldWaterAllowed           0x0040          /// Water units allowed
-#define MapFieldNoBuilding             0x0080          /// No buildings allowed
-
-#define MapFieldUnpassable             0x0100          /// Field is movement 
blocked
-#define MapFieldWall                           0x0200          /// Field 
contains wall
-#define MapFieldRocks                          0x0400          /// Field 
contains rocks
-#define MapFieldForest                         0x0800          /// Field 
contains forest
-
-#define MapFieldLandUnit               0x1000          /// Land unit on field
-#define MapFieldAirUnit                                0x2000          /// Air 
unit on field
-#define MapFieldSeaUnit                                0x4000          /// 
Water unit on field
-#define MapFieldBuilding               0x8000          /// Building on field
+#define MapFieldLandAllowed  0x0010  /// Land units allowed
+#define MapFieldCoastAllowed 0x0020  /// Coast (transporter) units allowed
+#define MapFieldWaterAllowed 0x0040  /// Water units allowed
+#define MapFieldNoBuilding   0x0080  /// No buildings allowed
+
+#define MapFieldUnpassable 0x0100  /// Field is movement blocked
+#define MapFieldWall       0x0200  /// Field contains wall
+#define MapFieldRocks      0x0400  /// Field contains rocks
+#define MapFieldForest     0x0800  /// Field contains forest
+
+#define MapFieldLandUnit 0x1000  /// Land unit on field
+#define MapFieldAirUnit  0x2000  /// Air unit on field
+#define MapFieldSeaUnit  0x4000  /// Water unit on field
+#define MapFieldBuilding 0x8000  /// Building on field
 
 /*----------------------------------------------------------------------------
---             Map info structure
+--  Map info structure
 ----------------------------------------------------------------------------*/
 
 /**
-**             Get info about a map.
+**  Get info about a map.
 */
 typedef struct _map_info_ {
-       char*           Description;                            /// Map 
description
-       char*           MapTerrainName;                         /// Map terrain 
name
+       char*  Description;     /// Map description
+       char*  MapTerrainName;  /// Map terrain name
        // FIXME: Map Terrain Nr. should be removed.
-       int                             MapTerrain;                             
/// Map terrain
-       int                             MapWidth;                               
/// Map width
-       int                             MapHeight;                              
/// Map height
-       int                             PlayerType[PlayerMax];          /// 
Same player->Type
-       int                             PlayerSide[PlayerMax];          /// 
Same player->Side
-       int                             PlayerResources[PlayerMax][MaxCosts];   
        /// Same player->Gold
-       int                             PlayerAi[PlayerMax];            /// 
Same player->Ai
-       unsigned int MapUID;                            /// Unique Map ID (hash)
+       int MapTerrain;  /// Map terrain
+       int MapWidth;    /// Map width
+       int MapHeight;   /// Map height
+       int PlayerType[PlayerMax];  /// Same player->Type
+       int PlayerSide[PlayerMax];  /// Same player->Side
+       int PlayerResources[PlayerMax][MaxCosts];  /// Same player->Gold
+       int PlayerAi[PlayerMax];  /// Same player->Ai
+       unsigned int MapUID;  /// Unique Map ID (hash)
 } MapInfo;
 
 /*----------------------------------------------------------------------------
---             Map itself
+--  Map itself
 ----------------------------------------------------------------------------*/
 
        /// Describes the wold map
 typedef struct _world_map_ {
-       int                                             Width;                  
        /// the map width
-       int                                             Height;                 
        /// the map height
+       int Width;   /// the map width
+       int Height;  /// the map height
 
-       MapField*                               Fields;                         
/// fields on map
-       unsigned*                               Visible[PlayerMax]; /// visible 
bit-field
+       MapField* Fields;              /// fields on map
+       unsigned* Visible[PlayerMax];  /// visible bit-field
 
-       unsigned char           NoFogOfWar;             /// fog of war disabled
+       unsigned char NoFogOfWar;  /// fog of war disabled
 
-       char*                           TerrainName;            /// terrain as 
name
+       char* TerrainName;  /// terrain as name
        // FIXME: terrain nr. should be removed?
-       int                                             Terrain;                
/// terrain type (summer,winter,...)
-       Tileset*                                Tileset;                /// 
tileset data
+       int      Terrain; /// terrain type (summer,winter,...)
+       Tileset* Tileset; /// tileset data
 
 #ifdef USE_SDL_SURFACE
-       unsigned int            TileCount;              /// how many tiles,
-                                                                               
/// == TileGraphic->NFrames
-       Graphic*                                TileGraphic;            /// 
graphic for all the tiles
+       unsigned int TileCount; /// how many tiles,
+       /// == TileGraphic->NFrames
+       Graphic* TileGraphic; /// graphic for all the tiles
 #else
-       unsigned                                TileCount;              /// how 
many tiles are available
-       unsigned char**         Tiles;                          /// pointer to 
tile data
-       Graphic*                                TileData;               /// 
tiles graphic for map
+       unsigned        TileCount;  /// how many tiles are available
+       unsigned char** Tiles;      /// pointer to tile data
+       Graphic*        TileData;   /// tiles graphic for map
 #endif
 
-       char                            Description[32];/// map description 
short
+       char Description[32];/// map description short
 
-       MapInfo*                                Info;                           
/// descriptive information (FIXME: DUPLICATES!)
+       MapInfo* Info;  /// descriptive information (FIXME: DUPLICATES!)
 } WorldMap;
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
-extern WorldMap TheMap;                                                /// The 
current map
+extern WorldMap TheMap;  /// The current map
 
-extern char MustRedrawRow[MAXMAP_W];                           /// Flags must 
redraw map row
-extern char MustRedrawTile[MAXMAP_W*MAXMAP_H];         /// Flags must redraw 
tile
+extern char MustRedrawRow[MAXMAP_W];  /// Flags must redraw map row
+extern char MustRedrawTile[MAXMAP_W*MAXMAP_H];  /// Flags must redraw tile
 
        /// Fast draw tile, display and video mode independ
 #ifdef USE_SDL_SURFACE
-extern void VideoDrawTile(const int,int,int);
+extern void VideoDrawTile(const int, int, int);
 #else
-extern void (*VideoDrawTile)(const unsigned char*,int,int);
+extern void (*VideoDrawTile)(const unsigned char*, int, int);
 #endif
        /// Draws tiles display and video mode independ
 #ifdef USE_SDL_SURFACE
-extern void MapDrawTile(int,int,int);
+extern void MapDrawTile(int, int, int);
 #else
-extern void (*MapDrawTile)(int,int,int);
+extern void (*MapDrawTile)(int, int, int);
 #endif
        /// Vision Table to see where to locate goals and vision
 extern unsigned char *VisionTable[3];
@@ -381,18 +382,20 @@
 extern int ReplayRevealMap;
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
 //
-//             in map_draw.c
+// in map_draw.c
 //
+#if 0
        /// Fast draw 32x32 tile for 32 bpp video modes
-//extern void VideoDraw32Tile32(const unsigned char* data,int x,int y);
+extern void VideoDraw32Tile32(const unsigned char* data,int x,int y);
        /// Fast draw 32x32 tile for 16 bpp video modes
-//extern void VideoDraw16Tile32(const unsigned char* data,int x,int y);
+extern void VideoDraw16Tile32(const unsigned char* data,int x,int y);
        /// Fast draw 32x32 tile for  8 bpp video modes
-//extern void VideoDraw8Tile32(const unsigned char* data,int x,int y);
+extern void VideoDraw8Tile32(const unsigned char* data,int x,int y);
+#endif
 
        /// Called when the color cycles
 extern void MapColorCycle(void);
@@ -405,34 +408,34 @@
        /// Mark position inside screenmap be drawn for next display update
 extern int MarkDrawPosMap(int x, int y );
        /// Denote wether area in map is overlapping with viewport on screen
-extern int MapAreaVisibleInViewport(const Viewport*, int , int , int , int );
+extern int MapAreaVisibleInViewport(const Viewport*, int , int , int , int);
        /// Check if any part of an area is visible in viewport
-extern int AnyMapAreaVisibleInViewport(const Viewport*, int , int , int , int 
);
+extern int AnyMapAreaVisibleInViewport(const Viewport*, int , int , int , int);
        /// Set overlapping area as entries in MustRedrawRow and MustRedrawTile
-extern  int MarkDrawAreaMap( int sx, int sy, int ex, int ey );
+extern  int MarkDrawAreaMap(int sx, int sy, int ex, int ey);
        /// Set all entries in MustRedrawRow and MustRedrawTile
 extern  void MarkDrawEntireMap(void);
 
 //
-//             in map_fog.c
+// in map_fog.c
 //
        /// Mark a tile for normal sight
-extern void MapMarkTileSight(const Player* player,int x,int y);
+extern void MapMarkTileSight(const Player* player, int x, int y);
        /// Unmark a tile for normal sight
-extern void MapUnmarkTileSight(const Player* player,int x,int y);
+extern void MapUnmarkTileSight(const Player* player, int x, int y);
        /// Mark Cloaked units on a tile as detected.
-extern void MapDetectUnitsOnTile(const Player* player,int x,int y);
+extern void MapDetectUnitsOnTile(const Player* player, int x, int y);
        /// Mark sight changes
-extern void MapSight(const Player* player, int x, int y, int w, int h, int 
range, void (*marker)(const Player*,int,int));
+extern void MapSight(const Player* player, int x, int y, int w, int h, int 
range, void (*marker)(const Player*, int, int));
        /// Find if a tile is visible (With shared vision)
 extern unsigned char IsTileVisible(const Player* player, int x, int y);
        /// Mark tiles with fog of war to be redrawn
-extern void MapUpdateFogOfWar(int x,int y);
-       ///             Update fog of war
+extern void MapUpdateFogOfWar(int x, int y);
+       /// Update fog of war
 extern void UpdateFogOfWarChange(void);
 
        /// Draw the map fog of war
-extern void DrawMapFogOfWar(const Viewport* vp,int x,int y);
+extern void DrawMapFogOfWar(const Viewport* vp, int x, int y);
        /// Build tables for fog of war
 extern void InitMapFogOfWar(void);
        /// Cleanup memory for fog of war tables
@@ -443,15 +446,15 @@
 extern void FreeVisionTable(void);
 
 //
-//             in map_wall.c
+// in map_wall.c
 //
-       ///             Check if the seen tile-type is wall
+       /// Check if the seen tile-type is wall
 extern int MapIsSeenTileWall(int x, int y,int walltype);
-       ///             Correct the seen wall field, depending on the 
surrounding
+       /// Correct the seen wall field, depending on the surrounding
 extern void MapFixSeenWallTile(int x, int y);
-       ///             Correct the surrounding seen wall fields
+       /// Correct the surrounding seen wall fields
 extern void MapFixSeenWallNeighbors(int x, int y);
-       ///             Correct the real wall field, depending on the 
surrounding
+       /// Correct the real wall field, depending on the surrounding
 extern void MapFixWallTile(int x, int y);
        /// Remove wall on tile
 extern void MapRemoveWall(unsigned x,unsigned y);
@@ -459,46 +462,48 @@
 extern void HitWall(unsigned x,unsigned y,unsigned damage);
 
 //
-//             in map_wood.c
+// in map_wood.c
 //
-       ///             Check if the seen tile-type is wood
+       /// Check if the seen tile-type is wood
 extern int MapIsSeenTileWood(int x, int y);
-       ///             Correct the seen wood field, depending on the 
surrounding
+       /// Correct the seen wood field, depending on the surrounding
 extern void MapFixSeenWoodTile(int x, int y);
-       ///             Correct the surrounding seen wood fields
+       /// Correct the surrounding seen wood fields
 extern void MapFixSeenWoodNeighbors(int x, int y);
-       ///             Correct the real wood field, depending on the 
surrounding
+       /// Correct the real wood field, depending on the surrounding
 extern void MapFixWoodTile(int x, int y);
        /// Remove wood from the map
-extern void MapRemoveWood(unsigned x,unsigned y);
+extern void MapRemoveWood(unsigned x, unsigned y);
        /// Regenerate the forest
 extern void RegenerateForest(void);
 
 //
-//             in map_rock.c
+// in map_rock.c
 //
-       ///             Check if the seen tile-type is rock
+       /// Check if the seen tile-type is rock
 extern int MapIsSeenTileRock(int x, int y);
-       ///             Correct the seen rock field, depending on the 
surrounding
+       /// Correct the seen rock field, depending on the surrounding
 extern void MapFixSeenRockTile(int x, int y);
-       ///             Correct the surrounding seen rock fields
+       /// Correct the surrounding seen rock fields
 extern void MapFixSeenRockNeighbors(int x, int y);
-       ///             Correct the real rock field, depending on the 
surrounding
+       /// Correct the real rock field, depending on the surrounding
 extern void MapFixRockTile(int x, int y);
        /// Remove rock from the map
 extern void MapRemoveRock(unsigned x,unsigned y);
 
 //
-//             in ccl_map.c
+// in ccl_map.c
 //
        /// register ccl features
 extern void MapCclRegister(void);
 
 //
-//             mixed sources
+// mixed sources
 //
        /// Load a map
-//extern void LoadMap(const char* file,WorldMap* map);
+#if 0
+extern void LoadMap(const char* file, WorldMap* map);
+#endif
        /// Save the map
 extern void SaveMap(CLFile* file);
        /// Clean the map
@@ -508,58 +513,58 @@
 extern void FreeMapInfo(MapInfo* info);
 
        /// Mark a tile as seen by the player
-extern void MapMarkSeenTile(int x,int y);
+extern void MapMarkSeenTile(int x, int y);
        /// Reveal the complete map, make everything known
 extern void RevealMap(void);
 
        /// Returns true, if the tile field is empty
-extern int IsMapFieldEmpty(int x,int y);
+extern int IsMapFieldEmpty(int x, int y);
        /// Returns true, if water on the map tile field
-extern int WaterOnMap(int x,int y);
+extern int WaterOnMap(int x, int y);
        /// Returns true, if coast on the map tile field
-extern int CoastOnMap(int x,int y);
+extern int CoastOnMap(int x, int y);
 
        /// Returns true, if wall on the map tile field
-extern int WallOnMap(int x,int y);
+extern int WallOnMap(int x, int y);
        /// Returns true, if human wall on the map tile field
-extern int HumanWallOnMap(int x,int y);
+extern int HumanWallOnMap(int x, int y);
        /// Returns true, if orc wall on the map tile field
-extern int OrcWallOnMap(int x,int y);
+extern int OrcWallOnMap(int x, int y);
 
        /// Returns true, if forest on the map tile field with bounds check
-extern int CheckedForestOnMap(int x,int y);
+extern int CheckedForestOnMap(int x, int y);
        /// Returns true, if forest on the map tile field
-extern int ForestOnMap(int x,int y);
+extern int ForestOnMap(int x, int y);
 
        /// Returns true, if rock on the map tile field
-extern int RockOnMap(int x,int y);
+extern int RockOnMap(int x, int y);
 
 #ifdef HIERARCHIC_PATHFINDER
        /// FIXME: docu
-extern inline unsigned short MapFieldGetRegId(int , int );
+extern inline unsigned short MapFieldGetRegId(int, int);
        /// FIXME: docu
-extern inline void MapFieldSetRegId(int , int , unsigned short );
+extern inline void MapFieldSetRegId(int, int, unsigned short);
        /// FIXME: docu
-extern inline int MapFieldPassable(int , int , int );
+extern inline int MapFieldPassable(int, int, int);
 #endif
 
        /// Returns true, if the unit-type(mask can enter field with bounds 
check
-extern int CheckedCanMoveToMask(int x,int y,int mask);
+extern int CheckedCanMoveToMask(int x, int y, int mask);
        /// Returns true, if the unit-type(mask) can enter the field
-extern int CanMoveToMask(int x,int y,int mask);
+extern int CanMoveToMask(int x, int y, int mask);
        /// Returns true, if the unit-type can enter the field
-extern int UnitTypeCanMoveTo(int x,int y,const UnitType* type);
+extern int UnitTypeCanMoveTo(int x, int y, const UnitType* type);
        /// Returns true, if the unit can enter the field
-extern int UnitCanMoveTo(int x,int y,const Unit* unit);
+extern int UnitCanMoveTo(int x, int y, const Unit* unit);
 
        /// Preprocess map, for internal use.
 extern void PreprocessMap(void);
 
        /// Set wall on field
-extern void MapSetWall(unsigned x,unsigned y,int humanwall);
+extern void MapSetWall(unsigned x, unsigned y, int humanwall);
 
 /*----------------------------------------------------------------------------
---             Defines
+--  Defines
 ----------------------------------------------------------------------------*/
 
        /// Tile number of the tile drawn for unexplored space
@@ -570,17 +575,17 @@
                !(TheMap.Fields[(x)+(y)*TheMap.Width].Flags&(mask))
 
 #define MapDetectCloakedUnits(unit) 
MapSight((unit)->Player,(unit)->X,(unit)->Y, \
-               
(unit)->Type->TileWidth,(unit)->Type->TileHeight,(unit)->CurrentSightRange,MapDetectUnitsOnTile)
+       
(unit)->Type->TileWidth,(unit)->Type->TileHeight,(unit)->CurrentSightRange,MapDetectUnitsOnTile)
 #define MapMarkSight(player,x,y,w,h,range) 
MapSight((player),(x),(y),(w),(h),(range),MapMarkTileSight)
 #define MapUnmarkSight(player,x,y,w,h,range) 
MapSight((player),(x),(y),(w),(h),(range),MapUnmarkTileSight)
 #define MapMarkUnitSight(unit) MapSight((unit)->Player,(unit)->X,(unit)->Y, \
-               
(unit)->Type->TileWidth,(unit)->Type->TileHeight,(unit)->CurrentSightRange,MapMarkTileSight)
+       
(unit)->Type->TileWidth,(unit)->Type->TileHeight,(unit)->CurrentSightRange,MapMarkTileSight)
 #define MapUnmarkUnitSight(unit) MapSight((unit)->Player,(unit)->X,(unit)->Y, \
-               
(unit)->Type->TileWidth,(unit)->Type->TileHeight,(unit)->CurrentSightRange,MapUnmarkTileSight)
+       
(unit)->Type->TileWidth,(unit)->Type->TileHeight,(unit)->CurrentSightRange,MapUnmarkTileSight)
 #define MapMarkUnitOnBoardSight(unit,host) 
MapSight((unit)->Player,(host)->X,(host)->Y, \
-               
(host)->Type->TileWidth,(host)->Type->TileHeight,(unit)->CurrentSightRange,MapMarkTileSight)
+       
(host)->Type->TileWidth,(host)->Type->TileHeight,(unit)->CurrentSightRange,MapMarkTileSight)
 #define MapUnmarkUnitOnBoardSight(unit,host) 
MapSight((unit)->Player,(host)->X,(host)->Y, \
-               
(host)->Type->TileWidth,(host)->Type->TileHeight,(unit)->CurrentSightRange,MapUnmarkTileSight)
+       
(host)->Type->TileWidth,(host)->Type->TileHeight,(unit)->CurrentSightRange,MapUnmarkTileSight)
        /// Check if a field for the user is explored
 #define IsMapFieldExplored(player,x,y) \
        (IsTileVisible((player),(x),(y)))
@@ -591,15 +596,15 @@
 
 #ifdef UNITS_ON_MAP
        /// Is there a building on this field
-#define BuildingOnMapField(mf)         ((mf)->Building != 0xffff)
+#define BuildingOnMapField(mf) ((mf)->Building != 0xffff)
        /// Is there a land unit on this field
-#define LandUnitOnMapField(mf)         ((mf)->LandUnit != 0xffff)
+#define LandUnitOnMapField(mf) ((mf)->LandUnit != 0xffff)
        /// Is there a sea unit on this field
-#define SeaUnitOnMapField(mf)          ((mf)->SeaUnit != 0xffff)
+#define SeaUnitOnMapField(mf)  ((mf)->SeaUnit != 0xffff)
        /// Is there an air unit on this field
-#define AirUnitOnMapField(mf)          ((mf)->AirUnit != 0xffff)
+#define AirUnitOnMapField(mf)  ((mf)->AirUnit != 0xffff)
 #endif // UNITS_ON_MAP
 
 //@}
 
-#endif         // !__MAP_H__
+#endif // !__MAP_H__




reply via email to

[Prev in Thread] Current Thread [Next in Thread]