NEW_ORDERS are now only supported, old code removed.
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3a2d4a75d4
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6ddfc14397
4 changed files with 6 additions and 164 deletions
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@ -34,7 +34,6 @@
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#define noUSE_SDLA /// Remove no for sdl audio support
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#define noUSE_X11 /// Remove no for x11 support
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#define noUSE_SVGALIB /// Remove no for svgalib support
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#define NEW_ORDERS /// New orders are now forced
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/**
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** Define this to support load of compressed (gzip) pud files
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@ -401,7 +401,6 @@ global void DrawButtonPanel(void)
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// with the buttons.
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//
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if( NumSelected==1 ) {
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#ifdef NEW_ORDERS
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switch( buttons[i].Action ) {
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case ButtonStop:
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if( Selected[0]->Orders[0].Action==UnitActionStill ) {
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@ -437,7 +436,8 @@ global void DrawButtonPanel(void)
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}
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break;
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case ButtonDemolish:
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if( Selected[0]->Orders[0].Action==UnitActionDemolish ) {
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if( Selected[0]->Orders[0].Action
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==UnitActionDemolish ) {
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v=IconSelected;
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}
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break;
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@ -453,47 +453,6 @@ global void DrawButtonPanel(void)
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default:
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break;
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}
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#else
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switch( buttons[i].Action ) {
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case ButtonStop:
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if( Selected[0]->Command.Action==UnitActionStill ) {
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v=IconSelected;
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}
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break;
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case ButtonStandGround:
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if( Selected[0]->Command.Action
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==UnitActionStandGround ) {
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v=IconSelected;
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}
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break;
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case ButtonMove:
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if( Selected[0]->Command.Action==UnitActionMove ) {
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v=IconSelected;
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}
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break;
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case ButtonAttack:
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if( Selected[0]->Command.Action==UnitActionAttack ) {
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v=IconSelected;
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}
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break;
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case ButtonDemolish:
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if( Selected[0]->Command.Action==UnitActionDemolish ) {
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v=IconSelected;
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}
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break;
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case ButtonAttackGround:
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if( Selected[0]->Command.Action
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==UnitActionAttackGround ) {
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v=IconSelected;
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}
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break;
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// FIXME: must handle more actions
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default:
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break;
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}
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#endif
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}
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DrawUnitIcon(ThisPlayer,buttons[i].Icon.Icon
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@ -694,7 +653,6 @@ global void UpdateButtonPanel(void)
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//
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// FIXME: johns: some hacks for cancel buttons
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//
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#ifdef NEW_ORDERS
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if( unit->Orders[0].Action==UnitActionBuilded ) {
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// Trick 17 to get the cancel-build button
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strcpy(unit_ident,",cancel-build,");
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@ -707,25 +665,11 @@ global void UpdateButtonPanel(void)
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} else {
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sprintf(unit_ident, ",%s,", unit->Type->Ident);
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}
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#else
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if( unit->Command.Action==UnitActionBuilded ) {
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// Trick 17 to get the cancel-build button
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strcpy(unit_ident,",cancel-build,");
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} else if( unit->Command.Action==UnitActionUpgradeTo ) {
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// Trick 17 to get the cancel-upgrade button
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strcpy(unit_ident,",cancel-upgrade,");
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} else if( unit->Command.Action==UnitActionResearch ) {
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// Trick 17 to get the cancel-upgrade button
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strcpy(unit_ident,",cancel-upgrade,");
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} else {
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sprintf(unit_ident, ",%s,", unit->Type->Ident);
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}
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#endif
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for( z = 0; z < UnitButtonCount; z++ ) {
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//FIXME: we have to check and if these unit buttons are available
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// i.e. if button action is ButtonTrain for example check if required
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// unit is not restricted etc...
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// i.e. if button action is ButtonTrain for example check if
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// required unit is not restricted etc...
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buttonaction=UnitButtonTable[z];
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@ -901,19 +845,11 @@ global void DoButtonButtonClicked(int button)
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case ButtonCancel:
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case ButtonCancelUpgrade:
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if ( NumSelected==1 && Selected[0]->Type->Building ) {
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#ifdef NEW_ORDERS
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if( Selected[0]->Orders[0].Action==UnitActionUpgradeTo ) {
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SendCommandCancelUpgradeTo(Selected[0]);
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} else if( Selected[0]->Orders[0].Action==UnitActionResearch ) {
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SendCommandCancelResearch(Selected[0]);
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}
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#else
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if( Selected[0]->Command.Action == UnitActionUpgradeTo ) {
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SendCommandCancelUpgradeTo(Selected[0]);
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} else if( Selected[0]->Command.Action == UnitActionResearch ) {
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SendCommandCancelResearch(Selected[0]);
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}
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#endif
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}
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ClearStatusLine();
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ClearCosts();
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@ -926,13 +862,8 @@ global void DoButtonButtonClicked(int button)
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break;
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case ButtonCancelTrain:
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#ifdef NEW_ORDERS
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DebugCheck( Selected[0]->Orders[0].Action!=UnitActionTrain
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|| !Selected[0]->Data.Train.Count );
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#else
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DebugCheck( Selected[0]->Command.Action!=UnitActionTrain
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|| !Selected[0]->Command.Data.Train.Count );
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#endif
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SendCommandCancelTraining(Selected[0],0);
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ClearStatusLine();
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ClearCosts();
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@ -942,11 +873,7 @@ global void DoButtonButtonClicked(int button)
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// FIXME: johns is this not sure, only building should have this?
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if( NumSelected==1 && Selected[0]->Type->Building ) {
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SendCommandCancelBuilding(Selected[0],
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#ifdef NEW_ORDERS
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Selected[0]->Data.Builded.Worker);
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#else
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Selected[0]->Command.Data.Builded.Worker);
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#endif
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}
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ClearStatusLine();
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ClearCosts();
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@ -972,13 +899,8 @@ global void DoButtonButtonClicked(int button)
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// FIXME: Johns: I want to place commands in queue, even if not
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// FIXME: enough resources are available.
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// FIXME: training queue full check is not correct for network.
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#ifdef NEW_ORDERS
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if( Selected[0]->Orders[0].Action==UnitActionTrain
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&& Selected[0]->Data.Train.Count==MAX_UNIT_TRAIN ) {
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#else
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if( Selected[0]->Command.Action==UnitActionTrain
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&& Selected[0]->Command.Data.Train.Count==MAX_UNIT_TRAIN ) {
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#endif
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SetMessage( "Unit training queue is full" );
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} else if( PlayerCheckFood(ThisPlayer,type)
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&& !PlayerCheckUnitType(ThisPlayer,type) ) {
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@ -44,10 +44,6 @@
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-- Defines
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----------------------------------------------------------------------------*/
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#ifdef NEW_ORDERS
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#define Command Orders[0]
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#endif
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// FIXME: should become global configurable
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#define OriginalTraining 0 /// 1 for the original training display
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@ -209,7 +205,6 @@ global void DrawUnitInfo(const Unit* unit)
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//
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// Show progress for buildings only, if they are selected.
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//
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#ifdef NEW_ORDERS
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if( type->Building && NumSelected==1 && Selected[0]==unit ) {
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//
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// Building under constuction.
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@ -282,67 +277,6 @@ global void DrawUnitInfo(const Unit* unit)
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return;
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}
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}
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#else
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if( type->Building && NumSelected==1 && Selected[0]==unit ) {
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if( unit->Command.Action==UnitActionBuilded ) {
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// FIXME: not correct must use build time!!
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DrawCompleted(stats->HitPoints,unit->HP);
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return;
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}
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if( unit->Command.Action==UnitActionTrain ) {
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if( OriginalTraining || unit->Command.Data.Train.Count==1 ) {
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DrawText(x+37,y+8+78,GameFont,"Training:");
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DrawUnitIcon(unit->Player
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,unit->Command.Data.Train.What[0]->Icon.Icon
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,0,x+107,y+8+70);
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DrawCompleted(
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unit->Command.Data.Train.What[0]
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->Stats[unit->Player->Player].Costs[TimeCost]
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,unit->Command.Data.Train.Ticks);
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} else {
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DrawTextCentered(x+114,y+8+29,GameFont,"Training...");
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for( i = 0; i < unit->Command.Data.Train.Count; i++ ) {
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DrawUnitIcon(unit->Player
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,unit->Command.Data.Train.What[i]->Icon.Icon
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,(ButtonUnderCursor==i+4)
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? (IconActive|(MouseButtons&LeftButton)) : 0
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,TheUI.Buttons2[i].X,TheUI.Buttons2[i].Y);
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}
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DrawCompleted(
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unit->Command.Data.Train.What[0]
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->Stats[unit->Player->Player].Costs[TimeCost]
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,unit->Command.Data.Train.Ticks);
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}
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return;
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}
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if( unit->Command.Action==UnitActionUpgradeTo ) {
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DrawText(x+29,y+8+78,GameFont,"Upgrading:");
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DrawUnitIcon(unit->Player
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,unit->Command.Data.UpgradeTo.What->Icon.Icon
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,0,x+107,y+8+70);
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DrawCompleted(
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unit->Command.Data.UpgradeTo.What
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->Stats[unit->Player->Player].Costs[TimeCost]
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,unit->Command.Data.UpgradeTo.Ticks);
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return;
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}
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if( unit->Command.Action==UnitActionResearch ) {
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DrawText(16,y+8+78,GameFont,"Researching:");
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DrawUnitIcon(unit->Player
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,unit->Command.Data.Research.What->Icon
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,0,x+107,y+8+70);
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DrawCompleted(
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unit->Command.Data.Research.What->Costs[TimeCost]
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,unit->Command.Data.Research.Ticks);
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return;
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}
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}
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#endif
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if( type->StoresWood ) {
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DrawText(x+20,y+8+78,GameFont,"Production");
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@ -463,7 +397,7 @@ global void DrawUnitInfo(const Unit* unit)
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DrawStats(x+108,y+8+125,stats->Speed,type->_Speed);
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// Show how much wood is harvested already in percents! :) //vladi
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if( unit->Command.Action==UnitActionHarvest && unit->SubAction==64 ) {
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if( unit->Orders[0].Action==UnitActionHarvest && unit->SubAction==64 ) {
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sprintf(buf,"W%%:%d"
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,(100*(CHOP_FOR_WOOD-unit->Value))/CHOP_FOR_WOOD);
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DrawText(x+120,y+8+140,GameFont,buf);
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} else {
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// FIXME: not correct for enemies units
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if( Selected[0]->Type->Building
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#ifdef NEW_ORDERS
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&& (Selected[0]->Orders[0].Action==UnitActionBuilded
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|| Selected[0]->Orders[0].Action==UnitActionResearch
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|| Selected[0]->Orders[0].Action==UnitActionUpgradeTo
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/* || Selected[0]->Orders[0].Action==UnitActionUpgrade */
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|| Selected[0]->Orders[0].Action==UnitActionTrain) ) {
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#else
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&& (Selected[0]->Command.Action==UnitActionBuilded
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|| Selected[0]->Command.Action==UnitActionResearch
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|| Selected[0]->Command.Action==UnitActionUpgradeTo
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/* || Selected[0]->Command.Action==UnitActionUpgrade */
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|| Selected[0]->Command.Action==UnitActionTrain) ) {
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#endif
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i=3;
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} else if( Selected[0]->Type->Magic ) {
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i=2;
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@ -1173,12 +1173,8 @@ global void UIHandleButtonUp(int b)
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// Other clicks.
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//
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if( NumSelected==1 ) {
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#ifdef NEW_ORDERS
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if( Selected[0]->Orders[0].Action==UnitActionBuilded ) {
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#else
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if( Selected[0]->Command.Action==UnitActionBuilded ) {
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#endif
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//if( Selected[0]->Constructed )
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// FIXME: if( Selected[0]->Constructed )
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PlayUnitSound(Selected[0],VoiceBuilding);
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} else if( Selected[0]->Burning ) {
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// FIXME: use GameSounds.Burning
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