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[Stratagus-CVS] stratagus/src/include master.h menus.h minimap....


From: address@hidden
Subject: [Stratagus-CVS] stratagus/src/include master.h menus.h minimap....
Date: 22 Dec 2003 15:54:08 +1100

CVSROOT:        /home/strat
Module name:    stratagus
Changes by:      <address@hidden>       03/12/22 15:54:07

Modified files:
        src/include    : master.h menus.h minimap.h missile.h movie.h 
                         mpq.h myendian.h 

Log message:
        Tabs Cleanup

Patches:
Index: stratagus/src/include/master.h
diff -u stratagus/src/include/master.h:1.14 stratagus/src/include/master.h:1.15
--- stratagus/src/include/master.h:1.14 Sat Dec 20 16:33:26 2003
+++ stratagus/src/include/master.h      Mon Dec 22 15:54:06 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 master.h       -       The master server headerfile. */
+/address@hidden master.h - The master server headerfile. */
 //
-//     (c) Copyright 2003 by Tom Zickel and Jimmy Salmon
+//      (c) Copyright 2003-2004 by Tom Zickel 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
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: master.h,v 1.14 2003/12/20 05:33:26 jsalmon3 Exp $
+//      $Id: master.h,v 1.15 2003/12/22 04:54:06 wizzard Exp $
 
 #ifndef __MASTER_H__
 #define __MASTER_H__
@@ -34,22 +34,22 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 /*----------------------------------------------------------------------------
---             Defines
+--  Defines
 ----------------------------------------------------------------------------*/
 
 #define MASTER_HOST "mohydine.no-ip.com"
 #define MASTER_PORT 7775
 
 /*----------------------------------------------------------------------------
---             Declarations
+--  Declarations
 ----------------------------------------------------------------------------*/
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
 extern int MetaServerInUse;
@@ -61,4 +61,4 @@
 extern int RecvMetaReply(char** reply);
 extern int GetMetaParameter(char* reply, int pos, char** value);
 
-#endif         // !__MASTER_H__
+#endif // !__MASTER_H__
Index: stratagus/src/include/menus.h
diff -u stratagus/src/include/menus.h:1.119 stratagus/src/include/menus.h:1.120
--- stratagus/src/include/menus.h:1.119 Sat Dec 20 16:33:26 2003
+++ stratagus/src/include/menus.h       Mon Dec 22 15:54:06 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 menus.h        -       The menu headerfile. */
+/address@hidden menus.h - The menu headerfile. */
 //
-//     (c) Copyright 1999-2003 by Andreas Arens and Jimmy Salmon
+//      (c) Copyright 1999-2004 by Andreas Arens 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
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: menus.h,v 1.119 2003/12/20 05:33:26 jsalmon3 Exp $
+//      $Id: menus.h,v 1.120 2003/12/22 04:54:06 wizzard Exp $
 
 #ifndef __MENUS_H__
 #define __MENUS_H__
@@ -34,108 +34,108 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #include "map.h"
 #include "etlib/hash.h"
 
 /*----------------------------------------------------------------------------
---             Defines/Declarations
+--  Defines/Declarations
 ----------------------------------------------------------------------------*/
 
 // DISABLED grays out the menu item
-#define MI_DISABLED                            -1
-#define MI_ENABLED                             0
+#define MI_DISABLED -1
+#define MI_ENABLED  0
 
-#define MenuButtonActive               1               /// cursor on button
-#define MenuButtonClicked              2               /// mouse button down 
on button
-#define MenuButtonSelected             4               /// selected button
-#define MenuButtonDisabled             8               /// button cannot be 
depressed
+#define MenuButtonActive   1  /// cursor on button
+#define MenuButtonClicked  2  /// mouse button down on button
+#define MenuButtonSelected 4  /// selected button
+#define MenuButtonDisabled 8  /// button cannot be depressed
 
 /**
-**             Menu button referencing
-**             Each button is 300 x 144  =>            50 buttons (53 for 
Expansion GFX)
-**             For multi-version buttons: button - 1 == disabled, + 1 == 
depressed
-**             For gems: -1 == disabled, +1 == depressed, +2 checked,
-**             +3 checked+depressed
+**  Menu button referencing
+**  Each button is 300 x 144  => 50 buttons (53 for Expansion GFX)
+**  For multi-version buttons: button - 1 == disabled, + 1 == depressed
+**  For gems: -1 == disabled, +1 == depressed, +2 checked,
+**  +3 checked+depressed
 */
 typedef int MenuButtonId;
 
 /// FIXME: FILL IN THIS TABLE!!!!
 
-#define MBUTTON_MAIN                            4              /// FIXME: 
write docu
-#define MBUTTON_NETWORK                                 7
-#define MBUTTON_GM_HALF                                10
-#define MBUTTON_132                            13
-#define MBUTTON_GM_FULL                                16
-#define MBUTTON_GEM_ROUND              19
-#define MBUTTON_GEM_SQUARE             24
-#define MBUTTON_UP_ARROW               29
-#define MBUTTON_DOWN_ARROW             32
-#define MBUTTON_LEFT_ARROW             35
-#define MBUTTON_RIGHT_ARROW            38
-#define MBUTTON_S_KNOB                         40
-#define MBUTTON_S_VCONT                                42
-#define MBUTTON_S_HCONT                                44
-#define MBUTTON_PULLDOWN               46
-#define MBUTTON_VTHIN                          48
-#define MBUTTON_FOLDER                         51              /* expansion 
gfx only */
-
-#define MBUTTON_SC_GEM_ROUND           7
-#define MBUTTON_SC_GEM_SQUARE          12
-#define MBUTTON_SC_UP_ARROW            17
-#define MBUTTON_SC_DOWN_ARROW          20
-#define MBUTTON_SC_LEFT_ARROW          23
-#define MBUTTON_SC_RIGHT_ARROW         26
-#define MBUTTON_SC_S_KNOB              28
-#define MBUTTON_SC_S_VCONT             30
-#define MBUTTON_SC_S_HCONT             33
-#define MBUTTON_SC_PULLDOWN_DOWN_ARROW                         50
-#define MBUTTON_SC_PULLDOWN_DISABLED                           54
-#define MBUTTON_SC_PULLDOWN                                            57
-#define MBUTTON_SC_PULLDOWN_TOP                                                
60
-#define MBUTTON_SC_PULLDOWN_MIDDLE                             63
-#define MBUTTON_SC_PULLDOWN_BOTTOM                             66
-#define MBUTTON_SC_PULLDOWN_BOTTOM_SELECTED            69
-#define MBUTTON_SC_PULLDOWN_TOP_SELECTED               72
-#define MBUTTON_SC_INPUT               81
-#define MBUTTON_SC_BUTTON_LEFT         107
-#define MBUTTON_SC_BUTTON              116
-#define MBUTTON_SC_BUTTON_RIGHT                125
-
-//             For the game speed slider in the speed settings screen.
-#define MIN_GAME_SPEED                         50
-#define MAX_GAME_SPEED                         250
+#define MBUTTON_MAIN    4 /// FIXME: write docu
+#define MBUTTON_NETWORK 7
+#define MBUTTON_GM_HALF 10
+#define MBUTTON_132     13
+#define MBUTTON_GM_FULL 16
+#define MBUTTON_GEM_ROUND 19
+#define MBUTTON_GEM_SQUARE 24
+#define MBUTTON_UP_ARROW 29
+#define MBUTTON_DOWN_ARROW 32
+#define MBUTTON_LEFT_ARROW 35
+#define MBUTTON_RIGHT_ARROW 38
+#define MBUTTON_S_KNOB 40
+#define MBUTTON_S_VCONT 42
+#define MBUTTON_S_HCONT 44
+#define MBUTTON_PULLDOWN 46
+#define MBUTTON_VTHIN 48
+#define MBUTTON_FOLDER 51  /* expansion gfx only */
+
+#define MBUTTON_SC_GEM_ROUND 7
+#define MBUTTON_SC_GEM_SQUARE 12
+#define MBUTTON_SC_UP_ARROW 17
+#define MBUTTON_SC_DOWN_ARROW 20
+#define MBUTTON_SC_LEFT_ARROW 23
+#define MBUTTON_SC_RIGHT_ARROW 26
+#define MBUTTON_SC_S_KNOB 28
+#define MBUTTON_SC_S_VCONT 30
+#define MBUTTON_SC_S_HCONT 33
+#define MBUTTON_SC_PULLDOWN_DOWN_ARROW 50
+#define MBUTTON_SC_PULLDOWN_DISABLED 54
+#define MBUTTON_SC_PULLDOWN 57
+#define MBUTTON_SC_PULLDOWN_TOP 60
+#define MBUTTON_SC_PULLDOWN_MIDDLE 63
+#define MBUTTON_SC_PULLDOWN_BOTTOM 66
+#define MBUTTON_SC_PULLDOWN_BOTTOM_SELECTED 69
+#define MBUTTON_SC_PULLDOWN_TOP_SELECTED 72
+#define MBUTTON_SC_INPUT 81
+#define MBUTTON_SC_BUTTON_LEFT 107
+#define MBUTTON_SC_BUTTON 116
+#define MBUTTON_SC_BUTTON_RIGHT 125
+
+// For the game speed slider in the speed settings screen.
+#define MIN_GAME_SPEED 50
+#define MAX_GAME_SPEED 250
 
 /*----------------------------------------------------------------------------
---             Menus
+--  Menus
 ----------------------------------------------------------------------------*/
 
 /**
-**             Menuitem definition.
+**  Menuitem definition.
 */
 struct _menuitem_;
 typedef struct _menuitem_text_ {
-       unsigned char *text;
+       unsigned char* text;
        unsigned int tflags;
-       char *normalcolor;
-       char *reversecolor;
+       char* normalcolor;
+       char* reversecolor;
        int align;
        void (*action)(struct _menuitem_ *);
 } MenuitemText;
 typedef struct _menuitem_button_ {
-       unsigned char *text;
+       unsigned char* text;
        int xsize;
        int ysize;
        MenuButtonId button;
-       char *normalcolor;
-       char *reversecolor;
+       char* normalcolor;
+       char* reversecolor;
        void (*handler)(void);
        unsigned hotkey;
 } MenuitemButton;
 typedef struct _menuitem_pulldown_ {
-       unsigned char **options;
+       unsigned char** options;
        int xsize;
        int ysize;
        MenuButtonId button;
@@ -143,7 +143,7 @@
        int noptions;
        int defopt;
        int curopt;
-       int cursel;                             /* used in popup state */
+       int cursel;  /* used in popup state */
        unsigned int state;
        char *normalcolor;
        char *reversecolor;
@@ -157,38 +157,38 @@
        int noptions;
        int defopt;
        int curopt;
-       int cursel;                             /* used in mouse-over state */
+       int cursel;  /* used in mouse-over state */
        int nlines;
        int startline;
        int dohandler;
        char *normalcolor;
        char *reversecolor;
        void *(*retrieveopt)(struct _menuitem_ *, int);
-       void (*handler)(void);          /* for return key */
+       void (*handler)(void);  /* for return key */
 } MenuitemListbox;
 typedef struct _menuitem_vslider_ {
        unsigned cflags;
-       int xsize;                              // x-size of slider, not 
including buttons
-       int ysize;                              // y-size of slider, not 
including buttons
+       int xsize;  // x-size of slider, not including buttons
+       int ysize;  // y-size of slider, not including buttons
        void (*action)(struct _menuitem_ *, int);
        int defper;
-       int percent;            // percent of the way to bottom (0 to 100)
-       int curper;                             /* used in mouse-move state */
-       int cursel;                             /* used in mouse-over state */
+       int percent;  // percent of the way to bottom (0 to 100)
+       int curper;   /* used in mouse-move state */
+       int cursel;   /* used in mouse-over state */
        int style;
-       void (*handler)(void);          /* for return key */
+       void (*handler)(void);  /* for return key */
 } MenuitemVslider;
 typedef struct _menuitem_hslider_ {
        unsigned cflags;
-       int xsize;                              // x-size of slider, not 
including buttons
-       int ysize;                              // y-size of slider, not 
including buttons
+       int xsize;  // x-size of slider, not including buttons
+       int ysize;  // y-size of slider, not including buttons
        void (*action)(struct _menuitem_ *);
        int defper;
-       int percent;            // percent of the way to right (0 to 100)
-       int curper;                             /* used in mouse-move state */
-       int cursel;                             /* used in mouse-over state */
+       int percent;  // percent of the way to right (0 to 100)
+       int curper;   /* used in mouse-move state */
+       int cursel;   /* used in mouse-over state */
        int style;
-       void (*handler)(void);          /* for return key */
+       void (*handler)(void);  /* for return key */
 } MenuitemHslider;
 typedef struct _menuitem_drawfunc_ {
        void (*draw)(struct _menuitem_ *);
@@ -198,7 +198,7 @@
        int xsize;
        int ysize;
        MenuButtonId button;
-       void (*action)(struct _menuitem_ *, int);               /* for key */
+       void (*action)(struct _menuitem_ *, int);  /* for key */
        int nch;
        int maxch;
        char *normalcolor;
@@ -217,15 +217,15 @@
 
 struct _menus_;
 typedef struct _menuitem_ {
-       int mitype;                                                             
                /// FIXME: write docu
+       int mitype;  /// FIXME: write docu
        int xofs;
        int yofs;
        unsigned flags;
        int font;
-               int transparent;                                                
/// Add the transparent flag to draw a translucide menu
-       void (*initfunc)(struct _menuitem_ *);          /// constructor
-       void (*exitfunc)(struct _menuitem_ *);          /// destructor
-       struct _menus_ *menu;                                           /// 
backpointer for speedups
+               int transparent;  /// Add the transparent flag to draw a 
translucide menu
+       void (*initfunc)(struct _menuitem_ *);  /// constructor
+       void (*exitfunc)(struct _menuitem_ *);  /// destructor
+       struct _menus_ *menu;  /// backpointer for speedups
        union {
                MenuitemText text;
                MenuitemButton button;
@@ -241,7 +241,7 @@
        } d;
 } Menuitem;
 
-#define MI_TYPE_TEXT 1                                         /// FIXME: 
write docu
+#define MI_TYPE_TEXT 1  /// FIXME: write docu
 #define MI_TYPE_BUTTON 2
 #define MI_TYPE_PULLDOWN 3
 #define MI_TYPE_LISTBOX 4
@@ -265,61 +265,61 @@
 #define MI_CFLAGS_CONT 8
 
        /// for MI_TYPE_PULLDOWN
-#define MI_PSTATE_PASSIVE 1                            /// Pulldown is passive 
(grey) drawn
+#define MI_PSTATE_PASSIVE 1  /// Pulldown is passive (grey) drawn
 
        /// for MI_TYPE_GEM
-#define MI_GSTATE_UNCHECKED 0                          /// Gem has no check 
mark
-#define MI_GSTATE_PASSIVE 1                            /// Gem is passive 
(grey) drawn
-#define MI_GSTATE_INVISIBLE 2                          /// Gem is not drawn
-#define MI_GSTATE_CHECKED 4                            /// Gem is with check 
mark drawn
+#define MI_GSTATE_UNCHECKED 0  /// Gem has no check mark
+#define MI_GSTATE_PASSIVE 1    /// Gem is passive (grey) drawn
+#define MI_GSTATE_INVISIBLE 2  /// Gem is not drawn
+#define MI_GSTATE_CHECKED 4    /// Gem is with check mark drawn
 
 #define MI_STYLE_SC_VSLIDER 1
 #define MI_STYLE_SC_HSLIDER 2
 
 /**
-**             Menu definition.
+**  Menu definition.
 */
 typedef struct _menus_ {
-       // FIXME: char* Name;           /// menu name
-       int                             X;                              /// 
menu area x pos
-       int                             Y;                              /// 
menu area y pos
-       int                             Width;                          /// 
menu area width
-       int                             Height;                         /// 
menu area height
-       char*           Panel;                          /// optional background 
panel
-       int                             DefSel;                         /// 
initial selected item number (or -1)
-       int                             NumItems;               /// number of 
items to follow
-       Menuitem*               Items;                          /// buttons, etc
-       void (*NetAction)(void);                /// network action callback
+       // FIXME: char* Name; /// menu name
+       int       X;         /// menu area x pos
+       int       Y;         /// menu area y pos
+       int       Width;     /// menu area width
+       int       Height;    /// menu area height
+       char*     Panel;     /// optional background panel
+       int       DefSel;    /// initial selected item number (or -1)
+       int       NumItems;  /// number of items to follow
+       Menuitem* Items;     /// buttons, etc
+       void (*NetAction)(void);   /// network action callback
 } Menu;
 
 /**
-**             Struct which specifies the buttons gfx
+**  Struct which specifies the buttons gfx
 */
 typedef struct _menu_graphics_ {
-       char* File[MAX_RACES];                          /// resource filename 
one for each race
-       int             Width[MAX_RACES];                               /// 
Width of button
-       int             Height[MAX_RACES];                              /// 
Height of button
-       Graphic* Sprite;                                                /// 
sprite : FILLED
+       char* File[MAX_RACES];    /// resource filename one for each race
+       int   Width[MAX_RACES];   /// Width of button
+       int   Height[MAX_RACES];  /// Height of button
+       Graphic* Sprite;          /// sprite : FILLED
 } MenuGraphics;
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
-extern int GuiGameStarted;                             /// Game Started?
-extern Menu *CurrentMenu;                              /// Currently processed 
menu
-extern MenuGraphics MenuButtonGfx;             /// Menu button graphics
+extern int GuiGameStarted;          /// Game Started?
+extern Menu *CurrentMenu;           /// Currently processed menu
+extern MenuGraphics MenuButtonGfx;  /// Menu button graphics
 
-extern MapInfo *MenuMapInfo;                           /// MapInfo of map used 
in gui menus
-extern char MenuMapFullPath[1024];             /// Full path to currently 
selected map
+extern MapInfo *MenuMapInfo;        /// MapInfo of map used in gui menus
+extern char MenuMapFullPath[1024];  /// Full path to currently selected map
 
-extern int nKeyStrokeHelps;                            /// Number of loaded 
keystroke helps
-extern char **KeyStrokeHelps;                          /// Keystroke help pairs
+extern int nKeyStrokeHelps;    /// Number of loaded keystroke helps
+extern char **KeyStrokeHelps;  /// Keystroke help pairs
 
-#define MENUS_MAXMENU 128                              /// FIXME: wrong place, 
docu
-#define MENUS_MAXFUNC 128                              /// FIXME: wrong place, 
docu
+#define MENUS_MAXMENU 128  /// FIXME: wrong place, docu
+#define MENUS_MAXFUNC 128  /// FIXME: wrong place, docu
 
-#ifdef DOXYGEN                                           // no real code, only 
for document
+#ifdef DOXYGEN  // no real code, only for document
 
 #else
 
@@ -333,7 +333,7 @@
 #endif
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
        /// Menu button style to char*
@@ -348,9 +348,8 @@
        /// Draw menu
 extern void DrawMenu(Menu *menu);
        /// Draw menu button
-extern void DrawMenuButton(MenuButtonId button,unsigned flags,int 
transparent,int w,int h,
-                                                  int x,int y,const int 
font,const unsigned char *text,
-                                                  char *normalcolor, char 
*reversecolor);
+extern void DrawMenuButton(MenuButtonId button, unsigned flags, int 
transparent, int w, int h,
+       int x, int y, const int font, const unsigned char *text, char 
*normalcolor, char *reversecolor);
        /// Set menu backgound and draw it
 extern void MenusSetBackground(void);
        /// Draw and process a menu
@@ -424,4 +423,4 @@
 
 //@}
 
-#endif         // !__MENUS_H__
+#endif // !__MENUS_H__
Index: stratagus/src/include/minimap.h
diff -u stratagus/src/include/minimap.h:1.23 
stratagus/src/include/minimap.h:1.24
--- stratagus/src/include/minimap.h:1.23        Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/minimap.h     Mon Dec 22 15:54:06 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 minimap.h      -       The minimap headerfile. */
+/address@hidden minimap.h - The minimap headerfile. */
 //
-//     (c) Copyright 1998,2000-2003 by Lutz Sammer and Jimmy Salmon
+//      (c) Copyright 1998,2000-2003 by 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
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: minimap.h,v 1.23 2003/12/20 05:33:27 jsalmon3 Exp $
+//      $Id: minimap.h,v 1.24 2003/12/22 04:54:06 wizzard Exp $
 
 #ifndef __MINIMAP_H__
 #define __MINIMAP_H__
@@ -34,36 +34,36 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Declarations
+--  Declarations
 ----------------------------------------------------------------------------*/
 
-#define MINIMAP_FAC            (16*3)                          /// integer 
scale factor
+#define MINIMAP_FAC (16*3)  /// integer scale factor
 
        /// unit attacked are shown red for at least this amount of cycles
-#define ATTACK_RED_DURATION            (1*CYCLES_PER_SECOND)
+#define ATTACK_RED_DURATION (1*CYCLES_PER_SECOND)
        /// unit attacked are shown blinking for this amount of cycles
-#define ATTACK_BLINK_DURATION          (7*CYCLES_PER_SECOND)
+#define ATTACK_BLINK_DURATION (7*CYCLES_PER_SECOND)
 
        /// Update seen tile change in minimap
-#define UpdateMinimapSeenXY(tx,ty)
+#define UpdateMinimapSeenXY(tx, ty)
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
-extern int MinimapX;                                           /// Minimap 
drawing position x offset
-extern int MinimapY;                                           /// Minimap 
drawing position y offset
+extern int MinimapX;  /// Minimap drawing position x offset
+extern int MinimapY;  /// Minimap drawing position y offset
 
-extern int MinimapWithTerrain;                         /// display minimap 
with terrain
-extern int MinimapFriendly;                            /// switch colors of 
friendly units
-extern int MinimapShowSelected;                                /// highlight 
selected units
+extern int MinimapWithTerrain;   /// display minimap with terrain
+extern int MinimapFriendly;      /// switch colors of friendly units
+extern int MinimapShowSelected;  /// highlight selected units
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
        /// Update tile change in minimap
-extern void UpdateMinimapXY(int tx,int ty);
+extern void UpdateMinimapXY(int tx, int ty);
        /// Update minimap terrain
 extern void UpdateMinimapTerrain(void);
        /// Update complete minimap
@@ -73,17 +73,17 @@
        /// Destroy minimap
 extern void DestroyMinimap(void);
        /// Draw minimap with viewpoint
-extern void DrawMinimap(int vx,int vy);
+extern void DrawMinimap(int vx, int vy);
        /// Hide minimap cursor
 extern void HideMinimapCursor(void);
        /// Draw minimap viewpoint cursor
-extern void DrawMinimapCursor(int vx,int vy);
+extern void DrawMinimapCursor(int vx, int vy);
 
-       ///             Convert minimap cursor X position to tile map coordinate
+       /// Convert minimap cursor X position to tile map coordinate
 extern int ScreenMinimap2MapX(int);
-       ///             Convert minimap cursor Y position to tile map coordinate
+       /// Convert minimap cursor Y position to tile map coordinate
 extern int ScreenMinimap2MapY(int);
 
 //@}
 
-#endif         // !__MINIMAP_H__
+#endif // !__MINIMAP_H__
Index: stratagus/src/include/missile.h
diff -u stratagus/src/include/missile.h:1.77 
stratagus/src/include/missile.h:1.78
--- stratagus/src/include/missile.h:1.77        Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/missile.h     Mon Dec 22 15:54:06 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 missile.h      -       The missile headerfile. */
+/address@hidden missile.h - The missile headerfile. */
 //
-//     (c) Copyright 1998-2002 by Lutz Sammer
+//      (c) Copyright 1998-2002 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: missile.h,v 1.77 2003/12/20 05:33:27 jsalmon3 Exp $
+//      $Id: missile.h,v 1.78 2003/12/22 04:54:06 wizzard Exp $
 
 #ifndef __MISSILE_H__
 #define __MISSILE_H__
@@ -34,298 +34,298 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Documentation
+--  Documentation
 ----------------------------------------------------------------------------*/
 
 /**
-**             @struct _missile_type_ missile.h
+**  @struct _missile_type_ missile.h
 **
-**             \#include "missile.h"
+**  \#include "missile.h"
 **
-**             typedef struct _missile_type_ MissileType;
+**  typedef struct _missile_type_ MissileType;
 **
-**             This structure defines the base type information of all 
missiles. It
-**             contains all information that all missiles of the same type 
shares.
-**             The fields are filled from the configuration files (CCL). See
-**             (define-missile-type).
+**  This structure defines the base type information of all missiles. It
+**  contains all information that all missiles of the same type shares.
+**  The fields are filled from the configuration files (CCL). See
+**  (define-missile-type).
 **
 **
-**             The missile-type structure members:
+**  The missile-type structure members:
 **
-**             MissileType::OType
+**  MissileType::OType
 **
-**                             Object type (future extensions).
+**  Object type (future extensions).
 **
-**             MissileType::Ident
+**  MissileType::Ident
 **
-**                             Unique identifier of the missile-type, used to 
reference it in
-**                             config files and during startup.
-**                             @note Don't use this member in game, use 
instead the pointer
-**                             to this structure. See MissileTypeByIdent().
+**    Unique identifier of the missile-type, used to reference it in
+**    config files and during startup.
+**    @note Don't use this member in game, use instead the pointer
+**    to this structure. See MissileTypeByIdent().
 **
-**             MissileType::File
+**  MissileType::File
 **
-**                             File containing the image (sprite) graphics of 
the missile.
-**                             The file can contain multiple sprite frames.  
The sprite frames
-**                             for the different directions are placed in the 
row.
-**                             The different animations steps are placed in 
the column. But
-**                             the correct order depends on MissileType::Class 
(
-**                             ::_missile_class_, ...). Missiles like fire 
have no directions,
-**                             missiles like arrows have a direction.
-**                             @note Note that only 8 directions are currently 
supported and
-**                             only 5 are stored in the image (N NW W SW S) 
and 4 are mirrored.
+**    File containing the image (sprite) graphics of the missile.
+**    The file can contain multiple sprite frames.  The sprite frames
+**    for the different directions are placed in the row.
+**    The different animations steps are placed in the column. But
+**    the correct order depends on MissileType::Class (
+**    ::_missile_class_, ...). Missiles like fire have no directions,
+**    missiles like arrows have a direction.
+**    @note Note that only 8 directions are currently supported and
+**    only 5 are stored in the image (N NW W SW S) and 4 are mirrored.
 **
-**             MissileType::DrawLevel
+**  MissileType::DrawLevel
 **
-**                             The Level/Order to draw the missile in, usually 
0-255
+**    The Level/Order to draw the missile in, usually 0-255
 **
-**             MissileType::Width MissileType::Height
+**  MissileType::Width MissileType::Height
 **
-**                             Size (width and height) of a frame in the 
image. All sprite
-**                             frames of the missile-type must have the same 
size.
+**    Size (width and height) of a frame in the image. All sprite
+**    frames of the missile-type must have the same size.
 **
-**             MissileType::SpriteFrames
+**  MissileType::SpriteFrames
 **
-**                             Total number of sprite frames in the graphic 
image.
-**                             @note If the image is smaller than the number 
of directions,
-**                             width/height and/or framecount suggest the 
engine crashes.
-**                             @note There is currently a limit of 127 sprite 
frames, which
-**                             can be lifted if needed.
+**    Total number of sprite frames in the graphic image.
+**    @note If the image is smaller than the number of directions,
+**    width/height and/or framecount suggest the engine crashes.
+**    @note There is currently a limit of 127 sprite frames, which
+**    can be lifted if needed.
 **
-**             MissileType::NumDirections
+**  MissileType::NumDirections
 **
-**                             Number of directions missile can face.
+**    Number of directions missile can face.
 **
-**             MissileType::Transparency
+**  MissileType::Transparency
 **
-**                             Set a missile transparency. Current supported 
value is 50 only.
+**    Set a missile transparency. Current supported value is 50 only.
 **
-**             MissileType::FiredSound
+**  MissileType::FiredSound
 **
-**                             Sound of the missile, if fired. @note currently 
not used.
+**    Sound of the missile, if fired. @note currently not used.
 **
-**             MissileType::ImpactSound
+**  MissileType::ImpactSound
 **
-**                             Impact sound for this missile.
+**    Impact sound for this missile.
 **
-**             MissileType::CanHitOwner
+**  MissileType::CanHitOwner
 **
-**                             Can hit the unit that have fired the missile.
-**                             @note Currently no missile can hurt its owner.
+**    Can hit the unit that have fired the missile.
+**    @note Currently no missile can hurt its owner.
 **
-**             MissileType::FriendlyFire
+**  MissileType::FriendlyFire
 **
-**                             Can't hit the units of the same player, that 
has the
-**                             missile fired.
+**    Can't hit the units of the same player, that has the
+**    missile fired.
 **
-**             MissileType::Class
+**  MissileType::Class
 **
-**                             Class of the missile-type, defines the basic 
effects of the
-**                             missile. Look at the different class 
identifiers for more
-**                             informations (::_missile_class_, 
::MissileClassNone, ...).
+**    Class of the missile-type, defines the basic effects of the
+**    missile. Look at the different class identifiers for more
+**    informations (::_missile_class_, ::MissileClassNone, ...).
 **
-**             MissileType::NumBounces
+**  MissileType::NumBounces
 **
-**                             This is the number of bounces, and it is only 
valid with
-**                             MissileClassBounce. The missile will hit this 
many times in
-**                             a row.
+**    This is the number of bounces, and it is only valid with
+**    MissileClassBounce. The missile will hit this many times in
+**    a row.
 **
-**             MissileType::StartDelay
+**  MissileType::StartDelay
 **
-**                             Delay in game cycles after the missile 
generation, until the
-**                             missile animation and effects starts. Delay 
denotes the number
-**                             of display cycles to skip before drawing the 
first sprite frame
-**                             and only happens once at start.
+**    Delay in game cycles after the missile generation, until the
+**    missile animation and effects starts. Delay denotes the number
+**    of display cycles to skip before drawing the first sprite frame
+**    and only happens once at start.
 **
-**             MissileType::Sleep
+**  MissileType::Sleep
 **
-**                             This are the number of game cycles to wait for 
the next
-**                             animation or the sleeping between the animation 
steps.
-**                             All animations steps use the same delay.  0 is 
the
-**                             fastest and 255 the slowest animation.
-**                             @note Perhaps we should later allow animation 
scripts for
-**                             more complex animations.
+**    This are the number of game cycles to wait for the next
+**    animation or the sleeping between the animation steps.
+**    All animations steps use the same delay.  0 is the
+**    fastest and 255 the slowest animation.
+**    @note Perhaps we should later allow animation scripts for
+**    more complex animations.
 **
-**             MissileType::Speed
+**  MissileType::Speed
 **
-**                             The speed how fast the missile moves. 0 the 
missile didn't
-**                             move, 1 is the slowest speed and 32 s the 
fastest supported
-**                             speed. This is how many pixels the missiles 
moves with each
-**                             animation step.  The real use of this member 
depends on the
-**                             MissileType::Class
-**                             @note This is currently only used by the 
point-to-point
-**                             missiles (::MissileClassPointToPoint, ...).  
Perhaps we should
-**                             later allow animation scripts for more complex 
animations.
+**    The speed how fast the missile moves. 0 the missile didn't
+**    move, 1 is the slowest speed and 32 s the fastest supported
+**    speed. This is how many pixels the missiles moves with each
+**    animation step.  The real use of this member depends on the
+**    MissileType::Class
+**    @note This is currently only used by the point-to-point
+**    missiles (::MissileClassPointToPoint, ...).  Perhaps we should
+**    later allow animation scripts for more complex animations.
 **
-**             MissileType::Range
+**  MissileType::Range
 **
-**                             Determines the range in which a projectile will 
deal its damage.
-**                             A range of 0 will mean that the damage will be 
limited to the
-**                             targetted unit only.  So if you shot a missile 
at a unit, it
-**                             would only damage that unit.  A value of 1 only 
affects the
-**                             field where the missile hits.  A value of 2  
would mean that
-**                             the damage for that particular missile would be 
dealt for a range
-**                             of 1 around the impact spot. All fields that 
aren't the center
-**                             get only 1/SpashFactor of the damage. Fields 2 
away get
-**                             1/(SplashFactor*2), and following...
+**    Determines the range in which a projectile will deal its damage.
+**    A range of 0 will mean that the damage will be limited to the
+**    targetted unit only.  So if you shot a missile at a unit, it
+**    would only damage that unit.  A value of 1 only affects the
+**    field where the missile hits.  A value of 2  would mean that
+**    the damage for that particular missile would be dealt for a range
+**    of 1 around the impact spot. All fields that aren't the center
+**    get only 1/SpashFactor of the damage. Fields 2 away get
+**    1/(SplashFactor*2), and following...
 **
-**             MissileType::SplashFactor
+**  MissileType::SplashFactor
 **
-**                             Determines The Splash damage divisor, see Range
+**    Determines The Splash damage divisor, see Range
 **
-**             MissileType::ImpactName
+**  MissileType::ImpactName
 **
-**                             The name of the next (other) missile to 
generate, when this
-**                             missile reached its end point or its life time 
is over.  So it
-**                             can be used to generate a chain of missiles.
-**                             @note Used and should only be used during 
configuration and
-**                             startup.
+**    The name of the next (other) missile to generate, when this
+**    missile reached its end point or its life time is over.  So it
+**    can be used to generate a chain of missiles.
+**    @note Used and should only be used during configuration and
+**    startup.
 **
-**             MissileType::ImpactMissile
+**  MissileType::ImpactMissile
 **
-**                             Pointer to the impact missile-type. Used during 
run time.
+**    Pointer to the impact missile-type. Used during run time.
 **
-**             MissileType::SmokeName
+**  MissileType::SmokeName
 **
-**                             The name of the next (other) missile to 
generate a trailing smoke.  So it
-**                             can be used to generate a chain of missiles.
-**                             @note Used and should only be used during 
configuration and
-**                             startup.
+**    The name of the next (other) missile to generate a trailing smoke.  So it
+**    can be used to generate a chain of missiles.
+**    @note Used and should only be used during configuration and
+**    startup.
 **
-**             MissileType::SmokeMissile
+**  MissileType::SmokeMissile
 **
-**                             Pointer to the smoke missile-type. Used during 
run time.
+**    Pointer to the smoke missile-type. Used during run time.
 **
-**             MissileType::Sprite
+**  MissileType::Sprite
 **
-**                             Missile sprite image loaded from 
MissileType::File
+**    Missile sprite image loaded from MissileType::File
 */
 
 /**
-**             @struct _missile_ missile.h
+**  @struct _missile_ missile.h
 **
-**             \#include "missile.h"
+**  \#include "missile.h"
 **
-**             typedef struct _missile_ Missile;
+**  typedef struct _missile_ Missile;
 **
-**             This structure contains all informations about a missile in 
game.
-**             A missile could have different effects, based on its 
missile-type.
-**             Missiles could be saved and stored with CCL. See (missile).
-**             Currently only a tile, an unit or a missile could be placed on 
the map.
+**  This structure contains all informations about a missile in game.
+**  A missile could have different effects, based on its missile-type.
+**  Missiles could be saved and stored with CCL. See (missile).
+**  Currently only a tile, an unit or a missile could be placed on the map.
 **
 **
-**             The missile structure members:
+**  The missile structure members:
 **
-**             Missile::X Missile::Y
+**  Missile::X Missile::Y
 **
-**                             Missile current map position in pixels.  To 
convert a map tile
-**                             position to pixel position use: 
(mapx*::TileSizeX+::TileSizeX/2)
-**                             and (mapy*::TileSizeY+::TileSizeY/2)
-**                             @note ::TileSizeX%2==0 && ::TileSizeY%2==0 and 
::TileSizeX,
-**                             ::TileSizeY are currently fixed 32 pixels.
+**    Missile current map position in pixels.  To convert a map tile
+**    position to pixel position use: (mapx*::TileSizeX+::TileSizeX/2)
+**    and (mapy*::TileSizeY+::TileSizeY/2)
+**    @note ::TileSizeX%2==0 && ::TileSizeY%2==0 and ::TileSizeX,
+**    ::TileSizeY are currently fixed 32 pixels.
 **
-**             Missile::SourceX Missile::SourceY
+**  Missile::SourceX Missile::SourceY
 **
-**                             Missile original map position in pixels.  To 
convert a map tile
-**                             position to pixel position use: 
(mapx*::TileSizeX+::TileSizeX/2)
-**                             and (mapy*::TileSizeY+::TileSizeY/2)
-**                             @note ::TileSizeX%2==0 && ::TileSizeY%2==0 and 
::TileSizeX,
-**                             ::TileSizeY are currently fixed 32 pixels.
+**    Missile original map position in pixels.  To convert a map tile
+**    position to pixel position use: (mapx*::TileSizeX+::TileSizeX/2)
+**    and (mapy*::TileSizeY+::TileSizeY/2)
+**    @note ::TileSizeX%2==0 && ::TileSizeY%2==0 and ::TileSizeX,
+**    ::TileSizeY are currently fixed 32 pixels.
 **
-**             Missile::DX Missile::DY
+**  Missile::DX Missile::DY
 **
-**                             Missile destination on the map in pixels.  If
-**                             Missile::X==Missile::DX and 
Missile::Y==Missile::DY the missile
-**                             stays at its position.  But the movement also 
depends on
-**                             MissileType::Class.
+**    Missile destination on the map in pixels.  If
+**    Missile::X==Missile::DX and Missile::Y==Missile::DY the missile
+**    stays at its position.  But the movement also depends on
+**    MissileType::Class.
 **
-**             Missile::Type
+**  Missile::Type
 **
-**                             ::MissileType pointer of the missile, contains 
the shared
-**                             informations of all missiles of the same type.
+**    ::MissileType pointer of the missile, contains the shared
+**    informations of all missiles of the same type.
 **
-**             Missile::SpriteFrame
+**  Missile::SpriteFrame
 **
-**                             Current sprite frame of the missile.  The range 
is from 0
-**                             to MissileType::SpriteFrames-1.  The topmost 
bit (128) is
-**                             used as flag to mirror the sprites in X 
direction.
-**                             Animation scripts aren't currently supported 
for missiles,
-**                             everything is handled by MissileType::Class
-**                             @note If wanted, we can add animation scripts 
support to the
-**                             engine.
+**    Current sprite frame of the missile.  The range is from 0
+**    to MissileType::SpriteFrames-1.  The topmost bit (128) is
+**    used as flag to mirror the sprites in X direction.
+**    Animation scripts aren't currently supported for missiles,
+**    everything is handled by MissileType::Class
+**    @note If wanted, we can add animation scripts support to the
+**    engine.
 **
-**             Missile::State
+**  Missile::State
 **
-**                             Current state of the missile.  Used for a 
simple state machine.
+**    Current state of the missile.  Used for a simple state machine.
 **
-**             Missile::AnimWait
+**  Missile::AnimWait
 **
-**                             Animation wait. Used internally by missile 
actions, to run the
-**                             animation in parallel with the rest.
+**    Animation wait. Used internally by missile actions, to run the
+**    animation in parallel with the rest.
 **
-**             Missile::Wait
+**  Missile::Wait
 **
-**                             Wait this number of game cycles until the next 
state or
-**                             animation of this missile is handled. This 
counts down from
-**                             MissileType::Sleep to 0.
+**    Wait this number of game cycles until the next state or
+**    animation of this missile is handled. This counts down from
+**    MissileType::Sleep to 0.
 **
-**             Missile::Delay
+**  Missile::Delay
 **
-**                             Number of game cycles the missile isn't shown 
on the map.
-**                             This counts down from MissileType::StartDelay 
to 0, before this
-**                             happens the missile isn't shown and has no 
effects.
-**                             @note This can also be used by 
MissileType::Class
-**                             for temporary removement of the missile.
+**    Number of game cycles the missile isn't shown on the map.
+**    This counts down from MissileType::StartDelay to 0, before this
+**    happens the missile isn't shown and has no effects.
+**    @note This can also be used by MissileType::Class
+**    for temporary removement of the missile.
 **
-**             Missile::SourceUnit
+**  Missile::SourceUnit
 **
-**                             The owner of the missile. Normally the one who 
fired the
-**                             missile.  Used to check units, to prevent 
hitting the owner
-**                             when field MissileType::CanHitOwner==1. Also 
used for kill
-**                             and experience points.
+**    The owner of the missile. Normally the one who fired the
+**    missile.  Used to check units, to prevent hitting the owner
+**    when field MissileType::CanHitOwner==1. Also used for kill
+**    and experience points.
 **
-**             Missile::TargetUnit
+**  Missile::TargetUnit
 **
-**                             The target of the missile.  Normally the unit 
which should be
-**                             hit by the missile.
+**    The target of the missile.  Normally the unit which should be
+**    hit by the missile.
 **
-**             Missile::Damage
+**  Missile::Damage
 **
-**                             Damage done by missile. See also 
MissileType::Range, which
-**                             denoted the 100% damage in center.
+**    Damage done by missile. See also MissileType::Range, which
+**    denoted the 100% damage in center.
 **
-**             Missile::TTL
+**  Missile::TTL
 **
-**                             Time to live in game cycles of the missile, if 
it reaches zero
-**                             the missile is automatic removed from the map. 
If -1 the
-**                             missile lives for ever and the lifetime is 
handled by
-**                             Missile::Type:MissileType::Class
+**    Time to live in game cycles of the missile, if it reaches zero
+**    the missile is automatic removed from the map. If -1 the
+**    missile lives for ever and the lifetime is handled by
+**    Missile::Type:MissileType::Class
 **
-**             Missile::Hidden
+**  Missile::Hidden
 **
-**                             When you set this to 1 the unit becomes hidden 
for a while.
+**    When you set this to 1 the unit becomes hidden for a while.
 **
-**             Missile::CurrentStep
+**  Missile::CurrentStep
 **
-**                             Movement step. Used for the different 
trajectories.
+**    Movement step. Used for the different trajectories.
 **
-**             Missile::TotalStep
+**  Missile::TotalStep
 **
-**                             Maximum number of step. When CurrentStep >= 
TotalStep, the movement is finished.
+**    Maximum number of step. When CurrentStep >= TotalStep, the movement is 
finished.
 **
-**             Missile::Local
+**  Missile::Local
 **
-**                             This is a local missile, which can be different 
on all
-**                             computer in play. Used for the user interface 
(fe the green
-**                             cross).
+**    This is a local missile, which can be different on all
+**    computer in play. Used for the user interface (fe the green
+**    cross).
 **
-**             Missile::MissileSlot
+**  Missile::MissileSlot
 **
-**                             Pointer to the slot of this missile. Used for 
faster freeing.
+**    Pointer to the slot of this missile. Used for faster freeing.
 */
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #include "unitsound.h"
@@ -335,171 +335,171 @@
 #include "video.h"
 
 /*----------------------------------------------------------------------------
---             Declarations
+--  Declarations
 ----------------------------------------------------------------------------*/
 
 /*----------------------------------------------------------------------------
---             Missile-type
+--  Missile-type
 ----------------------------------------------------------------------------*/
 
 #ifndef __STRUCT_MISSILETYPE__
-#define __STRUCT_MISSILETYPE__                         /// protect duplicate 
missile typedef
+#define __STRUCT_MISSILETYPE__  /// protect duplicate missile typedef
 
 /**
-**             Missile-type typedef
+**  Missile-type typedef
 */
 typedef struct _missile_type_ MissileType;
 
 #endif
 
-#define MAX_MISSILES   1800                    /// maximum number of missiles
+#define MAX_MISSILES 1800  /// maximum number of missiles
 
 /**
-**             Missile-type-class typedef
+**  Missile-type-class typedef
 */
 typedef int MissileClass;
 
 /**
-**       Missile-class this defines how a missile-type reacts.
+**  Missile-class this defines how a missile-type reacts.
 **
 */
 enum _missile_class_ {
-               //        Missile does nothing
+               // Missile does nothing
                MissileClassNone,
-               //        Missile flies from x,y to x1,y1
+               // Missile flies from x,y to x1,y1
                MissileClassPointToPoint,
-               //        Missile flies from x,y to x1,y1 than shows hit 
animation.
+               // Missile flies from x,y to x1,y1 than shows hit animation.
                MissileClassPointToPointWithHit,
-               //        Missile flies from x,y to x1,y1 and animates ONCE 
from start to finish and back
+               // Missile flies from x,y to x1,y1 and animates ONCE from start 
to finish and back
                MissileClassPointToPointCycleOnce,
-               //        Missile flies from x,y to x1,y1 than bounces three 
times.
+               // Missile flies from x,y to x1,y1 than bounces three times.
                MissileClassPointToPointBounce,
-               //        Missile appears at x,y, does it's anim and vanishes.
+               // Missile appears at x,y, does it's anim and vanishes.
                MissileClassStay,
-               //        Missile appears at x,y, then cycle through the frames 
once.
+               // Missile appears at x,y, then cycle through the frames once.
                MissileClassCycleOnce,
-               //        Missile doesn't move, than checks the source unit for 
HP.
+               // Missile doesn't move, than checks the source unit for HP.
                MissileClassFire,
-               //        Missile shows the hit points.
+               // Missile shows the hit points.
                MissileClassHit,
-               //              Missile flies from x,y to x1,y1 using a 
parabolic path
+               // Missile flies from x,y to x1,y1 using a parabolic path
                MissileClassParabolic,
-               //              Missile wait on x,y until a non-air unit comes 
by, the explodes.
+               // Missile wait on x,y until a non-air unit comes by, the 
explodes.
                MissileClassLandMine,
-               //        Missile appears at x,y, is whirlwind
+               // Missile appears at x,y, is whirlwind
                MissileClassWhirlwind,
-               //        Missile surround x,y
+               // Missile surround x,y
                MissileClassFlameShield,
-               //        Missile is death coil.
+               // Missile is death coil.
                MissileClassDeathCoil
 };
 
-       ///                             Base structure of missile-types
+       /// Base structure of missile-types
 struct _missile_type_ {
-       const void* OType;                                              /// 
object type (future extensions)
+       const void* OType;  /// object type (future extensions)
 
-       char*           Ident;                                          /// 
missile name
-       char*           File;                                           /// 
missile sprite file
-       int                             Transparency;                           
/// Missile transparency possible value is 50 (later 25 and 75)
-       int                             Width;                                  
        /// missile width in pixels
-       int                             Height;                                 
        /// missile height in pixels
-       int                             DrawLevel;                              
/// Level to draw missile at
-       int                             SpriteFrames;                           
/// number of sprite frames in graphic
-       int                             NumDirections;                          
/// number of directions missile can face
-
-               // FIXME: FireSound defined but not used!
-       SoundConfig FiredSound;                         /// fired sound
-       SoundConfig ImpactSound;                                /// impact 
sound for this missile-type
-
-       unsigned                CanHitOwner : 1;                /// missile can 
hit the owner
-       unsigned                FriendlyFire : 1;               /// missile 
can't hit own units
-
-       MissileClass            Class;                          /// missile 
class
-       int                             NumBounces;                             
/// number of bounces
-       int                             StartDelay;                             
/// missile start delay
-       int                             Sleep;                                  
        /// missile sleep
-       int                             Speed;                                  
        /// missile speed
-
-       int                             Range;                                  
        /// missile damage range
-       int                             SplashFactor;                           
/// missile splash divisor
-       char*           ImpactName;                             /// impact 
missile-type name
-       MissileType*ImpactMissile;                              /// missile 
produces an impact
-       char*           SmokeName;                              /// impact 
missile-type name
-       MissileType*SmokeMissile;                               /// Trailling 
missile
+       char* Ident;          /// missile name
+       char* File;           /// missile sprite file
+       int   Transparency;   /// Missile transparency possible value is 50 
(later 25 and 75)
+       int   Width;          /// missile width in pixels
+       int   Height;         /// missile height in pixels
+       int   DrawLevel;      /// Level to draw missile at
+       int   SpriteFrames;   /// number of sprite frames in graphic
+       int   NumDirections;  /// number of directions missile can face
+
+       // FIXME: FireSound defined but not used!
+       SoundConfig FiredSound;   /// fired sound
+       SoundConfig ImpactSound;  /// impact sound for this missile-type
+
+       unsigned CanHitOwner:1;   /// missile can hit the owner
+       unsigned FriendlyFire:1;  /// missile can't hit own units
+
+       MissileClass Class;       /// missile class
+       int          NumBounces;  /// number of bounces
+       int          StartDelay;  /// missile start delay
+       int          Sleep;       /// missile sleep
+       int          Speed;       /// missile speed
+
+       int          Range;          /// missile damage range
+       int          SplashFactor;   /// missile splash divisor
+       char*        ImpactName;     /// impact missile-type name
+       MissileType* ImpactMissile;  /// missile produces an impact
+       char*        SmokeName;      /// impact missile-type name
+       MissileType* SmokeMissile;   /// Trailling missile
 
 // --- FILLED UP ---
-       Graphic*                Sprite;                                         
/// missile sprite image
+       Graphic* Sprite;  /// missile sprite image
 };
 
 /*----------------------------------------------------------------------------
---             Missile
+--  Missile
 ----------------------------------------------------------------------------*/
 
 /**
-**             Missile typedef.
+**  Missile typedef.
 */
 typedef struct _missile_ Missile;
 typedef void FuncController(Missile *);
 
        /// Missile on the map
 struct _missile_ {
-       int                             SourceX;                                
/// Missile Source X
-       int                             SourceY;                                
/// Missile Source Y
-       int                             X;                                      
        /// missile pixel position
-       int                             Y;                                      
        /// missile pixel position
-       int                             DX;                                     
        /// missile pixel destination
-       int                             DY;                                     
        /// missile pixel destination
-       MissileType*Type;                                               /// 
missile-type pointer
-       int                             SpriteFrame;                            
/// sprite frame counter
-       int                             State;                                  
        /// state
-       int                             AnimWait;                               
/// Animation wait.
-       int                             Wait;                                   
        /// delay between frames
-       int                             Delay;                                  
        /// delay to showup
+       int SourceX;  /// Missile Source X
+       int SourceY;  /// Missile Source Y
+       int X;        /// missile pixel position
+       int Y;        /// missile pixel position
+       int DX;       /// missile pixel destination
+       int DY;       /// missile pixel destination
+       MissileType* Type;  /// missile-type pointer
+       int SpriteFrame;  /// sprite frame counter
+       int State;        /// state
+       int AnimWait;     /// Animation wait.
+       int Wait;         /// delay between frames
+       int Delay;        /// delay to showup
 
-       Unit*           SourceUnit;                             /// unit that 
fires (could be killed)
-       Unit*           TargetUnit;                             /// target 
unit, used for spells
+       Unit* SourceUnit;  /// unit that fires (could be killed)
+       Unit* TargetUnit;  /// target unit, used for spells
 
-       int                             Damage;                                 
        /// direct damage that missile applies
+       int Damage;  /// direct damage that missile applies
 
-       int                             TTL;                                    
        /// time to live (ticks) used for spells
-       int             Hidden;                                         /// If 
this is 1 then the missile is invisible
+       int TTL;     /// time to live (ticks) used for spells
+       int Hidden;  /// If this is 1 then the missile is invisible
 
 // Internal use:
-       int                             CurrentStep;                            
/// Current step (0 <= x < TotalStep).
-       int                             TotalStep;                              
/// Total step.
+       int CurrentStep;  /// Current step (0 <= x < TotalStep).
+       int TotalStep;    /// Total step.
 
-       unsigned                Local : 1;                              /// 
missile is a local missile
-       Missile**               MissileSlot;                            /// 
pointer to missile slot
+       unsigned  Local:1;      /// missile is a local missile
+       Missile** MissileSlot;  /// pointer to missile slot
 };
 
 typedef struct _burning_building_frame_ {
-       int                                     Percent;                        
                        /// HP percent
-       MissileType*    Missile;                                                
/// Missile to draw
-       struct _burning_building_frame_* Next;          /// Next pointer
+       int          Percent;  /// HP percent
+       MissileType* Missile;  /// Missile to draw
+       struct _burning_building_frame_* Next;  /// Next pointer
 } BurningBuildingFrame;
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
-extern char** MissileTypeWcNames;              /// Mapping wc-number 2 symbol
+extern char** MissileTypeWcNames;  /// Mapping wc-number 2 symbol
 
-extern MissileType* MissileTypes;                              /// All 
missile-types
+extern MissileType* MissileTypes;  /// All missile-types
 
-extern const char* MissileClassNames[];                                /// 
Missile class names
+extern const char* MissileClassNames[];  /// Missile class names
 
-extern BurningBuildingFrame *BurningBuildingFrames;  /// Burning building 
frames
+extern BurningBuildingFrame* BurningBuildingFrames;  /// Burning building 
frames
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
-//             In ccl_missile.c
+// In ccl_missile.c
 
        /// register ccl features
 extern void MissileCclRegister(void);
 
-//             In missile.c
+// In missile.c
 
        /// load the graphics for the missiles
 extern void LoadMissileSprites(void);
@@ -508,16 +508,16 @@
        /// Get missile-type by ident
 extern MissileType* MissileTypeByIdent(const char*);
        /// create a missile
-extern Missile* MakeMissile(MissileType*,int,int,int,int);
+extern Missile* MakeMissile(MissileType*, int, int, int, int);
        /// create a local missile
-extern Missile* MakeLocalMissile(MissileType*,int,int,int,int);
+extern Missile* MakeLocalMissile(MissileType*, int, int, int, int);
        /// fire a missile
 extern void FireMissile(Unit*);
        /// check if missile should be drawn
 extern int CheckMissileToBeDrawn(const Missile* missile);
 
        /// Draw all missiles
-extern void DrawMissile(const MissileType* mtype,int frame,int x,int y);
+extern void DrawMissile(const MissileType* mtype, int frame, int x, int y);
 extern int FindAndSortMissiles(const Viewport* vp, Missile** table);
 
        /// handle all missiles
@@ -529,7 +529,7 @@
 extern MissileType* MissileBurningBuilding(int percent);
 
        /// Save missile-types
-extern void SaveMissileTypes(CLFile *);
+extern void SaveMissileTypes(CLFile*);
        /// Save missiles
 extern void SaveMissiles(CLFile*);
 
@@ -559,4 +559,4 @@
 
 //@}
 
-#endif         // !__MISSILE_H__
+#endif // !__MISSILE_H__
Index: stratagus/src/include/movie.h
diff -u stratagus/src/include/movie.h:1.9 stratagus/src/include/movie.h:1.10
--- stratagus/src/include/movie.h:1.9   Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/movie.h       Mon Dec 22 15:54:07 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 movie.h        -       The movie header file. */
+/address@hidden movie.h - The movie header file. */
 //
-//     (c) Copyright 2002 by Lutz Sammer
+//      (c) Copyright 2002-2004 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: movie.h,v 1.9 2003/12/20 05:33:27 jsalmon3 Exp $
+//      $Id: movie.h,v 1.10 2003/12/22 04:54:07 wizzard Exp $
 
 #ifndef __MOVIE_H__
 #define __MOVIE_H__
@@ -34,39 +34,39 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Documentation
+--  Documentation
 ----------------------------------------------------------------------------*/
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 /*----------------------------------------------------------------------------
---             Declarations
+--  Declarations
 ----------------------------------------------------------------------------*/
 
 /**
-**             Play movie flags.
+**  Play movie flags.
 */
 enum _play_movie_flags_ {
-       PlayMovieFullScreen = 1,                                /// Switch to 
full screen
-       PlayMovieZoomScreen = 2,                                /// Zoom to 
screen size
-       PlayMovieKeepAspect = 4,                                /// Keep the 
aspect while zooming
+       PlayMovieFullScreen = 1,  /// Switch to full screen
+       PlayMovieZoomScreen = 2,  /// Zoom to screen size
+       PlayMovieKeepAspect = 4,  /// Keep the aspect while zooming
 };
 
 /**
-**             Movie handle.
+**  Movie handle.
 */
 typedef struct _movie_ {
-       void*           File;                                           /// 
Demux handler
+       void* File;  /// Demux handler
 } Movie;
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
        /// Play a movie file
@@ -79,4 +79,4 @@
 
 //@}
 
-#endif         // !__MOVIE_H__
+#endif // !__MOVIE_H__
Index: stratagus/src/include/mpq.h
diff -u stratagus/src/include/mpq.h:1.9 stratagus/src/include/mpq.h:1.10
--- stratagus/src/include/mpq.h:1.9     Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/mpq.h Mon Dec 22 15:54:07 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 mpq.h          -       The mpq headerfile. */
+/address@hidden mpq.h - The mpq headerfile. */
 //
-//     (c) Copyright 2002 by Jimmy Salmon, Lutz Sammer
+//      (c) Copyright 2002-2004 by Jimmy Salmon, 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: mpq.h,v 1.9 2003/12/20 05:33:27 jsalmon3 Exp $
+//      $Id: mpq.h,v 1.10 2003/12/22 04:54:07 wizzard Exp $
 
 #ifndef __MPQ_H__
 #define __MPQ_H__
@@ -34,33 +34,33 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Defines
+--  Defines
 ----------------------------------------------------------------------------*/
 
-#define UInt32         unsigned long
+#define UInt32 unsigned long
 
 /*----------------------------------------------------------------------------
---             Declarations
+--  Declarations
 ----------------------------------------------------------------------------*/
 
        /// Block table
-extern UInt32 *MpqBlockTable;
+extern UInt32* MpqBlockTable;
        /// Filename table
-extern char *MpqFilenameTable;
+extern char* MpqFilenameTable;
        /// Identify table
-extern char *MpqIdentifyTable;
+extern char* MpqIdentifyTable;
        /// File count
 extern int MpqFileCount;
 
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
        /// Read mpq info
-extern int MpqReadInfo(FILE *fpMpq);
+extern int MpqReadInfo(FILE* fpMpq);
        /// Extract mpq entry
-extern int MpqExtractTo(unsigned char *mpqbuf, UInt32 entry, FILE *fpMpq);
+extern int MpqExtractTo(unsigned char* mpqbuf, UInt32 entry, FILE* fpMpq);
        /// Clean mpq
 extern void CleanMpq(void);
 
Index: stratagus/src/include/myendian.h
diff -u stratagus/src/include/myendian.h:1.18 
stratagus/src/include/myendian.h:1.19
--- stratagus/src/include/myendian.h:1.18       Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/myendian.h    Mon Dec 22 15:54:07 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 myendian.h     -       The endian-specific headerfile. */
+/address@hidden myendian.h - The endian-specific headerfile. */
 //
-//     (c) Copyright 2000,2001 by Lutz Sammer
+//      (c) Copyright 2000-2004 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: myendian.h,v 1.18 2003/12/20 05:33:27 jsalmon3 Exp $
+//      $Id: myendian.h,v 1.19 2003/12/22 04:54:07 wizzard Exp $
 
 #ifndef __ENDIAN_H__
 #define __ENDIAN_H__
@@ -34,45 +34,45 @@
 //@{
 
 // ============================================================================
-#ifdef USE_SDL         // {
+#ifdef USE_SDL  // {
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #include "SDL_endian.h"
 
 /*----------------------------------------------------------------------------
---             Macros
+--  Macros
 ----------------------------------------------------------------------------*/
 
 /**
-**             Convert a 16 bit value in little endian and return it in native 
format.
+**  Convert a 16 bit value in little endian and return it in native format.
 */
-#define                ConvertLE16(v)          SDL_SwapLE16((v))
+#define ConvertLE16(v) SDL_SwapLE16((v))
 
 /**
-**             Convert a 32 bit value in little endian and return it in native 
format.
+**  Convert a 32 bit value in little endian and return it in native format.
 */
-#define                ConvertLE32(v)          SDL_SwapLE32((v))
+#define  ConvertLE32(v) SDL_SwapLE32((v))
 
 /**
-**             Access a 16 bit value in little endian and return it in native 
format.
+**  Access a 16 bit value in little endian and return it in native format.
 */
 #ifdef __ULTRA_SPARC__
 
 extern unsigned short inline AccessLE16(unsigned char *p) {
-               return p[0] + (p[1] << 8);
+       return p[0] + (p[1] << 8);
 }
 
 #else
 
-#define                AccessLE16(p)           SDL_SwapLE16(*((unsigned 
short*)(p)))
+#define AccessLE16(p) SDL_SwapLE16(*((unsigned short*)(p)))
 
 #endif
 
 /**
-**             Access a 32 bit value in little endian and return it in native 
format.
+**  Access a 32 bit value in little endian and return it in native format.
 */
 #ifdef __ULTRA_SPARC__
 
@@ -82,13 +82,13 @@
 
 #else
 
-#define                AccessLE32(p)           SDL_SwapLE32(*((unsigned 
int*)(p)))
+#define AccessLE32(p) SDL_SwapLE32(*((unsigned int*)(p)))
 
 #endif
 
 /**
-**             Fetch a 16 bit value in little endian with incrementing pointer
-**             and return it in native format.
+**  Fetch a 16 bit value in little endian with incrementing pointer
+**  and return it in native format.
 */
 #ifdef __ULTRA_SPARC__
 
@@ -98,17 +98,17 @@
        (*pp) += 2;
        return i;
 }
-#define FetchLE16(p)   _FetchLE16(&p)
+#define FetchLE16(p) _FetchLE16(&p)
 
 #else
 
-#define                FetchLE16(p)            SDL_SwapLE16(*((unsigned 
short*)(p))++)
+#define FetchLE16(p) SDL_SwapLE16(*((unsigned short*)(p))++)
 
 #endif
 
 /**
-**             Fetch a 32 bit value in little endian with incrementing pointer
-**             and return it in native format.
+**  Fetch a 32 bit value in little endian with incrementing pointer
+**  and return it in native format.
 */
 #ifdef __ULTRA_SPARC__
 
@@ -118,20 +118,20 @@
        (*pp) += 4;
        return i;
 }
-#define FetchLE32(p)   _FetchLE32(&p)
+#define FetchLE32(p) _FetchLE32(&p)
 
 #else
 
-#define                FetchLE32(p)            SDL_SwapLE32(*((unsigned 
int*)(p))++)
+#define FetchLE32(p) SDL_SwapLE32(*((unsigned int*)(p))++)
 
 #endif
 
 // ============================================================================
-#else                          // }{ SDL
+#else // }{ SDL
 // ============================================================================
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #if !defined(__CYGWIN__) && !defined(__MINGW32__) && !defined(_MSC_VER)
@@ -139,7 +139,7 @@
 #include <sys/types.h>
 #else
 #include <endian.h>
-#endif         // BSD
+#endif // BSD
 
 #if defined(__BYTE_ORDER) && __BYTE_ORDER == __BIG_ENDIAN
 #include <byteswap.h>
@@ -150,81 +150,81 @@
 #endif
 
 /*----------------------------------------------------------------------------
---             Macros
+--  Macros
 ----------------------------------------------------------------------------*/
 
 #if defined(__BYTE_ORDER) && __BYTE_ORDER == __BIG_ENDIAN
 
 /**
-**             Convert a 16 bit value in little endian and return it in native 
format.
+**  Convert a 16 bit value in little endian and return it in native format.
 */
-#define                ConvertLE16(v)          bswap_16((v))
+#define ConvertLE16(v) bswap_16((v))
 
 /**
-**             Convert a 32 bit value in little endian and return it in native 
format.
+**  Convert a 32 bit value in little endian and return it in native format.
 */
-#define                ConvertLE32(v)          bswap_32((v))
+#define ConvertLE32(v) bswap_32((v))
 
 #else
 
 #if defined(__APPLE__)
 
 /**
-**             Convert a 16 bit value in little endian and return it in native 
format.
+**  Convert a 16 bit value in little endian and return it in native format.
 */
-#define                ConvertLE16(v)          NXSwapLittleShortToHost(v)
+#define ConvertLE16(v) NXSwapLittleShortToHost(v)
 
 /**
-**             Convert a 32 bit value in little endian and return it in native 
format.
+**  Convert a 32 bit value in little endian and return it in native format.
 */
-#define                ConvertLE32(v)          NXSwapLittleIntToHost(v)
+#define ConvertLE32(v) NXSwapLittleIntToHost(v)
 
 #else
 
 /**
-**             Convert a 16 bit value in little endian and return it in native 
format.
+**  Convert a 16 bit value in little endian and return it in native format.
 */
-#define                ConvertLE16(v)          (v)
+#define ConvertLE16(v) (v)
 
 /**
-**             Convert a 32 bit value in little endian and return it in native 
format.
+**  Convert a 32 bit value in little endian and return it in native format.
 */
-#define                ConvertLE32(v)          (v)
+#define ConvertLE32(v) (v)
 
 #endif  // defined(__APPLE__)
 
-#endif         // ! defined(__BYTE_ORDER) && __BYTE_ORDER == __BIG_ENDIAN
+#endif // ! defined(__BYTE_ORDER) && __BYTE_ORDER == __BIG_ENDIAN
 
 /**
-**             Access a 16 bit value in little endian and return it in native 
format.
+**  Access a 16 bit value in little endian and return it in native format.
 */
-#define                AccessLE16(p)           ConvertLE16(*((unsigned 
short*)(p)))
+#define AccessLE16(p) ConvertLE16(*((unsigned short*)(p)))
 
 /**
-**             Access a 32 bit value in little endian and return it in native 
format.
+**  Access a 32 bit value in little endian and return it in native format.
 */
-#define                AccessLE32(p)           ConvertLE32(*((unsigned 
int*)(p)))
+#define AccessLE32(p) ConvertLE32(*((unsigned int*)(p)))
 
 /**
-**             Fetch a 16 bit value in little endian with incrementing pointer
-**             and return it in native format.
+**  Fetch a 16 bit value in little endian with incrementing pointer
+**  and return it in native format.
 */
-#define                FetchLE16(p)            ConvertLE16(*((unsigned 
short*)(p))++)
+#define FetchLE16(p) ConvertLE16(*((unsigned short*)(p))++)
 
 /**
-**             Fetch a 32 bit value in little endian with incrementing pointer
-**             and return it in native format.
+**  Fetch a 32 bit value in little endian with incrementing pointer
+**  and return it in native format.
 */
-#define                FetchLE32(p)            ConvertLE32(*((unsigned 
int*)(p))++)
+#define FetchLE32(p) ConvertLE32(*((unsigned int*)(p))++)
 
-#endif                         // } !SDL
+#endif // } !SDL
 // ============================================================================
 
 /**
-**             Fetch a 8 bit value with incrementing pointer
-**             and return it in native format.
+**  Fetch a 8 bit value with incrementing pointer
+**  and return it in native format.
 */
-#define                FetchByte(p)            (*((unsigned char*)(p))++)
+#define FetchByte(p) (*((unsigned char*)(p))++)
 
 //@}
 




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