From daec42b68c15a1f97379bb8057fb9b345659f07e Mon Sep 17 00:00:00 2001
From: jsalmon3 <>
Date: Sat, 20 Mar 2004 20:16:07 +0000
Subject: [PATCH] Removed OreCost, StoneCost, and CoalCost

---
 src/ai/ai.cpp                 |   4 -
 src/ai/ai_building.cpp        |   2 +-
 src/include/upgrade_structs.h | 180 +++++++++++++++++-----------------
 3 files changed, 91 insertions(+), 95 deletions(-)

diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp
index 8432b5f03..a28a6c76f 100644
--- a/src/ai/ai.cpp
+++ b/src/ai/ai.cpp
@@ -904,13 +904,9 @@ global void AiInit(Player* player)
 	pai->AiType = ait;
 	pai->Script = ait->Script;
 
-	pai->Collect[TimeCost] = 0;
 	pai->Collect[GoldCost] = 50;
 	pai->Collect[WoodCost] = 50;
 	pai->Collect[OilCost] = 0;
-	pai->Collect[OreCost] = 0;
-	pai->Collect[StoneCost] = 0;
-	pai->Collect[CoalCost] = 0;
 
 	player->Ai = pai;
 }
diff --git a/src/ai/ai_building.cpp b/src/ai/ai_building.cpp
index 3b28a31fc..6760e2e5b 100644
--- a/src/ai/ai_building.cpp
+++ b/src/ai/ai_building.cpp
@@ -595,7 +595,7 @@ global int AiFindBuildingPlace(const Unit* worker, const UnitType* type, int* dx
 	// Platforms can only be built on oil patches
 	//
 	if (type->GivesResource != OilCost &&
-		AiFindBuildingPlace2(worker, type, worker->X, worker->Y, dx, dy, 1)) {
+			AiFindBuildingPlace2(worker, type, worker->X, worker->Y, dx, dy, 1)) {
 		return 1;
 	}
 	// FIXME: Should do this if all units can't build better!
diff --git a/src/include/upgrade_structs.h b/src/include/upgrade_structs.h
index b88f3814e..b66f71934 100644
--- a/src/include/upgrade_structs.h
+++ b/src/include/upgrade_structs.h
@@ -5,13 +5,13 @@
 //     /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
 //             \/                  \/          \//_____/            \/
 //  ______________________                           ______________________
-//			  T H E   W A R   B E G I N S
-//	   Stratagus - A free fantasy real time strategy game engine
+//                        T H E   W A R   B E G I N S
+//         Stratagus - A free fantasy real time strategy game engine
 //
-/**@name upgrade_structs.h	-	The upgrade/allow headerfile. */
+/**@name upgrade_structs.h - The upgrade/allow headerfile. */
 //
-//	(c) Copyright 1999-2003 by Vladi Belperchinov-Shabanski and
-//	                           Jimmy Salmon
+//      (c) Copyright 1999-2003 by Vladi Belperchinov-Shabanski and
+//	                               Jimmy Salmon
 //
 //      This program is free software; you can redistribute it and/or modify
 //      it under the terms of the GNU General Public License as published by
@@ -27,7 +27,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//	$Id$
+//      $Id$
 
 #ifndef __UPGRADE_STRUCTS_H__
 #define __UPGRADE_STRUCTS_H__
@@ -35,201 +35,201 @@
 //@{
 
 /*----------------------------------------------------------------------------
---		Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #include "icons.h"
 
 /*----------------------------------------------------------------------------
---		Defines
+--  Defines
 ----------------------------------------------------------------------------*/
 
 /*----------------------------------------------------------------------------
---		Declarations
+--  Declarations
 ----------------------------------------------------------------------------*/
 
 /**
-**		Indices into costs/resource/income array. (A litte future here :)
+**  Indices into costs/resource/income array.
 */
 typedef enum _costs_ {
-	TimeCost,								/// time in game cycles
+	TimeCost,                               /// time in game cycles
 
 // standard
-	GoldCost,								/// gold  resource
-	WoodCost,								/// wood  resource
-	OilCost,								/// oil   resource
+	GoldCost,                               /// gold  resource
+	WoodCost,                               /// wood  resource
+	OilCost,                                /// oil   resource
 // extensions
-	OreCost,								/// ore   resource
-	StoneCost,								/// stone resource
-	CoalCost,								/// coal  resource
+	Cost4,                                  /// resource 4
+	Cost5,                                  /// resource 5
+	Cost6,                                  /// resource 6
 
 	MaxCosts								/// how many different costs
 } CostType;
 
 #define FoodCost MaxCosts
-#define ScoreCost MaxCosts+1
+#define ScoreCost (MaxCosts + 1)
 
 /**
-**		Speed factor for harvesting resources
+**  Speed factor for harvesting resources
 */
 extern int SpeedResourcesHarvest[MaxCosts];
 
 /**
-**		Speed factor for returning resources
+**  Speed factor for returning resources
 */
 extern int SpeedResourcesReturn[MaxCosts];
 
 /**
-**		Default resources for a new player.
+**  Default resources for a new player.
 */
 extern int DefaultResources[MaxCosts];
 
 /**
-**		Default resources for a new player with low resources.
+**  Default resources for a new player with low resources.
 */
 extern int DefaultResourcesLow[MaxCosts];
 
 /**
-**		Default resources for a new player with mid resources.
+**  Default resources for a new player with mid resources.
 */
 extern int DefaultResourcesMedium[MaxCosts];
 
 /**
-**		Default resources for a new player with high resources.
+**  Default resources for a new player with high resources.
 */
 extern int DefaultResourcesHigh[MaxCosts];
 
 /**
-**		Default incomes for a new player.
+**  Default incomes for a new player.
 */
 extern int DefaultIncomes[MaxCosts];
 
 /**
-**		Default action for the resources.
+**  Default action for the resources.
 */
 extern char* DefaultActions[MaxCosts];
 
 /**
-**		Default names for the resources.
+**  Default names for the resources.
 */
 extern char* DefaultResourceNames[MaxCosts];
 
 /**
-**		Default amounts for the resources.
+**  Default amounts for the resources.
 */
 extern int DefaultResourceAmounts[MaxCosts];
 
 /**
-**		This are the current stats of an unit. Upgraded or downgraded.
+**  This are the current stats of an unit. Upgraded or downgraded.
 */
 typedef struct _unit_stats_ {
-	int				AttackRange;				/// how far can the unit attack
-	int				SightRange;				/// how far can the unit see
-	int				Armor;						/// armor strength
-	int				BasicDamage;				/// weapon basic damage
-	int				PiercingDamage;				/// weapon piercing damage
-	int				Speed;						/// movement speed
-	int				HitPoints;				/// hit points
-	int				RegenerationRate;		/// HP regeration rate in HP
-	int				Costs[MaxCosts];		/// current costs of the unit
-	int				Level;						/// unit level (upgrades)
+	int AttackRange;                /// how far can the unit attack
+	int SightRange;                 /// how far can the unit see
+	int Armor;                      /// armor strength
+	int BasicDamage;                /// weapon basic damage
+	int PiercingDamage;             /// weapon piercing damage
+	int Speed;                      /// movement speed
+	int HitPoints;                  /// hit points
+	int RegenerationRate;           /// HP regeration rate in HP
+	int Costs[MaxCosts];            /// current costs of the unit
+	int Level;                      /// unit level (upgrades)
 } UnitStats;
 
 /**
-**		The main useable upgrades.
+**  The main useable upgrades.
 */
 typedef struct _upgrade_ {
-	const void*		OType;						/// object type (future extensions)
-	char*		Ident;						/// identifier
-	int				Costs[MaxCosts];		/// costs for the upgrade
+	const void* OType;                      /// object type (future extensions)
+	char*       Ident;                      /// identifier
+	int         Costs[MaxCosts];            /// costs for the upgrade
 		// FIXME: not used by buttons
-	IconConfig		Icon;						/// icon to display to the user
+	IconConfig Icon;                        /// icon to display to the user
 } Upgrade;
 
 /*----------------------------------------------------------------------------
---		upgrades and modifiers
+--  upgrades and modifiers
 ----------------------------------------------------------------------------*/
 
 /**
-**		Modifiers of the unit stats.
-**		All the following are modifiers not values!
-**		@see UnitStats
+**  Modifiers of the unit stats.
+**  All the following are modifiers not values!
+**  @see UnitStats
 */
 typedef struct _modifiers_ {
-	int		AttackRange;						/// attack range modifier
-	int		SightRange;						/// sight range modifier
-	int		BasicDamage;						/// basic damage modifier
-	int		PiercingDamage;						/// piercing damage modifier
-	int		Armor;								/// armor modifier
-	int		Speed;								/// speed modifier (FIXME: not working)
-	int		HitPoints;						/// hit points modifier
-	int RegenerationRate;				/// HP regeneration rate modifier
+	int AttackRange;                /// attack range modifier
+	int SightRange;                 /// sight range modifier
+	int BasicDamage;                /// basic damage modifier
+	int PiercingDamage;             /// piercing damage modifier
+	int Armor;                      /// armor modifier
+	int Speed;                      /// speed modifier (FIXME: not working)
+	int HitPoints;                  /// hit points modifier
+	int RegenerationRate;           /// HP regeneration rate modifier
 
-	int		Costs[MaxCosts];				/// costs modifier
+	int Costs[MaxCosts];            /// costs modifier
 } Modifiers;
 
 /**
-**		This is the modifier of an upgrade.
-**		This do the real action of an upgrade, an upgrade can have multiple
-**		modifiers.
+**  This is the modifier of an upgrade.
+**  This do the real action of an upgrade, an upgrade can have multiple
+**  modifiers.
 */
 typedef struct _upgrade_modifier_ {
 
-  int				UpgradeId;				/// used to filter required modifier
+	int UpgradeId;                      /// used to filter required modifier
 
-  Modifiers		Modifier;				/// modifier of unit stats
+	Modifiers Modifier;                 /// modifier of unit stats
 
-  // allow/forbid bitmaps -- used as chars for example:
-  // `?' -- leave as is, `F' -- forbid, `A' -- allow
-  // FIXME: see below allow more semantics?
-  // FIXME: pointers or ids would be faster and less memory use
-  int		ChangeUnits[UnitTypeMax];		/// add/remove allowed units
-  char		ChangeUpgrades[UpgradeMax];		/// allow/forbid upgrades
-  char		ApplyTo[UnitTypeMax];				/// which unit types are affected
+	// allow/forbid bitmaps -- used as chars for example:
+	// `?' -- leave as is, `F' -- forbid, `A' -- allow
+	// FIXME: see below allow more semantics?
+	// FIXME: pointers or ids would be faster and less memory use
+	int  ChangeUnits[UnitTypeMax];      /// add/remove allowed units
+	char ChangeUpgrades[UpgradeMax];    /// allow/forbid upgrades
+	char ApplyTo[UnitTypeMax];          /// which unit types are affected
 
-  // FIXME: UnitType*
-  void*				ConvertTo;				/// convert to this unit-type.
+	// FIXME: UnitType*
+	void* ConvertTo;                    /// convert to this unit-type.
 
 } UpgradeModifier;
 
 /**
-**		Allow what a player can do. Every #Player has an own allow struct.
+**  Allow what a player can do. Every #Player has an own allow struct.
 **
-**		This could allow/disallow units, actions or upgrades.
+**  This could allow/disallow units, actions or upgrades.
 **
-**		Values are:
-**				@li `A' -- allowed,
-**				@li `F' -- forbidden,
-**				@li `R' -- acquired, perhaps other values
-**				@li `Q' -- acquired but forbidden (does it make sense?:))
-**				@li `E' -- enabled, allowed by level but currently forbidden
-***				@li `X' -- fixed, acquired can't be disabled
+**  Values are:
+**    @li `A' -- allowed,
+**    @li `F' -- forbidden,
+**    @li `R' -- acquired, perhaps other values
+**    @li `Q' -- acquired but forbidden (does it make sense?:))
+**    @li `E' -- enabled, allowed by level but currently forbidden
+**    @li `X' -- fixed, acquired can't be disabled
 */
 typedef struct _allow_ {
-	int				Units[UnitTypeMax];		/// maximum amount of units allowed
-	char		Upgrades[UpgradeMax];		/// upgrades allowed/disallowed
+	int  Units[UnitTypeMax];        /// maximum amount of units allowed
+	char Upgrades[UpgradeMax];      /// upgrades allowed/disallowed
 } Allow;
 
 /**
-**		Upgrade timer used in the player structure.
-**		Every player has an own UpgradeTimers struct.
+**  Upgrade timer used in the player structure.
+**  Every player has an own UpgradeTimers struct.
 */
 typedef struct _upgrade_timers_ {
 
 	/**
-	**		all 0 at the beginning, all upgrade actions do increment values in
-	**		this struct.
+	**  all 0 at the beginning, all upgrade actions do increment values in
+	**  this struct.
 	*/
-	int		Upgrades[UpgradeMax];				/// counter for each upgrade
+	int Upgrades[UpgradeMax];       /// counter for each upgrade
 
 } UpgradeTimers;
 
 /*----------------------------------------------------------------------------
---		Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
-extern const char UpgradeType[];		/// upgrade type
-extern Upgrade Upgrades[UpgradeMax];		/// the main user useable upgrades
+extern const char UpgradeType[];            /// upgrade type
+extern Upgrade Upgrades[UpgradeMax];        /// the main user usable upgrades
 
 //@}