From c577252f44d6c2d6a9d64a64e4141ad8a91b0fec Mon Sep 17 00:00:00 2001
From: jsalmon3 <>
Date: Thu, 2 Oct 2003 03:38:18 +0000
Subject: [PATCH] Cleanup

---
 src/network/netconnect.cpp | 271 ++++++++++++++++++++-----------------
 src/network/network.cpp    | 154 +++++++++++----------
 2 files changed, 223 insertions(+), 202 deletions(-)

diff --git a/src/network/netconnect.cpp b/src/network/netconnect.cpp
index 5a26341ca..157681a60 100644
--- a/src/network/netconnect.cpp
+++ b/src/network/netconnect.cpp
@@ -63,14 +63,14 @@
 //	Variables
 //----------------------------------------------------------------------------
 
-global char *NetworkArg;		/// Network command line argument
+global char* NetworkArg;		/// Network command line argument
 global int NetPlayers;			/// How many network players
 global int NetworkPort = NetworkDefaultPort;	/// Local network port to use
 
-IfDebug(
+#ifdef DEBUG
 extern unsigned long MyHost;		/// My host number.
 extern int MyPort;			/// My port number.
-);
+#endif
 
 global int HostsCount;			/// Number of hosts.
 global NetworkHost Hosts[PlayerMax];	/// Host and ports of all players.
@@ -111,7 +111,7 @@ local int NetworkServerPort = NetworkDefaultPort; /// Server network port to use
 **	@todo	FIXME: we don't need to put the header into all messages.
 **		(header = msg->Stratagus ... )
 */
-local int NetworkSendICMessage(unsigned long host, int port, InitMessage *msg)
+local int NetworkSendICMessage(unsigned long host, int port, InitMessage* msg)
 {
     msg->Stratagus = htonl(StratagusVersion);
     msg->Version = htonl(NetworkProtocolVersion);
@@ -122,7 +122,7 @@ local int NetworkSendICMessage(unsigned long host, int port, InitMessage *msg)
 }
 
 #ifdef DEBUG
-local const char *ncconstatenames[] = {
+local const char* ncconstatenames[] = {
     "ccs_unused",
     "ccs_connecting",		// new client
     "ccs_connected",		// has received slot info
@@ -143,7 +143,7 @@ local const char *ncconstatenames[] = {
     "ccs_incompatiblenetwork",	// incompatible network version
 };
 
-local const char *icmsgsubtypenames[] = {
+local const char* icmsgsubtypenames[] = {
     "Hello",			// Client Request
     "Config",			// Setup message configure clients
 
@@ -177,7 +177,7 @@ local const char *icmsgsubtypenames[] = {
 **	@param msg	The message to send
 **	@param msecs	microseconds to delay
 */
-local void NetworkSendRateLimitedClientMessage(InitMessage * msg, unsigned long msecs)
+local void NetworkSendRateLimitedClientMessage(InitMessage* msg, unsigned long msecs)
 {
     unsigned long now;
     int n;
@@ -186,7 +186,7 @@ local void NetworkSendRateLimitedClientMessage(InitMessage * msg, unsigned long
     if (now - NetLastPacketSent >= msecs) {
 	NetLastPacketSent = now;
 	if (msg->SubType == LastStateMsgType) {
-	    NetStateMsgCnt++;
+	    ++NetStateMsgCnt;
 	} else {
 	    NetStateMsgCnt = 0;
 	    LastStateMsgType = msg->SubType;
@@ -210,7 +210,7 @@ local void NetworkSendRateLimitedClientMessage(InitMessage * msg, unsigned long
 **
 **	@return			True, if error; otherwise false.
 */
-global int NetworkSetupServerAddress(const char *serveraddr)
+global int NetworkSetupServerAddress(const char* serveraddr)
 {
     unsigned long addr;
 
@@ -221,7 +221,7 @@ global int NetworkSetupServerAddress(const char *serveraddr)
     NetworkServerIP = addr;
 
     DebugLevel1Fn("SELECTED SERVER: %s (%d.%d.%d.%d)\n" _C_ serveraddr _C_
-		    NIPQUAD(ntohl(addr)));
+	NIPQUAD(ntohl(addr)));
 
     sprintf(NetServerText, "%d.%d.%d.%d", NIPQUAD(ntohl(addr)));
     return 0;
@@ -294,19 +294,21 @@ global void NetworkInitServerConnect(void)
 */
 global void NetworkExitServerConnect(void)
 {
-    int h, i, n;
+    int h;
+    int i;
+    int n;
     InitMessage message;
 
     message.Type = MessageInitReply;
     message.SubType = ICMServerQuit;
-    for (h = 1; h < PlayerMax-1; ++h) {
+    for (h = 1; h < PlayerMax - 1; ++h) {
 	// Spew out 5 and trust in God that they arrive
 	// Clients will time out otherwise anyway
 	if (Hosts[h].PlyNr) {
-	    for (i = 0; i < 5; i++) {
+	    for (i = 0; i < 5; ++i) {
 		n = NetworkSendICMessage(Hosts[h].Host, Hosts[h].Port, &message);
 		DebugLevel0Fn("Sending InitReply Message ServerQuit: (%d) to %d.%d.%d.%d:%d\n" _C_
-						n _C_ NIPQUAD(ntohl(Hosts[h].Host)) _C_ ntohs(Hosts[h].Port));
+		    n _C_ NIPQUAD(ntohl(Hosts[h].Host)) _C_ ntohs(Hosts[h].Port));
 	    }
 	}
     }
@@ -324,7 +326,7 @@ global void NetworkServerResyncClients(void)
     int i;
 
     if (NetConnectRunning) {
-	for (i = 1; i < PlayerMax-1; ++i) {
+	for (i = 1; i < PlayerMax - 1; ++i) {
 	    if (Hosts[i].PlyNr && NetStates[i].State == ccs_synced) {
 		NetStates[i].State = ccs_async;
 	    }
@@ -337,11 +339,17 @@ global void NetworkServerResyncClients(void)
 */
 global void NetworkServerStartGame(void)
 {
-    int h, i, j, n;
-    int num[PlayerMax], org[PlayerMax], rev[PlayerMax];
+    int h;
+    int i;
+    int j;
+    int n;
+    int num[PlayerMax];
+    int org[PlayerMax];
+    int rev[PlayerMax];
     char buf[1024];
-    InitMessage *msg;
-    InitMessage message, statemsg;
+    InitMessage* msg;
+    InitMessage message;
+    InitMessage statemsg;
 
     DebugCheck(ServerSetupState.CompOpt[0] != 0);
 
@@ -349,25 +357,27 @@ global void NetworkServerStartGame(void)
     LocalSetupState = ServerSetupState;
 
     // Make a list of the available player slots.
-    for (h = i = 0; i < PlayerMax; i++) {
+    for (h = i = 0; i < PlayerMax; ++i) {
 	if (MenuMapInfo->PlayerType[i] == PlayerPerson) {
 	    rev[i] = h;
 	    num[h++] = i;
-	    DebugLevel0Fn("Slot %d is available for an interactive player (%d)\n" _C_ i _C_ rev[i]);
+	    DebugLevel0Fn("Slot %d is available for an interactive player (%d)\n" _C_
+		i _C_ rev[i]);
 	}
     }
     // Make a list of the available computer slots.
     n = h;
-    for (i = 0; i < PlayerMax; i++) {
+    for (i = 0; i < PlayerMax; ++i) {
 	if (MenuMapInfo->PlayerType[i] == PlayerComputer) {
 	    rev[i] = n++;
-	    DebugLevel0Fn("Slot %d is available for an ai computer player (%d)\n" _C_ i _C_ rev[i]);
+	    DebugLevel0Fn("Slot %d is available for an ai computer player (%d)\n" _C_
+		i _C_ rev[i]);
 	}
     }
     // Make a list of the remaining slots.
-    for (i = 0; i < PlayerMax; i++) {
+    for (i = 0; i < PlayerMax; ++i) {
 	if (MenuMapInfo->PlayerType[i] != PlayerPerson &&
-				MenuMapInfo->PlayerType[i] != PlayerComputer) {
+		MenuMapInfo->PlayerType[i] != PlayerComputer) {
 	    rev[i] = n++;
 	    // PlayerNobody - not available to anything..
 	}
@@ -375,20 +385,20 @@ global void NetworkServerStartGame(void)
 
 #if 0
     printf("INITIAL ServerSetupState:\n");
-    for (i = 0; i < PlayerMax-1; i++) {
+    for (i = 0; i < PlayerMax - 1; ++i) {
 	printf("%02d: CO: %d   Race: %d   Host: ", i, ServerSetupState.CompOpt[i], ServerSetupState.Race[i]);
 	if (ServerSetupState.CompOpt[i] == 0) {
 	    printf(" %d.%d.%d.%d:%d %s", NIPQUAD(ntohl(Hosts[i].Host)),
-			 ntohs(Hosts[i].Port), Hosts[i].PlyName);
+		 ntohs(Hosts[i].Port), Hosts[i].PlyName);
 	}
 	printf("\n");
     }
 #endif
 
     // Reverse to assign slots to menu setup state positions.
-    for (i = 0; i < PlayerMax; i++) {
+    for (i = 0; i < PlayerMax; ++i) {
 	org[i] = -1;
-	for (j = 0; j < PlayerMax; j++) {
+	for (j = 0; j < PlayerMax; ++j) {
 	    if (rev[j] == i) {
 		org[i] = j;
 		break;
@@ -397,9 +407,9 @@ global void NetworkServerStartGame(void)
     }
 
     // Compact host list.. (account for computer/closed slots in the middle..)
-    for (i = 1; i < h; i++) {
+    for (i = 1; i < h; ++i) {
 	if (Hosts[i].PlyNr == 0) {
-	    for (j = i + 1; j < PlayerMax - 1; j++) {
+	    for (j = i + 1; j < PlayerMax - 1; ++j) {
 		if (Hosts[j].PlyNr) {
 		    DebugLevel0Fn("Compact: Hosts %d -> Hosts %d\n" _C_ j _C_ i);
 		    Hosts[i] = Hosts[j];
@@ -426,15 +436,19 @@ global void NetworkServerStartGame(void)
     // Randomize the position.
     // ARI: FIXME: should be possible to disable! Top vs Bottom et al.
     j = h;
-    for (i = 0; i < NetPlayers; i++) {
+    for (i = 0; i < NetPlayers; ++i) {
 	if (j > 0) {
-	    int k, o, chosen = MyRand() % j;
+	    int k;
+	    int o;
+	    int chosen;
+	    
+	    chosen = MyRand() % j;
 
 	    n = num[chosen];
 	    Hosts[i].PlyNr = n;
 	    k = org[i];
 	    if (k != n) {
-		for (o = 0; o < PlayerMax; o++) {
+		for (o = 0; o < PlayerMax; ++o) {
 		    if (org[o] == n) {
 			org[o] = k;
 			break;
@@ -442,7 +456,8 @@ global void NetworkServerStartGame(void)
 		}
 		org[i] = n;
 	    }
-	    DebugLevel0Fn("Assigning player %d to slot %d (%d)\n" _C_ i _C_ n _C_ org[i]);
+	    DebugLevel0Fn("Assigning player %d to slot %d (%d)\n" _C_
+		i _C_ n _C_ org[i]);
 
 	    num[chosen] = num[--j];
 	} else {
@@ -457,7 +472,7 @@ global void NetworkServerStartGame(void)
     }
 
     // Complete all setup states for the assigned slots.
-    for (i = 0; i < PlayerMax; i++) {
+    for (i = 0; i < PlayerMax; ++i) {
 	num[i] = 1;
 	n = org[i];
 	ServerSetupState.CompOpt[n] = LocalSetupState.CompOpt[i];
@@ -501,7 +516,7 @@ global void NetworkServerStartGame(void)
     statemsg.u.State = ServerSetupState;
     statemsg.MapUID = htonl(MenuMapInfo->MapUID);
 
-    msg = (InitMessage *)buf;
+    msg = (InitMessage*)buf;
     DebugLevel1Fn("Ready, sending InitConfig to %d host(s)\n" _C_ HostsCount);
     //
     //	Send all clients host:ports to all clients.
@@ -520,7 +535,7 @@ breakout:
 		message.u.Hosts[i].Host = message.u.Hosts[i].Port = 0;
 		n = NetworkSendICMessage(host, port, &message);
 		DebugLevel0Fn("Sending InitConfig Message Config (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(host)) _C_ ntohs(port));
+		    n _C_ NIPQUAD(ntohl(host)) _C_ ntohs(port));
 		message.u.Hosts[i].Host = host;
 		message.u.Hosts[i].Port = port;
 	    } else if (num[Hosts[i].PlyNr] == 2) {
@@ -528,7 +543,7 @@ breakout:
 		port = message.u.Hosts[i].Port;
 		n = NetworkSendICMessage(host, port, &statemsg);
 		DebugLevel0Fn("Sending InitReply Message State: (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(host)) _C_ ntohs(port));
+		    n _C_ NIPQUAD(ntohl(host)) _C_ ntohs(port));
 	    }
 	}
 
@@ -536,7 +551,7 @@ breakout:
 	while (j && NetSocketReady(NetworkFildes, 1000)) {
 	    if ((n = NetRecvUDP(NetworkFildes, &buf, sizeof(buf))) < 0) {
 		DebugLevel0Fn("*Receive ack failed: (%d) from %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+		    n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 		continue;
 	    }
 
@@ -545,7 +560,7 @@ breakout:
 
 		    case ICMConfig:
 			DebugLevel0Fn("Got ack for InitConfig: (%d) from %d.%d.%d.%d:%d\n" _C_
-				n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+			    n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 
 			for (i = 0; i < HostsCount; ++i) {
 			    if (NetLastHost == Hosts[i].Host && NetLastPort == Hosts[i].Port) {
@@ -559,13 +574,13 @@ breakout:
 
 		    case ICMGo:
 			DebugLevel0Fn("Got ack for InitState: (%d) from %d.%d.%d.%d:%d\n" _C_
-				n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+			    n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 
 			for (i = 0; i < HostsCount; ++i) {
 			    if (NetLastHost == Hosts[i].Host && NetLastPort == Hosts[i].Port) {
 				if (num[Hosts[i].PlyNr] == 2) {
 				    num[Hosts[i].PlyNr] = 0;
-				    j--;
+				    --j;
 				    DebugLevel0Fn("Removing host %d from waiting list\n" _C_ j);
 				}
 				break;
@@ -595,7 +610,7 @@ breakout:
 	port = message.u.Hosts[i].Port;
 	n = NetworkSendICMessage(host, port, &message);
 	DebugLevel0Fn("Sending InitReply Message Go: (%d) to %d.%d.%d.%d:%d\n" _C_
-		n _C_ NIPQUAD(ntohl(host)) _C_ ntohs(port));
+	    n _C_ NIPQUAD(ntohl(host)) _C_ ntohs(port));
     }
 }
 
@@ -627,7 +642,7 @@ changed:
 	    message.Type = MessageInitHello;
 	    message.SubType = ICMSeeYou;
 	    // Spew out 5 and trust in God that they arrive
-	    for (i = 0; i < 5; i++) {
+	    for (i = 0; i < 5; ++i) {
 		NetworkSendICMessage(NetworkServerIP, htons(NetworkServerPort), &message);
 	    }
 	    NetLocalState = ccs_usercanceled;
@@ -776,7 +791,7 @@ local void KickDeadClient(int c)
     ServerSetupState.LastFrame[c] = 0L;
 
     // Resync other clients
-    for (n = 1; n < PlayerMax-1; n++) {
+    for (n = 1; n < PlayerMax - 1; ++n) {
 	if (n != c && Hosts[n].PlyNr) {
 	    NetStates[n].State = ccs_async;
 	}
@@ -789,7 +804,8 @@ local void KickDeadClient(int c)
 */
 global void NetworkProcessServerRequest(void)
 {
-    int i, n;
+    int i;
+    int n;
     unsigned long fcd;
     InitMessage message;
 
@@ -798,7 +814,7 @@ global void NetworkProcessServerRequest(void)
 	// Game already started...
     }
 
-    for (i = 1; i < PlayerMax-1; ++i) {
+    for (i = 1; i < PlayerMax - 1; ++i) {
 	if (Hosts[i].PlyNr && Hosts[i].Host && Hosts[i].Port) {
 	    fcd = FrameCounter - ServerSetupState.LastFrame[i];
 	    if (fcd >= CLIENT_LIVE_BEAT) {
@@ -810,27 +826,27 @@ global void NetworkProcessServerRequest(void)
 		    message.MapUID = 0L;
 		    n = NetworkSendICMessage(Hosts[i].Host, Hosts[i].Port, &message);
 		    DebugLevel0Fn("Sending InitReply Message AreYouThere: (%d) to %d.%d.%d.%d:%d (%ld:%ld)\n" _C_
-			    n _C_ NIPQUAD(ntohl(Hosts[i].Host)) _C_ ntohs(Hosts[i].Port) _C_
-			    FrameCounter _C_ ServerSetupState.LastFrame[i]);
+			n _C_ NIPQUAD(ntohl(Hosts[i].Host)) _C_ ntohs(Hosts[i].Port) _C_
+			FrameCounter _C_ ServerSetupState.LastFrame[i]);
 		}
 	    }
 	}
     }
 }
 
-IfDebug(
+#ifdef DEBUG
 /**
 **	Parse a network menu packet in client disconnected state.
 **
 **	@param msg	message received
 */
 local void ClientParseDisconnected(
-	const InitMessage* msg __attribute__((unused)))
+    const InitMessage* msg __attribute__((unused)))
 {
     DebugLevel0Fn("ccs_disconnected: Server sending GoodBye dups %d\n" _C_
-	    msg->SubType);
+	msg->SubType);
 }
-);
+#endif
 
 /**
 **	Parse a network menu packet in client detaching state.
@@ -866,31 +882,31 @@ local void ClientParseConnecting(const InitMessage* msg)
 
 	case ICMEngineMismatch: // Stratagus engine version doesn't match
 	    fprintf(stderr, "Incompatible Stratagus version "
-			StratagusFormatString " <-> "
-			StratagusFormatString "\n"
-			"from %d.%d.%d.%d:%d\n",
-		    StratagusFormatArgs((int)ntohl(msg->Stratagus)),
-		    StratagusFormatArgs(StratagusVersion),
-		    NIPQUAD(ntohl(NetLastHost)),ntohs(NetLastPort));
+		StratagusFormatString " <-> "
+		StratagusFormatString "\n"
+		"from %d.%d.%d.%d:%d\n",
+		StratagusFormatArgs((int)ntohl(msg->Stratagus)),
+		StratagusFormatArgs(StratagusVersion),
+		NIPQUAD(ntohl(NetLastHost)), ntohs(NetLastPort));
 	    NetLocalState = ccs_incompatibleengine;
 	    NetConnectRunning = 0;	// End the menu..
 	    return;
 
 	case ICMProtocolMismatch: // Network protocol version doesn't match
 	    fprintf(stderr, "Incompatible network protocol version "
-			NetworkProtocolFormatString " <-> "
-			NetworkProtocolFormatString "\n"
-			"from %d.%d.%d.%d:%d\n",
-		    NetworkProtocolFormatArgs((int)ntohl(msg->Version)),
-		    NetworkProtocolFormatArgs(NetworkProtocolVersion),
-		    NIPQUAD(ntohl(NetLastHost)),ntohs(NetLastPort));
+		NetworkProtocolFormatString " <-> "
+		NetworkProtocolFormatString "\n"
+		"from %d.%d.%d.%d:%d\n",
+		NetworkProtocolFormatArgs((int)ntohl(msg->Version)),
+		NetworkProtocolFormatArgs(NetworkProtocolVersion),
+		NIPQUAD(ntohl(NetLastHost)), ntohs(NetLastPort));
 	    NetLocalState = ccs_incompatiblenetwork;
 	    NetConnectRunning = 0;	// End the menu..
 	    return;
 
 	case ICMGameFull:	// Game is full - server rejected connnection
 	    fprintf(stderr, "Server at %d.%d.%d.%d:%d is full!\n",
-		    NIPQUAD(ntohl(NetLastHost)),ntohs(NetLastPort));
+		NIPQUAD(ntohl(NetLastHost)), ntohs(NetLastPort));
 	    NetLocalState = ccs_nofreeslots;
 	    NetConnectRunning = 0;	// End the menu..
 	    return;
@@ -905,7 +921,7 @@ local void ClientParseConnecting(const InitMessage* msg)
 
 	    Hosts[0].Host = NetworkServerIP;
 	    Hosts[0].Port = htons(NetworkServerPort);
-	    for (i = 1; i < PlayerMax; i++) {
+	    for (i = 1; i < PlayerMax; ++i) {
 		if (i != NetLocalHostsSlot) {
 		    Hosts[i].Host = msg->u.Hosts[i].Host;
 		    Hosts[i].Port = msg->u.Hosts[i].Port;
@@ -936,22 +952,21 @@ local void ClientParseConnected(const InitMessage* msg)
 {
     int pathlen;
 
-    switch(msg->SubType) {
+    switch (msg->SubType) {
 
 	case ICMMap:		// Server has sent us new map info
 	    pathlen = sprintf(MenuMapFullPath, "%s/", StratagusLibPath);
-	    memcpy(MenuMapFullPath+pathlen, msg->u.MapPath, 256);
-	    MenuMapFullPath[pathlen+255] = 0;
+	    memcpy(MenuMapFullPath + pathlen, msg->u.MapPath, 256);
+	    MenuMapFullPath[pathlen + 255] = 0;
 	    if (NetClientSelectScenario()) {
 		NetLocalState = ccs_badmap;
 		break;
 	    }
 	    if (ntohl(msg->MapUID) != MenuMapInfo->MapUID) {
 		NetLocalState = ccs_badmap;
-		fprintf(stderr,
-		    "Stratagus maps do not match (0x%08x) <-> (0x%08x)\n",
-			    (unsigned int)MenuMapInfo->MapUID,
-			    (unsigned int)ntohl(msg->MapUID));
+		fprintf(stderr, "Stratagus maps do not match (0x%08x) <-> (0x%08x)\n",
+		    (unsigned int)MenuMapInfo->MapUID,
+		    (unsigned int)ntohl(msg->MapUID));
 		break;
 	    }
 	    NetLocalState = ccs_mapinfo;
@@ -1035,11 +1050,11 @@ local void ClientParseSynced(const InitMessage* msg)
 	    Hosts[HostsCount].Port = NetLastPort;
 	    Hosts[HostsCount].PlyNr = ntohs(msg->u.Hosts[i].PlyNr);
 	    memcpy(Hosts[HostsCount].PlyName, msg->u.Hosts[i].PlyName, 16);
-	    HostsCount++;
+	    ++HostsCount;
 	    NetPlayers = HostsCount + 1;
 	    DebugLevel0Fn("Server %d = %d.%d.%d.%d:%d [%s]\n" _C_
-		    ntohs(msg->u.Hosts[i].PlyNr) _C_ NIPQUAD(ntohl(NetLastHost)) _C_
-		    ntohs(NetLastPort) _C_ msg->u.Hosts[i].PlyName);
+		ntohs(msg->u.Hosts[i].PlyNr) _C_ NIPQUAD(ntohl(NetLastHost)) _C_
+		ntohs(NetLastPort) _C_ msg->u.Hosts[i].PlyName);
 
 	    // put ourselves to the end, like on the server..
 	    Hosts[HostsCount].Host = 0;
@@ -1069,7 +1084,7 @@ local void ClientParseAsync(const InitMessage* msg)
     switch(msg->SubType) {
 
 	case ICMResync:		// Server has resynced with us and sends resync data
-	    for (i = 1; i < PlayerMax-1; i++) {
+	    for (i = 1; i < PlayerMax - 1; ++i) {
 		if (i != NetLocalHostsSlot) {
 		    Hosts[i].Host = msg->u.Hosts[i].Host;
 		    Hosts[i].Port = msg->u.Hosts[i].Port;
@@ -1166,7 +1181,7 @@ local void ClientParseBadMap(const InitMessage* msg __attribute__((unused)))
     message.Type = MessageInitHello;
     message.SubType = ICMSeeYou;
     // Spew out 5 and trust in God that they arrive
-    for (i = 0; i < 5; i++) {
+    for (i = 0; i < 5; ++i) {
 	NetworkSendICMessage(NetworkServerIP, htons(NetworkServerPort), &message);
     }
     NetConnectRunning = 0;	// End the menu..
@@ -1185,7 +1200,7 @@ local void ServerParseHello(int h, const InitMessage* msg)
     InitMessage message;
 
     if (h == -1) {	// it is a new client
-	for (i = 1; i < PlayerMax-1; i++) {
+	for (i = 1; i < PlayerMax - 1; ++i) {
 	    // occupy first available slot
 	    if (ServerSetupState.CompOpt[i] == 0) {
 		if (Hosts[i].PlyNr == 0) {
@@ -1209,7 +1224,7 @@ local void ServerParseHello(int h, const InitMessage* msg)
 	    message.MapUID = 0L;
 	    n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	    DebugLevel0Fn("Sending InitReply Message GameFull: (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+		n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	    return;
 	}
     }
@@ -1220,7 +1235,7 @@ local void ServerParseHello(int h, const InitMessage* msg)
     message.u.Hosts[0].PlyNr = htons(h);			// Host array slot number
     memcpy(message.u.Hosts[0].PlyName, LocalPlayerName, 16);	// Name of server player
     message.MapUID = 0L;
-    for (i = 1; i < PlayerMax-1; i++) {			// Info about other clients
+    for (i = 1; i < PlayerMax - 1; ++i) {			// Info about other clients
 	if (i != h) {
 	    if (Hosts[i].PlyNr) {
 		message.u.Hosts[i].Host = Hosts[i].Host;
@@ -1236,7 +1251,7 @@ local void ServerParseHello(int h, const InitMessage* msg)
     }
     n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
     DebugLevel0Fn("Sending InitReply Message Welcome: (%d) [PlyNr: %d] to %d.%d.%d.%d:%d\n" _C_
-		n _C_ h _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+	n _C_ h _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
     NetStates[h].MsgCnt++;
     if (NetStates[h].MsgCnt > 48) {
 	// Detects UDP input firewalled or behind NAT firewall clients
@@ -1254,7 +1269,8 @@ local void ServerParseHello(int h, const InitMessage* msg)
 */
 local void ServerParseResync(const int h)
 {
-    int i, n;
+    int i;
+    int n;
     InitMessage message;
 
     ServerSetupState.LastFrame[h] = FrameCounter;
@@ -1271,7 +1287,7 @@ local void ServerParseResync(const int h)
 	    // (indicating Resync has completed)
 	    message.Type = MessageInitReply;
 	    message.SubType = ICMResync;
-	    for (i = 1; i < PlayerMax-1; i++) {	// Info about other clients
+	    for (i = 1; i < PlayerMax - 1; ++i) {	// Info about other clients
 		if (i != h) {
 		    if (Hosts[i].PlyNr) {
 			message.u.Hosts[i].Host = Hosts[i].Host;
@@ -1287,7 +1303,7 @@ local void ServerParseResync(const int h)
 	    }
 	    n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	    DebugLevel0Fn("Sending InitReply Message Resync: (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+		n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	    NetStates[h].MsgCnt++;
 	    if (NetStates[h].MsgCnt > 50) {
 		// FIXME: Client sends resync, but doesn't receive our resync ack....
@@ -1297,7 +1313,7 @@ local void ServerParseResync(const int h)
 
 	default:
 	    DebugLevel0Fn("Server: ICMResync: Unhandled state %d Host %d\n" _C_
-					     NetStates[h].State _C_ h);
+		 NetStates[h].State _C_ h);
 	    break;
     }
 }
@@ -1309,7 +1325,8 @@ local void ServerParseResync(const int h)
 */
 local void ServerParseWaiting(const int h)
 {
-    int i, n;
+    int i;
+    int n;
     InitMessage message;
     int pathlen;
 
@@ -1327,11 +1344,11 @@ local void ServerParseWaiting(const int h)
 	    message.Type = MessageInitReply;
 	    message.SubType = ICMMap;			// Send Map info to the client
 	    pathlen = strlen(StratagusLibPath) + 1;
-	    memcpy(message.u.MapPath, MenuMapFullPath+pathlen, 256);
+	    memcpy(message.u.MapPath, MenuMapFullPath + pathlen, 256);
 	    message.MapUID = htonl(MenuMapInfo->MapUID);
 	    n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	    DebugLevel0Fn("Sending InitReply Message Map: (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+		n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	    NetStates[h].MsgCnt++;
 	    if (NetStates[h].MsgCnt > 50) {
 		// FIXME: Client sends waiting, but doesn't receive our map....
@@ -1341,7 +1358,7 @@ local void ServerParseWaiting(const int h)
 	case ccs_mapinfo:
 	    NetStates[h].State = ccs_synced;
 	    NetStates[h].MsgCnt = 0;
-	    for (i = 1; i < PlayerMax-1; i++) {
+	    for (i = 1; i < PlayerMax - 1; ++i) {
 		if (i != h && Hosts[i].PlyNr) {
 		    // Notify other clients
 		    NetStates[i].State = ccs_async;
@@ -1365,7 +1382,7 @@ local void ServerParseWaiting(const int h)
 	    message.MapUID = htonl(MenuMapInfo->MapUID);
 	    n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	    DebugLevel0Fn("Sending InitReply Message State: (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+		n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	    NetStates[h].MsgCnt++;
 	    if (NetStates[h].MsgCnt > 50) {
 		// FIXME: Client sends waiting, but doesn't receive our state info....
@@ -1375,7 +1392,7 @@ local void ServerParseWaiting(const int h)
 
 	default:
 	    DebugLevel0Fn("Server: ICMWaiting: Unhandled state %d Host %d\n" _C_
-					     NetStates[h].State _C_ h);
+		NetStates[h].State _C_ h);
 	    break;
     }
 }
@@ -1406,7 +1423,7 @@ local void ServerParseMap(const int h)
 	    message.MapUID = htonl(MenuMapInfo->MapUID);
 	    n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	    DebugLevel0Fn("Sending InitReply Message State: (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+		n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	    NetStates[h].MsgCnt++;
 	    if (NetStates[h].MsgCnt > 50) {
 		// FIXME: Client sends mapinfo, but doesn't receive our state info....
@@ -1415,7 +1432,7 @@ local void ServerParseMap(const int h)
 	    break;
 	default:
 	    DebugLevel0Fn("Server: ICMMap: Unhandled state %d Host %d\n" _C_
-					     NetStates[h].State _C_ h);
+		NetStates[h].State _C_ h);
 	    break;
     }
 }
@@ -1428,7 +1445,8 @@ local void ServerParseMap(const int h)
 */
 local void ServerParseState(const int h, const InitMessage* msg)
 {
-    int i, n;
+    int i;
+    int n;
     InitMessage message;
 
     ServerSetupState.LastFrame[h] = FrameCounter;
@@ -1444,11 +1462,11 @@ local void ServerParseState(const int h, const InitMessage* msg)
 	    ServerSetupState.Ready[h] = msg->u.State.Ready[h];
 	    ServerSetupState.Race[h] = msg->u.State.Race[h];
 	    DebugLevel3Fn("Server: ICMState: Client[%d]: Ready: %d Race: %d\n" _C_
-			     h _C_ ServerSetupState.Ready[h] _C_ ServerSetupState.Race[h]);
+		 h _C_ ServerSetupState.Ready[h] _C_ ServerSetupState.Race[h]);
 	    // Add additional info usage here!
 
 	    // Resync other clients (and us..)
-	    for (i = 1; i < PlayerMax-1; i++) {
+	    for (i = 1; i < PlayerMax - 1; ++i) {
 		if (Hosts[i].PlyNr) {
 		    NetStates[i].State = ccs_async;
 		}
@@ -1464,7 +1482,7 @@ local void ServerParseState(const int h, const InitMessage* msg)
 	    message.MapUID = htonl(MenuMapInfo->MapUID);
 	    n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	    DebugLevel0Fn("Sending InitReply Message State: (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+		n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	    NetStates[h].MsgCnt++;
 	    if (NetStates[h].MsgCnt > 50) {
 		// FIXME: Client sends State, but doesn't receive our state info....
@@ -1473,7 +1491,7 @@ local void ServerParseState(const int h, const InitMessage* msg)
 	    break;
 	default:
 	    DebugLevel0Fn("Server: ICMState: Unhandled state %d Host %d\n" _C_
-					     NetStates[h].State _C_ h);
+		NetStates[h].State _C_ h);
 	    break;
     }
 }
@@ -1502,7 +1520,7 @@ local void ServerParseGoodBye(const int h)
 	    message.SubType = ICMGoodBye;
 	    n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	    DebugLevel0Fn("Sending InitReply Message GoodBye: (%d) to %d.%d.%d.%d:%d\n" _C_
-			n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+		n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	    NetStates[h].MsgCnt++;
 	    if (NetStates[h].MsgCnt > 10) {
 		// FIXME: Client sends GoodBye, but doesn't receive our GoodBye....
@@ -1526,7 +1544,7 @@ local void ServerParseSeeYou(const int h)
 
 	default:
 	    DebugLevel0Fn("Server: ICMSeeYou: Unhandled state %d Host %d\n" _C_
-					     NetStates[h].State _C_ h);
+		NetStates[h].State _C_ h);
 	    break;
     }
 }
@@ -1556,37 +1574,37 @@ local int CheckVersions(const InitMessage* msg)
 
     if (ntohl(msg->Stratagus) != StratagusVersion) {
 	fprintf(stderr, "Incompatible Stratagus version "
-		    StratagusFormatString " <-> "
-		    StratagusFormatString "\n"
-		    "from %d.%d.%d.%d:%d\n",
-		StratagusFormatArgs((int)ntohl(msg->Stratagus)),
-		StratagusFormatArgs(StratagusVersion),
-		NIPQUAD(ntohl(NetLastHost)),ntohs(NetLastPort));
+	    StratagusFormatString " <-> "
+	    StratagusFormatString "\n"
+	    "from %d.%d.%d.%d:%d\n",
+	    StratagusFormatArgs((int)ntohl(msg->Stratagus)),
+	    StratagusFormatArgs(StratagusVersion),
+	    NIPQUAD(ntohl(NetLastHost)),ntohs(NetLastPort));
 
 	message.Type = MessageInitReply;
 	message.SubType = ICMEngineMismatch; // Stratagus engine version doesn't match
 	message.MapUID = 0L;
 	n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	DebugLevel0Fn("Sending InitReply Message EngineMismatch: (%d) to %d.%d.%d.%d:%d\n" _C_
-		    n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+	    n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	return -1;
     }
 
     if (ntohl(msg->Version) != NetworkProtocolVersion) {
 	fprintf(stderr, "Incompatible network protocol version "
-		    NetworkProtocolFormatString " <-> "
-		    NetworkProtocolFormatString "\n"
-		    "from %d.%d.%d.%d:%d\n",
-		NetworkProtocolFormatArgs((int)ntohl(msg->Version)),
-		NetworkProtocolFormatArgs(NetworkProtocolVersion),
-		NIPQUAD(ntohl(NetLastHost)),ntohs(NetLastPort));
+	    NetworkProtocolFormatString " <-> "
+	    NetworkProtocolFormatString "\n"
+	    "from %d.%d.%d.%d:%d\n",
+	    NetworkProtocolFormatArgs((int)ntohl(msg->Version)),
+	    NetworkProtocolFormatArgs(NetworkProtocolVersion),
+	    NIPQUAD(ntohl(NetLastHost)),ntohs(NetLastPort));
 
 	message.Type = MessageInitReply;
 	message.SubType = ICMProtocolMismatch; // Network protocol version doesn't match
 	message.MapUID = 0L;
 	n = NetworkSendICMessage(NetLastHost, NetLastPort, &message);
 	DebugLevel0Fn("Sending InitReply Message ProtocolMismatch: (%d) to %d.%d.%d.%d:%d\n" _C_
-		    n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
+	    n _C_ NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
 	return -1;
     }
 
@@ -1598,11 +1616,11 @@ local int CheckVersions(const InitMessage* msg)
 **
 **	@param msg	message received
 */
-local void NetworkParseMenuPacket(const InitMessage *msg)
+local void NetworkParseMenuPacket(const InitMessage* msg)
 {
     DebugLevel0Fn("Received %s Init Message %d:%d from %d.%d.%d.%d:%d (%ld)\n" _C_
-	    icmsgsubtypenames[msg->SubType] _C_ msg->Type _C_ msg->SubType _C_ NIPQUAD(ntohl(NetLastHost)) _C_
-	    ntohs(NetLastPort) _C_ FrameCounter);
+	icmsgsubtypenames[msg->SubType] _C_ msg->Type _C_ msg->SubType _C_ NIPQUAD(ntohl(NetLastHost)) _C_
+	ntohs(NetLastPort) _C_ FrameCounter);
 
     if (NetConnectRunning == 2) {		// client
 	if (msg->Type == MessageInitReply) {
@@ -1618,9 +1636,9 @@ local void NetworkParseMenuPacket(const InitMessage *msg)
 	    }
 	    switch(NetLocalState) {
 		case ccs_disconnected:
-IfDebug(
+#ifdef DEBUG
 		    ClientParseDisconnected(msg);
-);
+#endif
 		    break;
 
 		case ccs_detaching:
@@ -1667,7 +1685,6 @@ IfDebug(
 	}
 
     } else if (NetConnectRunning == 1) {	// server
-
 	int i;
 
 	if (CheckVersions(msg)) {
@@ -1675,7 +1692,7 @@ IfDebug(
 	}
 
 	// look up the host - avoid last player slot (15) which is special
-	for (i = 0; i < PlayerMax-1; ++i) {
+	for (i = 0; i < PlayerMax - 1; ++i) {
 	    if (Hosts[i].Host == NetLastHost && Hosts[i].Port == NetLastPort) {
 		switch(msg->SubType) {
 		    case ICMHello:		// a new client has arrived
@@ -1718,7 +1735,7 @@ IfDebug(
 		break;
 	    }
 	}
-	if (i == PlayerMax-1 && msg->SubType == ICMHello) {
+	if (i == PlayerMax - 1 && msg->SubType == ICMHello) {
 	    // Special case: a new client has arrived
 	    ServerParseHello(-1, msg);
 	}
@@ -1733,9 +1750,9 @@ IfDebug(
 **
 **	@return		1 if packet is an InitConfig message, 0 otherwise
 */
-global int NetworkParseSetupEvent(const char *buf, int size)
+global int NetworkParseSetupEvent(const char* buf, int size)
 {
-    const InitMessage *msg = (const InitMessage *)buf;
+    const InitMessage* msg = (const InitMessage*)buf;
 
     if (msg->Type > MessageInitConfig || size != sizeof(*msg)) {
 	if (NetConnectRunning == 2 && NetLocalState == ccs_started) {
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 2b1358bb8..a8a8bf0cf 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -282,10 +282,10 @@ global int NetworkTimeout = 45;		/// Number of seconds until player times out
 
 local char NetMsgBuf[PlayerMax][128];	/// Chat message buffers
 local int NetMsgBufLen[PlayerMax];	/// Stored chat message length
-IfDebug(
+#ifdef DEBUG
 global unsigned long MyHost;		/// My host number.
 global int MyPort;			/// My port number.
-);
+#endif
 local unsigned long NetworkDelay;	/// Delay counter for recover.
 local int NetworkSyncSeeds[256];	/// Network sync seeds.
 local int NetworkSyncHashs[256];	/// Network sync hashs.
@@ -322,7 +322,7 @@ local int PlayerQuit[PlayerMax];	/// Player quit
 **
 **	@todo FIXME: should support multicast and proxy clients/server.
 */
-global void NetworkBroadcast(const void *buf, int len)
+global void NetworkBroadcast(const void* buf, int len)
 {
     int i;
 #if 0
@@ -352,7 +352,7 @@ global void NetworkBroadcast(const void *buf, int len)
 
 	n = NetSendUDP(NetworkFildes, Hosts[i].Host, Hosts[i].Port, buf, len);
 	DebugLevel3Fn("Sending %d to %d.%d.%d.%d:%d\n" _C_
-		n _C_ NIPQUAD(ntohl(Hosts[i].Host)) _C_ ntohs(Hosts[i].Port));
+	    n _C_ NIPQUAD(ntohl(Hosts[i].Host)) _C_ ntohs(Hosts[i].Port));
     }
 #endif
 }
@@ -362,12 +362,14 @@ global void NetworkBroadcast(const void *buf, int len)
 **
 **	@param ncq	Outgoing network queue start.
 */
-local void NetworkSendPacket(const NetworkCommandQueue *ncq)
+local void NetworkSendPacket(const NetworkCommandQueue* ncq)
 {
     NetworkPacket packet;
     int i;
 
-    IfDebug( ++NetworkSendPackets );
+#ifdef DEBUG
+    ++NetworkSendPackets;
+#endif
 
     DebugLevel3Fn("In cycle %lu sending: " _C_ GameCycle);
 
@@ -378,7 +380,7 @@ local void NetworkSendPacket(const NetworkCommandQueue *ncq)
 	DebugLevel3("%d %d," _C_ ncq->Data.Type _C_ ncq->Time);
 	packet.Commands[i] = ncq->Data;
 	if (ncq->List->next->next) {
-	    ncq = (NetworkCommandQueue *)(ncq->List->next);
+	    ncq = (NetworkCommandQueue*)(ncq->List->next);
 	}
     }
     DebugLevel3("\n");
@@ -437,7 +439,7 @@ global void InitNetwork1(void)
 	}
 	if (i == 9) {
 	    fprintf(stderr,"NETWORK: No free ports %d-%d available, aborting\n",
-		    port, port + i);
+		port, port + i);
 	    NetExit();		// machine dependent network exit
 	    return;
 	}
@@ -460,7 +462,8 @@ global void InitNetwork1(void)
     }
 #endif
 
-    IfDebug({
+#ifdef DEBUG
+    {
 	char buf[128];
 
 	gethostname(buf, sizeof(buf));
@@ -468,8 +471,9 @@ global void InitNetwork1(void)
 	MyHost = NetResolveHost(buf);
 	MyPort = NetLastPort;
 	DebugLevel0Fn("My host:port %d.%d.%d.%d:%d\n" _C_
-		NIPQUAD(ntohl(MyHost)) _C_ ntohs(MyPort));
-    });
+	    NIPQUAD(ntohl(MyHost)) _C_ ntohs(MyPort));
+    }
+#endif
 
     MasterInit();
 
@@ -488,10 +492,10 @@ global void ExitNetwork1(void)
     }
 #ifdef DEBUG
     DebugLevel0("Received: %d packets, %d early, %d late, %d dups, %d lost.\n" _C_
-	    NetworkReceivedPackets _C_ NetworkReceivedEarly _C_ NetworkReceivedLate _C_
-	    NetworkReceivedDups _C_ NetworkReceivedLost);
+	NetworkReceivedPackets _C_ NetworkReceivedEarly _C_ NetworkReceivedLate _C_
+	NetworkReceivedDups _C_ NetworkReceivedLost);
     DebugLevel0("Send: %d packets, %d resend\n" _C_
-	    NetworkSendPackets _C_ NetworkSendResend);
+	NetworkSendPackets _C_ NetworkSendResend);
 #endif
     NetCloseUDP(NetworkFildes);
 
@@ -512,8 +516,8 @@ global void InitNetwork2(void)
 
     NetworkConnectSetupGame();
 
-    DebugLevel0Fn("Lag %d, Updates %d, Hosts %d\n"
-	_C_ NetworkLag _C_ NetworkUpdates _C_ HostsCount);
+    DebugLevel0Fn("Lag %d, Updates %d, Hosts %d\n" _C_
+	NetworkLag _C_ NetworkUpdates _C_ HostsCount);
 
     //
     //	Prepare first time without syncs.
@@ -554,10 +558,10 @@ global void InitNetwork2(void)
 **	@warning
 **		Destination and unit-type shares the same network slot.
 */
-global void NetworkSendCommand(int command, const Unit *unit, int x, int y,
-	const Unit *dest, const UnitType *type, int status)
+global void NetworkSendCommand(int command, const Unit* unit, int x, int y,
+    const Unit* dest, const UnitType* type, int status)
 {
-    NetworkCommandQueue *ncq;
+    NetworkCommandQueue* ncq;
 
     DebugLevel3Fn("%d,%d,(%d,%d),%d,%s,%s\n" _C_
 	command _C_ unit->Slot _C_ x _C_ y _C_ dest ? dest->Slot : -1 _C_
@@ -600,10 +604,10 @@ global void NetworkSendCommand(int command, const Unit *unit, int x, int y,
 **	@param arg4	optional argument #4
 **	@param status	Append command or flush old commands.
 */
-global void NetworkSendExtendedCommand(int command,int arg1,int arg2,int arg3,
-	int arg4,int status)
+global void NetworkSendExtendedCommand(int command, int arg1, int arg2, int arg3,
+    int arg4, int status)
 {
-    NetworkCommandQueue *ncq;
+    NetworkCommandQueue* ncq;
     NetworkExtendedCommand* nec;
 
     //
@@ -639,7 +643,7 @@ local void NetworkRemovePlayer(int player)
     // Remove player from Hosts and clear NetworkIn
     for (i = 0; i < HostsCount; ++i) {
 	if (Hosts[i].PlyNr == player) {
-	    Hosts[i] = Hosts[HostsCount-1];
+	    Hosts[i] = Hosts[HostsCount - 1];
 	    --HostsCount;
 	    break;
 	}
@@ -688,8 +692,10 @@ global void NetworkEvent(void)
 	return;
     }
 
-    packet = (NetworkPacket *)buf;
-    IfDebug( ++NetworkReceivedPackets );
+    packet = (NetworkPacket*)buf;
+#ifdef DEBUG
+    ++NetworkReceivedPackets;
+#endif
 
     //
     //	Setup messages
@@ -725,7 +731,7 @@ global void NetworkEvent(void)
     //	Parse the packet commands.
     //
     for (i = 0; i < NetworkDups; ++i) {
-	const NetworkCommand *nc;
+	const NetworkCommand* nc;
 
 	nc = &packet->Commands[i];
 
@@ -737,7 +743,7 @@ global void NetworkEvent(void)
 	}
 
 	if (nc->Type == MessageResend) {
-	    const NetworkCommandQueue *ncq;
+	    const NetworkCommandQueue* ncq;
 	    int j;
 
 	    // Destination cycle (time to execute).
@@ -754,7 +760,7 @@ global void NetworkEvent(void)
 	    //
 	    //	Find the commands to resend
 	    //
-	    ncq = (NetworkCommandQueue *)(CommandsOut->first);
+	    ncq = (NetworkCommandQueue*)(CommandsOut->first);
 	    while (ncq->List->next) {
 		DebugLevel3Fn("resend %d? %d\n" _C_ ncq->Time _C_ n);
 		if (ncq->Time == n) {
@@ -763,7 +769,7 @@ global void NetworkEvent(void)
 		    break;
 		}
 
-		ncq = (NetworkCommandQueue *)(ncq->List->next);
+		ncq = (NetworkCommandQueue*)(ncq->List->next);
 	    }
 	    if (!ncq->List->next) {
 		DebugLevel3Fn("no packets for resend\n");
@@ -801,7 +807,7 @@ global void NetworkEvent(void)
 
 	if (NetworkIn[nc->Cycle][player].Time != n) {
 	    DebugLevel3Fn("Command %3d for %8d(%02X) got\n" _C_
-		    nc->Type _C_ n _C_ nc->Cycle);
+		nc->Type _C_ n _C_ nc->Cycle);
 	}
 
 	// Receive statistic
@@ -852,7 +858,7 @@ global void NetworkEvent(void)
 */
 global void NetworkQuit(void)
 {
-    NetworkCommandQueue *ncq;
+    NetworkCommandQueue* ncq;
 
     if (!ThisPlayer) {
 	return;
@@ -861,8 +867,7 @@ global void NetworkQuit(void)
     ncq = malloc(sizeof(NetworkCommandQueue));
     dl_insert_first(CommandsOut, ncq->List);
 
-    ncq->Time = (GameCycle + NetworkUpdates) / NetworkUpdates * NetworkUpdates
-	+ NetworkLag;
+    ncq->Time = (GameCycle + NetworkUpdates) / NetworkUpdates * NetworkUpdates + NetworkLag;
     ncq->Data.Cycle = ncq->Time & 0xFF;
     ncq->Data.Type = MessageQuit;
     ncq->Data.X = ThisPlayer->Player;
@@ -875,11 +880,11 @@ global void NetworkQuit(void)
 **
 **	@param msg	Text message to send.
 */
-global void NetworkChatMessage(const char *msg)
+global void NetworkChatMessage(const char* msg)
 {
-    NetworkCommandQueue *ncq;
-    NetworkChat *ncm;
-    const char *cp;
+    NetworkCommandQueue* ncq;
+    NetworkChat* ncm;
+    const char* cp;
     int n;
 
     if (NetworkFildes != (Socket)-1) {
@@ -898,7 +903,7 @@ global void NetworkChatMessage(const char *msg)
 	ncq = malloc(sizeof(NetworkCommandQueue));
 	dl_insert_first(MsgCommandsIn, ncq->List);
 	ncq->Data.Type = MessageChatTerm;
-	ncm = (NetworkChat *)(&ncq->Data);
+	ncm = (NetworkChat*)(&ncq->Data);
 	ncm->Player = ThisPlayer->Player;
 	memcpy(ncm->Text, cp, n + 1);		// see >= above :)
     }
@@ -909,7 +914,7 @@ global void NetworkChatMessage(const char *msg)
 **
 **	@param ncq	Network command from queue
 */
-local void ParseNetworkCommand(const NetworkCommandQueue *ncq)
+local void ParseNetworkCommand(const NetworkCommandQueue* ncq)
 {
     int ply;
 
@@ -917,23 +922,22 @@ local void ParseNetworkCommand(const NetworkCommandQueue *ncq)
 	case MessageSync:
 	    ply = ntohs(ncq->Data.X) << 16;
 	    ply |= ntohs(ncq->Data.Y);
-	    if (ply != NetworkSyncSeeds[GameCycle & 0xFF]
-		    || ntohs(ncq->Data.Unit)
-			!= NetworkSyncHashs[GameCycle & 0xFF]) {
+	    if (ply != NetworkSyncSeeds[GameCycle & 0xFF] ||
+		    ntohs(ncq->Data.Unit) != NetworkSyncHashs[GameCycle & 0xFF]) {
 
 		SetMessage("Network out of sync");
 		DebugLevel0Fn("\nNetwork out of sync %x!=%x!\n\n" _C_ 
-			ply _C_ NetworkSyncSeeds[GameCycle & 0xFF]);
+		    ply _C_ NetworkSyncSeeds[GameCycle & 0xFF]);
 	    }
 	    return;
 	case MessageChat:
 	case MessageChatTerm: {
-	    const NetworkChat *ncm;
+	    const NetworkChat* ncm;
 
-	    ncm = (NetworkChat *)(&ncq->Data);
+	    ncm = (NetworkChat*)(&ncq->Data);
 	    ply = ncm->Player;
 	    if (NetMsgBufLen[ply] + sizeof(ncm->Text) < 128) {
-		memcpy(((char *)NetMsgBuf[ply]) + NetMsgBufLen[ply], ncm->Text,
+		memcpy(((char*)NetMsgBuf[ply]) + NetMsgBufLen[ply], ncm->Text,
 			sizeof(ncm->Text));
 	    }
 	    NetMsgBufLen[ply] += sizeof(ncm->Text);
@@ -946,7 +950,7 @@ local void ParseNetworkCommand(const NetworkCommandQueue *ncq)
 	    break;
 	case MessageQuit:
 	    NetworkRemovePlayer(ncq->Data.X);
-	    CommandLog("quit",NoUnitP,FlushCommands,ncq->Data.X,-1,NoUnitP,NULL,-1);
+	    CommandLog("quit", NoUnitP, FlushCommands, ncq->Data.X, -1, NoUnitP, NULL, -1);
 	    CommandQuit(ncq->Data.X);
 	    break;
 	case MessageExtendedCommand: {
@@ -954,14 +958,12 @@ local void ParseNetworkCommand(const NetworkCommandQueue *ncq)
 
 	    nec = (NetworkExtendedCommand *)(&ncq->Data);
 	    ParseExtendedCommand(nec->ExtendedType, (nec->Type & 0x80) >> 7,
-		nec->Arg1, ntohs(nec->Arg2), ntohs(nec->Arg3),
-		ntohs(nec->Arg4));
+		nec->Arg1, ntohs(nec->Arg2), ntohs(nec->Arg3), ntohs(nec->Arg4));
 	    }
 	    break;
 	default:
 	    ParseCommand(ncq->Data.Type, ntohs(ncq->Data.Unit),
-		    ntohs(ncq->Data.X), ntohs(ncq->Data.Y),
-		    ntohs(ncq->Data.Dest));
+		ntohs(ncq->Data.X), ntohs(ncq->Data.Y), ntohs(ncq->Data.Dest));
 	    break;
     }
 }
@@ -978,34 +980,36 @@ local void ParseNetworkCommand(const NetworkCommandQueue *ncq)
 local void NetworkResendCommands(void)
 {
     NetworkPacket packet;
-    const NetworkCommandQueue *ncq;
+    const NetworkCommandQueue* ncq;
     int i;
 
-    IfDebug( ++NetworkSendResend );
+#ifdef DEBUG
+    ++NetworkSendResend;
+#endif
 
     //
     //	Build packet of 4 messages.
     //
     packet.Commands[0].Type = MessageResend;
     packet.Commands[0].Cycle =
-	    (GameCycle / NetworkUpdates) * NetworkUpdates + NetworkUpdates;
+	(GameCycle / NetworkUpdates) * NetworkUpdates + NetworkUpdates;
 
     DebugLevel2Fn("In cycle %lu for cycle %lu(%x):" _C_ GameCycle _C_
-	    (GameCycle / NetworkUpdates) * NetworkUpdates + NetworkUpdates _C_
-	    packet.Commands[0].Cycle);
+	(GameCycle / NetworkUpdates) * NetworkUpdates + NetworkUpdates _C_
+	packet.Commands[0].Cycle);
 
-    ncq = (NetworkCommandQueue *)(CommandsOut->last);
+    ncq = (NetworkCommandQueue*)(CommandsOut->last);
 
     for (i = 1; i < NetworkDups; ++i) {
 	DebugLevel2("%d %lu," _C_ ncq->Data.Type _C_ ncq->Time);
 	packet.Commands[i] = ncq->Data;
 	if (ncq->List->prev->prev) {
-	    ncq = (NetworkCommandQueue *)(ncq->List->prev);
+	    ncq = (NetworkCommandQueue*)(ncq->List->prev);
 	}
     }
     DebugLevel2("<%d %lu\n" _C_ ncq->Data.Type _C_ ncq->Time);
 
-    // if(0 || !(rand() & 15))
+    // if (0 || !(rand() & 15))
 	NetworkBroadcast(&packet, sizeof(packet));
 }
 
@@ -1014,7 +1018,7 @@ local void NetworkResendCommands(void)
 */
 local void NetworkSendCommands(void)
 {
-    NetworkCommandQueue *ncq;
+    NetworkCommandQueue* ncq;
 
     //
     //	No command available, send sync.
@@ -1029,19 +1033,19 @@ local void NetworkSendCommands(void)
     } else {
 	DebugLevel3Fn("command in remove\n");
 	if (!dl_empty(CommandsIn)) {
-	    ncq = (NetworkCommandQueue *)CommandsIn->last;
-	    IfDebug(
+	    ncq = (NetworkCommandQueue*)CommandsIn->last;
+#ifdef DEBUG
 	    if (ncq->Data.Type != MessageExtendedCommand) {
 		// FIXME: we can send destoyed units over network :(
 		if (UnitSlots[ntohs(ncq->Data.Unit)]->Destroyed) {
 		    DebugLevel0Fn("Sending destroyed unit %d over network!!!!!!\n" _C_
-			    ntohs(ncq->Data.Unit));
+			ntohs(ncq->Data.Unit));
 		}
 	    }
-	    );
+#endif
 	    dl_remove_last(CommandsIn);
 	} else {
-	    ncq = (NetworkCommandQueue *)MsgCommandsIn->last;
+	    ncq = (NetworkCommandQueue*)MsgCommandsIn->last;
 	    dl_remove_last(MsgCommandsIn);
 	}
     }
@@ -1065,7 +1069,7 @@ local void NetworkSendCommands(void)
 */
 local void NetworkExecCommands(void)
 {
-    NetworkCommandQueue *ncq;
+    NetworkCommandQueue* ncq;
     int i;
 
     //
@@ -1077,7 +1081,7 @@ local void NetworkExecCommands(void)
 	    //	Remove outdated commands from queue
 	    //
 	    while (!dl_empty(CommandsOut)) {
-		ncq = (NetworkCommandQueue *)(CommandsOut->last);
+		ncq = (NetworkCommandQueue*)(CommandsOut->last);
 		// FIXME: how many packets must be kept exactly?
 		// if (ncq->Time + NetworkLag + NetworkUpdates >= GameCycle)
 		// THIS is too much if (ncq->Time >= GameCycle)
@@ -1091,14 +1095,14 @@ local void NetworkExecCommands(void)
 	    //
 	    //	Execute local commands from queue
 	    //
-	    ncq = (NetworkCommandQueue *)(CommandsOut->last);
+	    ncq = (NetworkCommandQueue*)(CommandsOut->last);
 	    while (ncq->List->prev) {
 		if (ncq->Time == GameCycle) {
 		    DebugLevel3Fn("execute loc %lu,%d\n" _C_ GameCycle _C_ ncq->Time);
 		    ParseNetworkCommand(ncq);
 		    break;
 		}
-		ncq = (NetworkCommandQueue *)(ncq->List->prev);
+		ncq = (NetworkCommandQueue*)(ncq->List->prev);
 	    }
 	} else {
 	    //
@@ -1107,10 +1111,10 @@ local void NetworkExecCommands(void)
 	    ncq = &NetworkIn[GameCycle & 0xFF][i];
 	    if (ncq->Time) {
 		DebugLevel3Fn("execute net %lu,%d(%lx),%d\n" _C_
-			GameCycle _C_ i _C_ GameCycle & 0xFF _C_ ncq->Time);
+		    GameCycle _C_ i _C_ GameCycle & 0xFF _C_ ncq->Time);
 		if (ncq->Time != GameCycle) {
 		    DebugLevel2Fn("cycle %lu idx %lu time %lu\n" _C_
-			    GameCycle _C_ GameCycle & 0xFF _C_ ncq->Time);
+			GameCycle _C_ GameCycle & 0xFF _C_ ncq->Time);
 		    DebugCheck(ncq->Time != GameCycle);
 		}
 		ParseNetworkCommand(ncq);
@@ -1124,7 +1128,7 @@ local void NetworkExecCommands(void)
 */
 local void NetworkSyncCommands(void)
 {
-    const NetworkCommandQueue *ncq;
+    const NetworkCommandQueue* ncq;
     int i;
     unsigned long n;
 
@@ -1185,17 +1189,17 @@ global void NetworkRecover(void)
 	    }
 
 	    secs = (FrameCounter - NetworkLastFrame[Hosts[i].PlyNr]) /
-		    (FRAMES_PER_SECOND * VideoSyncSpeed / 100);
+		(FRAMES_PER_SECOND * VideoSyncSpeed / 100);
 	    // FIXME: display a menu while we wait
 	    if (secs >= 3 && secs < NetworkTimeout) {
 		if (FrameCounter % FRAMES_PER_SECOND < (unsigned long)NetworkUpdates) {
 		    SetMessage("Waiting for player \"%s\": %d:%02d", Hosts[i].PlyName,
-			    (NetworkTimeout - secs) / 60, (NetworkTimeout - secs) % 60);
+			(NetworkTimeout - secs) / 60, (NetworkTimeout - secs) % 60);
 		}
 	    }
 	    if (secs >= NetworkTimeout) {
 		NetworkCommand nc;
-		const NetworkCommandQueue *ncq;
+		const NetworkCommandQueue* ncq;
 		unsigned long n;
 		NetworkPacket np;
 		int j;