diff --git a/src/action/command.cpp b/src/action/command.cpp index 68094a253..f7f6009bd 100644 --- a/src/action/command.cpp +++ b/src/action/command.cpp @@ -140,39 +140,39 @@ global void CommandQuit(int player) int i; int j; - if (Players[player].TotalNumUnits != 0) { + if( Players[player].TotalNumUnits!=0 ) { // Set player to neutral, remove allied/enemy/shared vision status - Players[player].Type = PlayerNeutral; - for (i = 0; i < NumPlayers; ++i) { - if (i == player) { + Players[player].Type=PlayerNeutral; + for( i=0; i<NumPlayers; ++i) { + if( i==player ) { continue; } - Players[i].Allied &= ~(1 << player); - Players[i].Enemy &= ~(1 << player); + Players[i].Allied&=~(1 << player); + Players[i].Enemy&=~(1 << player); #ifdef NEW_FOW - // Check All tiles and mark unseen ones as explored. - if (Players[player].SharedVision&(1<<i) && - (Players[i].SharedVision&(1<<player))) { - for(j=0;j<TheMap.Width*TheMap.Height;j++) { - if (TheMap.Fields[j].Visible[i] && - !TheMap.Fields[j].Visible[player]) { - TheMap.Fields[j].Visible[player]=1; - } - if (TheMap.Fields[j].Visible[player] && - !TheMap.Fields[j].Visible[i]) { - TheMap.Fields[j].Visible[i]=1; + // Check all tiles and mark unseen ones as explored. + if( Players[player].SharedVision&(1<<i) + && (Players[i].SharedVision&(1<<player)) ) { + for( j=0; j<TheMap.Width*TheMap.Height; ++j) { + if( TheMap.Fields[j].Visible[i] + && !TheMap.Fields[j].Visible[player] ) { + TheMap.Fields[j].Visible[player]=1; + } + if( TheMap.Fields[j].Visible[player] + && !TheMap.Fields[j].Visible[i] ) { + TheMap.Fields[j].Visible[i]=1; + } } } - } #endif - Players[i].SharedVision &= ~(1 << player); - Players[player].Allied &= ~(1 << i); - Players[player].Enemy &= ~(1 << i); - Players[player].SharedVision &= ~(1 << i); + Players[i].SharedVision&=~(1<<player); + Players[player].Allied&=~(1<<i); + Players[player].Enemy&=~(1<<i); + Players[player].SharedVision&=~(1<<i); } - SetMessage("Player \"%s\" has left the game", Players[player].Name); + SetMessage("Player \"%s\" has left the game",Players[player].Name); } else { - SetMessage("Player \"%s\" has been killed", Players[player].Name); + SetMessage("Player \"%s\" has been killed",Players[player].Name); } } @@ -196,7 +196,7 @@ global void CommandStopUnit(Unit* unit) ReleaseOrder(&unit->SavedOrder); ReleaseOrder(&unit->NewOrder); #ifdef HIERARCHIC_PATHFINDER - PfHierReleaseData (unit); + PfHierReleaseData(unit); #endif unit->SavedOrder=unit->NewOrder=*order; } @@ -1406,16 +1406,16 @@ global void CommandSharedVision(int player,int state,int opponent) if( state==0 ) { #ifdef NEW_FOW - // Check All tiles and mark unseen ones as explored. - if (Players[player].SharedVision&(1<<opponent) && - (Players[opponent].SharedVision&(1<<player))) { - for(i=0;i<TheMap.Width*TheMap.Height;i++) { - if (TheMap.Fields[i].Visible[opponent] && - !TheMap.Fields[i].Visible[player]) { + // Check all tiles and mark unseen ones as explored. + if( Players[player].SharedVision&(1<<opponent) + && (Players[opponent].SharedVision&(1<<player)) ) { + for( i=0; i<TheMap.Width*TheMap.Height; ++i) { + if( TheMap.Fields[i].Visible[opponent] + && !TheMap.Fields[i].Visible[player] ) { TheMap.Fields[i].Visible[player]=1; } - if (TheMap.Fields[i].Visible[player] && - !TheMap.Fields[i].Visible[opponent]) { + if( TheMap.Fields[i].Visible[player] + && !TheMap.Fields[i].Visible[opponent] ) { TheMap.Fields[i].Visible[opponent]=1; } } @@ -1425,14 +1425,15 @@ global void CommandSharedVision(int player,int state,int opponent) } else { Players[player].SharedVision|=(1<<opponent); #ifdef NEW_FOW - // Check All tiles and mark SeenTiles for wood - if (Players[player].SharedVision&(1<<opponent) && - (Players[opponent].SharedVision&(1<<player)) - && (player==ThisPlayer->Player || opponent==ThisPlayer->Player)) { + // Check all tiles and mark SeenTiles for wood + if( Players[player].SharedVision&(1<<opponent) + && Players[opponent].SharedVision&(1<<player) + && (player==ThisPlayer->Player + || opponent==ThisPlayer->Player) ) { int y; - for(i=0;i<TheMap.Width;i++) { - for(y=0;y<TheMap.Height;y++) { - if( IsTileVisible(ThisPlayer,i,y) > 1) { + for( i=0; i<TheMap.Width; ++i) { + for( y=0; y<TheMap.Height; ++y) { + if( IsMapFieldVisible(ThisPlayer,i,y) ) { MapMarkSeenTile(i,y); UnitsMarkSeen(i,y); } @@ -1442,8 +1443,8 @@ global void CommandSharedVision(int player,int state,int opponent) #endif } // MUST update seen buildings when vision is shared or unshared - for( i=0; i<NumUnits; ++i) { - unit = Units[i]; + for( i=0; i<NumUnits; ++i ) { + unit=Units[i]; UnitMarkSeen(unit); }