From db7ef6ab71c6ff1583319bac40d0cccefbd65b72 Mon Sep 17 00:00:00 2001
From: jsalmon3 <>
Date: Tue, 30 Sep 2003 17:41:09 +0000
Subject: [PATCH] Cleanup

---
 src/ui/botpanel.cpp | 901 ++++++++++++++++++++++----------------------
 1 file changed, 449 insertions(+), 452 deletions(-)

diff --git a/src/ui/botpanel.cpp b/src/ui/botpanel.cpp
index d22fdf9b7..98184624b 100644
--- a/src/ui/botpanel.cpp
+++ b/src/ui/botpanel.cpp
@@ -72,7 +72,7 @@ global char ShowCommandKey;
     /// for unit buttons sub-menus etc.
 global int CurrentButtonLevel;
     /// All buttons for units
-local ButtonAction *UnitButtonTable[MAX_BUTTONS];
+local ButtonAction* UnitButtonTable[MAX_BUTTONS];
     /// buttons in UnitButtonTable
 local int NumUnitButtons;
 #endif
@@ -92,9 +92,9 @@ global void InitButtons(void)
     //
     //	Resolve the icon names.
     //
-    for (z = 0; z < NumUnitButtons; z++) {
-	UnitButtonTable[z]->Icon.Icon
-		= IconByIdent(UnitButtonTable[z]->Icon.Name);
+    for (z = 0; z < NumUnitButtons; ++z) {
+	UnitButtonTable[z]->Icon.Icon =
+	    IconByIdent(UnitButtonTable[z]->Icon.Name);
     }
 #else
     // FIXME: proabably not necessary
@@ -113,166 +113,165 @@ global void SaveButtons(CLFile* file)
     char* cp;
 #endif
 
-    CLprintf(file,"\n;;; -----------------------------------------\n");
-    CLprintf(file,";;; MODULE: buttons $Id$\n\n");
+    CLprintf(file, "\n;;; -----------------------------------------\n");
+    CLprintf(file, ";;; MODULE: buttons $Id$\n\n");
 
 #ifndef NEW_UI
-    for( i=0; i<NumUnitButtons; ++i ) {
-	CLprintf(file,"(define-button 'pos %d 'level %d 'icon '%s\n",
-		UnitButtonTable[i]->Pos,
-		UnitButtonTable[i]->Level,
-		IdentOfIcon(UnitButtonTable[i]->Icon.Icon));
-	CLprintf(file,"  'action ");
-	switch( UnitButtonTable[i]->Action ) {
+    for (i = 0; i < NumUnitButtons; ++i) {
+	CLprintf(file, "(define-button 'pos %d 'level %d 'icon '%s\n",
+	    UnitButtonTable[i]->Pos, UnitButtonTable[i]->Level,
+	    IdentOfIcon(UnitButtonTable[i]->Icon.Icon));
+	CLprintf(file, "  'action ");
+	switch (UnitButtonTable[i]->Action) {
 	    case ButtonMove:
-		CLprintf(file,"'move"); break;
+		CLprintf(file, "'move"); break;
 	    case ButtonStop:
-		CLprintf(file,"'stop"); break;
+		CLprintf(file, "'stop"); break;
 	    case ButtonAttack:
-		CLprintf(file,"'attack"); break;
+		CLprintf(file, "'attack"); break;
 	    case ButtonRepair:
-		CLprintf(file,"'repair"); break;
+		CLprintf(file, "'repair"); break;
 	    case ButtonHarvest:
-		CLprintf(file,"'harvest"); break;
+		CLprintf(file, "'harvest"); break;
 	    case ButtonButton:
-		CLprintf(file,"'button"); break;
+		CLprintf(file, "'button"); break;
 	    case ButtonBuild:
-		CLprintf(file,"'build"); break;
+		CLprintf(file, "'build"); break;
 	    case ButtonTrain:
-		CLprintf(file,"'train-unit"); break;
+		CLprintf(file, "'train-unit"); break;
 	    case ButtonPatrol:
-		CLprintf(file,"'patrol"); break;
+		CLprintf(file, "'patrol"); break;
 	    case ButtonStandGround:
-		CLprintf(file,"'stand-ground"); break;
+		CLprintf(file, "'stand-ground"); break;
 	    case ButtonAttackGround:
-		CLprintf(file,"'attack-ground"); break;
+		CLprintf(file, "'attack-ground"); break;
 	    case ButtonReturn:
-		CLprintf(file,"'return-goods"); break;
+		CLprintf(file, "'return-goods"); break;
 	    case ButtonDemolish:
-		CLprintf(file,"'demolish"); break;
+		CLprintf(file, "'demolish"); break;
 	    case ButtonSpellCast:
-		CLprintf(file,"'cast-spell"); break;
+		CLprintf(file, "'cast-spell"); break;
 	    case ButtonResearch:
-		CLprintf(file,"'research"); break;
+		CLprintf(file, "'research"); break;
 	    case ButtonUpgradeTo:
-		CLprintf(file,"'upgrade-to"); break;
+		CLprintf(file, "'upgrade-to"); break;
 	    case ButtonUnload:
-		CLprintf(file,"'unload"); break;
+		CLprintf(file, "'unload"); break;
 	    case ButtonCancel:
-		CLprintf(file,"'cancel"); break;
+		CLprintf(file, "'cancel"); break;
 	    case ButtonCancelUpgrade:
-		CLprintf(file,"'cancel-upgrade"); break;
+		CLprintf(file, "'cancel-upgrade"); break;
 	    case ButtonCancelTrain:
-		CLprintf(file,"'cancel-train-unit"); break;
+		CLprintf(file, "'cancel-train-unit"); break;
 	    case ButtonCancelBuild:
-		CLprintf(file,"'cancel-build"); break;
+		CLprintf(file, "'cancel-build"); break;
 	}
-	if( UnitButtonTable[i]->ValueStr ) {
-	    if( isdigit(UnitButtonTable[i]->ValueStr[0]) ) {
-		CLprintf(file," 'value %s\n",UnitButtonTable[i]->ValueStr);
+	if (UnitButtonTable[i]->ValueStr) {
+	    if (isdigit(UnitButtonTable[i]->ValueStr[0])) {
+		CLprintf(file, " 'value %s\n", UnitButtonTable[i]->ValueStr);
 	    } else {
-		CLprintf(file," 'value '%s\n",UnitButtonTable[i]->ValueStr);
+		CLprintf(file, " 'value '%s\n", UnitButtonTable[i]->ValueStr);
 	    }
 	} else {
-	    CLprintf(file,"\n");
+	    CLprintf(file, "\n");
 	}
-	if( UnitButtonTable[i]->Allowed ) {
-	    CLprintf(file,"  'allowed ");
-	    if( UnitButtonTable[i]->Allowed == ButtonCheckTrue ) {
-		CLprintf(file,"'check-true");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckFalse ) {
-		CLprintf(file,"'check-false");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckUpgrade ) {
-		CLprintf(file,"'check-upgrade");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckUnitsOr ) {
-		CLprintf(file,"'check-units-or");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckUnitsAnd ) {
-		CLprintf(file,"'check-units-and");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckNetwork ) {
-		CLprintf(file,"'check-network");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckNoNetwork ) {
-		CLprintf(file,"'check-no-network");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckNoWork ) {
-		CLprintf(file,"'check-no-work");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckNoResearch ) {
-		CLprintf(file,"'check-no-research");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckAttack ) {
-		CLprintf(file,"'check-attack");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckUpgradeTo ) {
-		CLprintf(file,"'check-upgrade-to");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckResearch ) {
-		CLprintf(file,"'check-research");
-	    } else if( UnitButtonTable[i]->Allowed == ButtonCheckSingleResearch ) {
-		CLprintf(file,"'check-single-research");
+	if (UnitButtonTable[i]->Allowed) {
+	    CLprintf(file, "  'allowed ");
+	    if (UnitButtonTable[i]->Allowed == ButtonCheckTrue) {
+		CLprintf(file, "'check-true");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckFalse) {
+		CLprintf(file, "'check-false");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckUpgrade) {
+		CLprintf(file, "'check-upgrade");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckUnitsOr) {
+		CLprintf(file, "'check-units-or");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckUnitsAnd) {
+		CLprintf(file, "'check-units-and");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckNetwork) {
+		CLprintf(file, "'check-network");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckNoNetwork) {
+		CLprintf(file, "'check-no-network");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckNoWork) {
+		CLprintf(file, "'check-no-work");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckNoResearch) {
+		CLprintf(file, "'check-no-research");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckAttack) {
+		CLprintf(file, "'check-attack");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckUpgradeTo) {
+		CLprintf(file, "'check-upgrade-to");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckResearch) {
+		CLprintf(file, "'check-research");
+	    } else if (UnitButtonTable[i]->Allowed == ButtonCheckSingleResearch) {
+		CLprintf(file, "'check-single-research");
 	    } else {
 		DebugLevel0Fn("Unsupported check function %p\n" _C_
-			UnitButtonTable[i]->Allowed);
-		CLprintf(file,"%p",UnitButtonTable[i]->Allowed);
+		    UnitButtonTable[i]->Allowed);
+		CLprintf(file, "%p",UnitButtonTable[i]->Allowed);
 	    }
-	    if( UnitButtonTable[i]->AllowStr ) {
-		CLprintf(file," 'allow-arg '(");
-		cp=alloca(strlen(UnitButtonTable[i]->AllowStr));
-		strcpy(cp,UnitButtonTable[i]->AllowStr);
-		cp=strtok(cp,",");
-		while( cp ) {
-		    CLprintf(file,"%s",cp);
-		    cp=strtok(NULL,",");
-		    if( cp ) {
-			CLprintf(file," ");
+	    if (UnitButtonTable[i]->AllowStr) {
+		CLprintf(file, " 'allow-arg '(");
+		cp = alloca(strlen(UnitButtonTable[i]->AllowStr));
+		strcpy(cp, UnitButtonTable[i]->AllowStr);
+		cp = strtok(cp, ",");
+		while (cp) {
+		    CLprintf(file, "%s", cp);
+		    cp = strtok(NULL, ",");
+		    if (cp) {
+			CLprintf(file, " ");
 		    }
 		}
-		CLprintf(file,")");
+		CLprintf(file, ")");
 	    }
-	    CLprintf(file,"\n");
+	    CLprintf(file, "\n");
 	}
-	CLprintf(file,"  'key \"");
-	switch( UnitButtonTable[i]->Key ) {
+	CLprintf(file, "  'key \"");
+	switch (UnitButtonTable[i]->Key) {
 	    case '\033':
-		CLprintf(file,"\\%03o",UnitButtonTable[i]->Key);
+		CLprintf(file, "\\%03o", UnitButtonTable[i]->Key);
 		break;
 	    default:
-		CLprintf(file,"%c",UnitButtonTable[i]->Key);
+		CLprintf(file, "%c", UnitButtonTable[i]->Key);
 		break;
 	}
-	CLprintf(file,"\" 'hint \"%s\"\n",UnitButtonTable[i]->Hint);
-	n=CLprintf(file,"  'for-unit '(");
-	cp=alloca(strlen(UnitButtonTable[i]->UnitMask));
-	strcpy(cp,UnitButtonTable[i]->UnitMask);
-	cp=strtok(cp,",");
-	while( cp ) {
-	    if( n+strlen(cp)>78 ) {
-		n=CLprintf(file,"\n    ");
+	CLprintf(file, "\" 'hint \"%s\"\n", UnitButtonTable[i]->Hint);
+	n = CLprintf(file, "  'for-unit '(");
+	cp = alloca(strlen(UnitButtonTable[i]->UnitMask));
+	strcpy(cp, UnitButtonTable[i]->UnitMask);
+	cp = strtok(cp, ",");
+	while (cp) {
+	    if (n + strlen(cp) > 78) {
+		n = CLprintf(file, "\n    ");
 	    }
-	    n+=CLprintf(file,"%s",cp);
-	    cp=strtok(NULL,",");
-	    if( cp ) {
-		n+=CLprintf(file," ");
+	    n += CLprintf(file, "%s", cp);
+	    cp = strtok(NULL, ",");
+	    if (cp) {
+		n += CLprintf(file, " ");
 	    }
 	}
-	CLprintf(file,"))\n\n");
+	CLprintf(file, "))\n\n");
     }
 #else
 
-    CLprintf(file,"(set-selection-changed-hook '");
-    lprin1CL(SelectionChangedHook,file);
-    CLprintf(file,")\n");
+    CLprintf(file, "(set-selection-changed-hook '");
+    lprin1CL(SelectionChangedHook, file);
+    CLprintf(file, ")\n");
 
-    CLprintf(file,"(set-selected-unit-changed-hook '");
-    lprin1CL(SelectedUnitChangedHook,file);
-    CLprintf(file,")\n");
+    CLprintf(file, "(set-selected-unit-changed-hook '");
+    lprin1CL(SelectedUnitChangedHook, file);
+    CLprintf(file, ")\n");
 
-    CLprintf(file,"(set-choose-target-begin-hook '");
-    lprin1CL(ChooseTargetBeginHook,file);
-    CLprintf(file,")\n");
+    CLprintf(file, "(set-choose-target-begin-hook '");
+    lprin1CL(ChooseTargetBeginHook, file);
+    CLprintf(file, ")\n");
 
-    CLprintf(file,"(set-choose-target-finish-hook '");
-    lprin1CL(ChooseTargetFinishHook,file);
-    CLprintf(file,")\n");
+    CLprintf(file, "(set-choose-target-finish-hook '");
+    lprin1CL(ChooseTargetFinishHook, file);
+    CLprintf(file, ")\n");
 
 #endif
 
-    CLprintf(file,"(set-show-command-key! %s)\n\n",
-	    ShowCommandKey ? "#t" : "#f");
+    CLprintf(file, "(set-show-command-key! %s)\n\n",
+	ShowCommandKey ? "#t" : "#f");
 }
 
 
@@ -300,63 +299,64 @@ global ButtonAction CurrentButtons[9];	/// Pointer to current buttons
 #endif
 
 #ifdef NEW_UI
-local void CleanButton(ButtonAction * ba)
+local void CleanButton(ButtonAction* ba)
 {
-    if( !ba->Icon.Name ) {
+    if (!ba->Icon.Name) {
 	return;
     }
     free(ba->Icon.Name);
     CclGcUnprotect(ba->Action);
     memset(ba, 0, sizeof(*ba));
-    MustRedraw|=RedrawButtonPanel;
+    MustRedraw |= RedrawButtonPanel;
 }
 #endif
 
 /// FIXME: docu
 #ifndef NEW_UI
-int AddButton(int pos, int level, const char *icon_ident,
-	enum _button_cmd_ action, const char *value, const ButtonCheckFunc func,
-	const void *allow, int key, const char *hint, const char *umask)
+int AddButton(int pos, int level, const char* icon_ident,
+    enum _button_cmd_ action, const char* value, const ButtonCheckFunc func,
+    const void* allow, int key, const char* hint, const char* umask)
 #else
-global void AddButton(int pos, char *icon_ident, SCM action, int key, char *hint, int highlight)
+global void AddButton(int pos, char *icon_ident, SCM action, int key,
+    char* hint, int highlight)
 #endif
 {
 #ifndef NEW_UI
     char buf[2048];
 #endif
-    ButtonAction *ba;
+    ButtonAction* ba;
 
 #ifndef NEW_UI
-    ba = (ButtonAction *) malloc(sizeof(ButtonAction));
+    ba = (ButtonAction*)malloc(sizeof(ButtonAction));
     DebugCheck(!ba);			//FIXME: perhaps should return error?
 
     ba->Pos = pos;
     ba->Level = level;
-    ba->Icon.Name = (char *)icon_ident;
+    ba->Icon.Name = (char*)icon_ident;
     // FIXME: check if already initited
     //ba->Icon.Icon = IconByIdent(icon_ident);
     ba->Action = action;
     if (value) {
 	ba->ValueStr = strdup(value);
 	switch (action) {
-	case ButtonSpellCast:
-	    ba->Value = SpellIdByIdent(value);
-	    break;
-	case ButtonTrain:
-	    ba->Value = UnitTypeIdByIdent(value);
-	    break;
-	case ButtonResearch:
-	    ba->Value = UpgradeIdByIdent(value);
-	    break;
-	case ButtonUpgradeTo:
-	    ba->Value = UnitTypeIdByIdent(value);
-	    break;
-	case ButtonBuild:
-	    ba->Value = UnitTypeIdByIdent(value);
-	    break;
-	default:
-	    ba->Value = atoi(value);
-	    break;
+	    case ButtonSpellCast:
+		ba->Value = SpellIdByIdent(value);
+		break;
+	    case ButtonTrain:
+		ba->Value = UnitTypeIdByIdent(value);
+		break;
+	    case ButtonResearch:
+		ba->Value = UpgradeIdByIdent(value);
+		break;
+	    case ButtonUpgradeTo:
+		ba->Value = UnitTypeIdByIdent(value);
+		break;
+	    case ButtonBuild:
+		ba->Value = UnitTypeIdByIdent(value);
+		break;
+	    default:
+		ba->Value = atoi(value);
+		break;
 	}
     } else {
 	ba->ValueStr = NULL;
@@ -384,19 +384,20 @@ global void AddButton(int pos, char *icon_ident, SCM action, int key, char *hint
     //DebugCheck(ba->Icon.Icon == NoIcon);// just checks, that's why at the end
     return 1;
 #else
-    if( pos<1 || pos>9 ) {
-	DebugLevel0Fn("Bad button positon %d (Icon.Name=%s)\n" _C_ pos _C_ icon_ident);
+    if (pos < 1 || pos > 9) {
+	DebugLevel0Fn("Bad button positon %d (Icon.Name=%s)\n" _C_
+	    pos _C_ icon_ident);
 	// FIXME: better way to kill the program?
 	DebugCheck(1);
     }
-    ba = CurrentButtons + (pos-1);
+    ba = CurrentButtons + (pos - 1);
     CleanButton(ba);
 
     // maxy: the caller does not free this pointer
     ba->Icon.Name = icon_ident;
-    ba->Icon.Icon = IconByIdent(ba->Icon.Name);
-    if( ba->Icon.Icon == NoIcon ) {
-	ba->Icon.Icon = IconByIdent(ba->Icon.Name);
+    ba->Icon.Icon = IconByIdent(ba->Icon. Name);
+    if (ba->Icon.Icon == NoIcon) {
+	ba->Icon.Icon = IconByIdent(ba->Icon. Name);
 	DebugLevel0Fn("Icon not found: Icon.Name = %s\n" _C_ ba->Icon.Name);
 	// FIXME: better way to kill the program? or draw a
 	// Unknown-Icon and add a hint so the user can test the rest of the ccl?
@@ -408,7 +409,7 @@ global void AddButton(int pos, char *icon_ident, SCM action, int key, char *hint
 
     // maxy: the caller does not free this pointer
     ba->Hint = hint;
-    MustRedraw|=RedrawButtonPanel;
+    MustRedraw |= RedrawButtonPanel;
     ba->Key = key;
     ba->Highlight = highlight;
 #endif
@@ -417,12 +418,12 @@ global void AddButton(int pos, char *icon_ident, SCM action, int key, char *hint
 #ifdef NEW_UI
 global void RemoveButton(int pos)
 {
-    if( pos<1 || pos>9 ) {
+    if (pos < 1 || pos > 9) {
 	DebugLevel0Fn("Bad button positon %d\n" _C_ pos);
 	// FIXME: better way to kill the program?
 	DebugCheck(1);
     }
-    CleanButton(CurrentButtons + (pos-1));
+    CleanButton(CurrentButtons + (pos - 1));
 }
 #endif
 
@@ -437,7 +438,7 @@ global void CleanButtons(void)
     //
     //  Free the allocated buttons.
     //
-    for (z = 0; z < NumUnitButtons; z++) {
+    for (z = 0; z < NumUnitButtons; ++z) {
 	DebugCheck(!UnitButtonTable[z]);
 	if (UnitButtonTable[z]->Icon.Name) {
 	    free(UnitButtonTable[z]->Icon.Name);
@@ -462,8 +463,9 @@ global void CleanButtons(void)
     CurrentButtons = NULL;
 #else
     int i;
+
     DebugLevel0Fn("CleanButtons()\n");
-    for (i=0; i<9; i++) {
+    for (i = 0; i < 9; ++i) {
 	CleanButton(CurrentButtons + i);
     }
 #endif
@@ -488,13 +490,13 @@ global void DrawButtonPanel(void)
     //	Draw background
     //
     if (TheUI.ButtonPanel.Graphic) {
-	VideoDrawSubClip(TheUI.ButtonPanel.Graphic,0,0
-	    ,TheUI.ButtonPanel.Graphic->Width,TheUI.ButtonPanel.Graphic->Height
-	    ,TheUI.ButtonPanelX,TheUI.ButtonPanelY);
+	VideoDrawSubClip(TheUI.ButtonPanel.Graphic, 0, 0,
+	    TheUI.ButtonPanel.Graphic->Width, TheUI.ButtonPanel.Graphic->Height,
+	    TheUI.ButtonPanelX, TheUI.ButtonPanelY);
     }
 
 #ifndef NEW_UI
-    if( !(buttons=CurrentButtons) ) {	// no buttons
+    if (!(buttons = CurrentButtons)) {	// no buttons
 	return;
     }
 #endif
@@ -503,26 +505,26 @@ global void DrawButtonPanel(void)
     PlayerPixels(ThisPlayer);		// could only select own units.
 
 #ifndef NEW_UI
-    for( i=0; i<TheUI.NumButtonButtons; ++i ) {
-	if( buttons[i].Pos!=-1 ) {
+    for (i = 0; i < TheUI.NumButtonButtons; ++i) {
+	if (buttons[i].Pos != -1) {
 	    int j;
 	    int action;
 #else
-    //for( i=0; i<TheUI.NumButtonButtons; ++i ) {
-    for( i=0; i<9; ++i ) {
+    //for (i = 0; i < TheUI.NumButtonButtons; ++i) {
+    for (i = 0; i < 9; ++i) {
 	ba = CurrentButtons + i;
-	if( ba->Icon.Icon != NoIcon ) {
+	if (ba->Icon.Icon != NoIcon) {
 #endif
 
 	    // cursor is on that button
-	    if( ButtonAreaUnderCursor==ButtonAreaButton
-		    && ButtonUnderCursor==i ) {
-		v=IconActive;
-		if( MouseButtons&LeftButton ) {
-		    v=IconClicked;
+	    if (ButtonAreaUnderCursor == ButtonAreaButton &&
+		    ButtonUnderCursor == i) {
+		v = IconActive;
+		if (MouseButtons & LeftButton) {
+		    v = IconClicked;
 		}
 	    } else {
-		v=0;
+		v = 0;
 	    }
 	    //
 	    //	Any better ideas?
@@ -537,77 +539,75 @@ global void DrawButtonPanel(void)
 		together with something like (selected-action-is 'patrol) */
 
 #ifndef NEW_UI
-	    action=UnitActionNone;
-	    switch( buttons[i].Action ) {
+	    action = UnitActionNone;
+	    switch (buttons[i].Action) {
 		case ButtonStop:
-		    action=UnitActionStill;
+		    action = UnitActionStill;
 		    break;
 		case ButtonStandGround:
-		    action=UnitActionStandGround;
+		    action = UnitActionStandGround;
 		    break;
 		case ButtonAttack:
-		    action=UnitActionAttack;
+		    action = UnitActionAttack;
 		    break;
 		case ButtonDemolish:
-		    action=UnitActionDemolish;
+		    action = UnitActionDemolish;
 		    break;
 		case ButtonAttackGround:
-		    action=UnitActionAttackGround;
+		    action = UnitActionAttackGround;
 		    break;
 		case ButtonRepair:
-		    action=UnitActionRepair;
+		    action = UnitActionRepair;
 		    break;
 		case ButtonPatrol:
-		    action=UnitActionPatrol;
+		    action = UnitActionPatrol;
 		    break;
 		default:
 		    break;
 	    }
-	    if( action!=UnitActionNone ) {
-		for( j=0; j<NumSelected; ++j ) {
-		    if( Selected[j]->Orders[0].Action!=action ) {
+	    if (action != UnitActionNone) {
+		for (j = 0; j < NumSelected; ++j) {
+		    if (Selected[j]->Orders[0].Action != action) {
 			break;
 		    }
 		}
-		if( j==NumSelected ) {
-		    v|=IconSelected;
+		if (j == NumSelected) {
+		    v |= IconSelected;
 		}
 	    } else {
-		switch( buttons[i].Action ) {
+		switch (buttons[i].Action) {
 		    case ButtonMove:
-			for( j=0; j<NumSelected; ++j ) {
-			    if( Selected[j]->Orders[0].Action!=UnitActionMove
-				    && Selected[j]->Orders[0].Action
-					!=UnitActionBuild
-				    && Selected[j]->Orders[0].Action
-					!=UnitActionFollow ) {
+			for (j = 0; j < NumSelected; ++j) {
+			    if (Selected[j]->Orders[0].Action!=UnitActionMove &&
+				    Selected[j]->Orders[0].Action != UnitActionBuild &&
+				    Selected[j]->Orders[0].Action != UnitActionFollow) {
 				break;
 			    }
 			}
-			if( j==NumSelected ) {
-			    v|=IconSelected;
+			if (j == NumSelected) {
+			    v |= IconSelected;
 			}
 			break;
 		    case ButtonHarvest:
 		    case ButtonReturn:
-			for( j=0; j<NumSelected; ++j ) {
-			    if( Selected[j]->Orders[0].Action!=UnitActionResource ) {
+			for (j = 0; j < NumSelected; ++j) {
+			    if (Selected[j]->Orders[0].Action != UnitActionResource) {
 				break;
 			    }
 			}
-			if( j==NumSelected ) {
-			    v|=IconSelected;
+			if (j == NumSelected) {
+			    v |= IconSelected;
 			}
 			break;
 		    case ButtonSpellCast:
-			for( j=0; j<NumSelected; ++j ) {
-			    if( Selected[j]->AutoCastSpell!=
-				    SpellTypeById(buttons[i].Value) ) {
+			for (j = 0; j < NumSelected; ++j) {
+			    if (Selected[j]->AutoCastSpell !=
+				    SpellTypeById(buttons[i].Value)) {
 				break;
 			    }
 			}
-			if( j==NumSelected ) {
-			    v|=IconAutoCast;
+			if (j == NumSelected) {
+			    v |= IconAutoCast;
 			}
 			break;
 
@@ -618,51 +618,50 @@ global void DrawButtonPanel(void)
 		}
 	    }
 #else
-	    if( ba->Highlight ) {
-		v|=IconSelected;
+	    if (ba->Highlight) {
+		v |= IconSelected;
 	    }
 #endif
 
 #ifndef NEW_UI
-	    DrawUnitIcon(ThisPlayer,buttons[i].Icon.Icon
-		    ,v,TheUI.ButtonButtons[i].X,TheUI.ButtonButtons[i].Y);
+	    DrawUnitIcon(ThisPlayer,buttons[i].Icon.Icon,
+		v, TheUI.ButtonButtons[i].X, TheUI.ButtonButtons[i].Y);
 #else
-	    DrawUnitIcon(ThisPlayer,ba->Icon.Icon
-		    ,v,TheUI.ButtonButtons[i].X,TheUI.ButtonButtons[i].Y);
+	    DrawUnitIcon(ThisPlayer,ba->Icon.Icon,
+		v, TheUI.ButtonButtons[i].X, TheUI.ButtonButtons[i].Y);
 #endif
 
 	    //
 	    //	Update status line for this button
 	    //
-	    if( ButtonAreaUnderCursor==ButtonAreaButton
-		    && ButtonUnderCursor==i && KeyState!=KeyStateInput ) {
+	    if (ButtonAreaUnderCursor == ButtonAreaButton &&
+		    ButtonUnderCursor == i && KeyState != KeyStateInput) {
 #ifndef NEW_UI
 		SetStatusLine(buttons[i].Hint);
 		// FIXME: Draw costs
-		v=buttons[i].Value;
-		switch( buttons[i].Action ) {
+		v = buttons[i].Value;
+		switch (buttons[i].Action) {
 		    case ButtonBuild:
 		    case ButtonTrain:
 		    case ButtonUpgradeTo:
 			// FIXME: store pointer in button table!
-			stats=&UnitTypes[v]->Stats[ThisPlayer->Player];
-			DebugLevel3("Upgrade to %s %d %d %d %d %d\n"
-				_C_ UnitTypes[v].Ident
-				_C_ UnitTypes[v].Demand
-				_C_ UnitTypes[v]._Costs[GoldCost]
-				_C_ UnitTypes[v]._Costs[WoodCost]
-				_C_ stats->Costs[GoldCost]
-				_C_ stats->Costs[WoodCost]);
+			stats = &UnitTypes[v]->Stats[ThisPlayer->Player];
+			DebugLevel3("Upgrade to %s %d %d %d %d %d\n" _C_
+			    UnitTypes[v].Ident _C_ UnitTypes[v].Demand _C_
+			    UnitTypes[v]._Costs[GoldCost] _C_
+			    UnitTypes[v]._Costs[WoodCost] _C_
+			    stats->Costs[GoldCost] _C_
+			    stats->Costs[WoodCost]);
 
-			SetCosts(0,UnitTypes[v]->Demand,stats->Costs);
+			SetCosts(0, UnitTypes[v]->Demand, stats->Costs);
 
 			break;
 		    //case ButtonUpgrade:
 		    case ButtonResearch:
-			SetCosts(0,0,Upgrades[v].Costs);
+			SetCosts(0, 0, Upgrades[v].Costs);
 			break;
 		    case ButtonSpellCast:
-			SetCosts(SpellTypeById( v )->ManaCost,0,NULL);
+			SetCosts(SpellTypeById(v)->ManaCost, 0, NULL);
 			break;
 
 		    default:
@@ -677,31 +676,31 @@ global void DrawButtonPanel(void)
 	    //
 	    //	Tutorial show command key in icons
 	    //
-	    if( ShowCommandKey ) {
+	    if (ShowCommandKey) {
 		Button* b;
 #ifdef NEW_UI
 		char buf[4];
 #endif
 
-		b=&TheUI.ButtonButtons[i];
+		b = &TheUI.ButtonButtons[i];
 #ifndef NEW_UI
-		if( CurrentButtons[i].Key==27 ) {
+		if (CurrentButtons[i].Key == 27) {
 #else
-		if( ba->Key==27 ) {
+		if (ba->Key == 27) {
 #endif
-		    strcpy(buf,"ESC");
-		    VideoDrawText(b->X+4+b->Width-VideoTextLength(GameFont,buf),
-			b->Y+5+b->Height-VideoTextHeight(GameFont),GameFont,buf);
+		    strcpy(buf, "ESC");
+		    VideoDrawText(b->X + 4 + b->Width - VideoTextLength(GameFont, buf),
+			b->Y + 5 + b->Height - VideoTextHeight(GameFont), GameFont, buf);
 		} else {
 		    // FIXME: real DrawChar would be useful
 #ifndef NEW_UI
-		    buf[0]=toupper(CurrentButtons[i].Key);
+		    buf[0] = toupper(CurrentButtons[i].Key);
 #else
-		    buf[0]=toupper(ba->Key);
+		    buf[0] = toupper(ba->Key);
 #endif
-		    buf[1]='\0';
-		    VideoDrawText(b->X+4+b->Width-VideoTextLength(GameFont,buf),
-			b->Y+5+b->Height-VideoTextHeight(GameFont),GameFont,buf);
+		    buf[1] = '\0';
+		    VideoDrawText(b->X + 4 + b->Width - VideoTextLength(GameFont, buf),
+			b->Y + 5 + b->Height - VideoTextHeight(GameFont), GameFont, buf);
 		}
 	    }
 	}
@@ -723,74 +722,74 @@ local void UpdateButtonPanelMultipleUnits(void)
     int i;
 
     // first clear the table
-    for ( z = 0; z < 9; z++ ) {
+    for (z = 0; z < 9; ++z) {
 	_current_buttons[z].Pos = -1;
     }
 
-    i=PlayerRacesIndex(ThisPlayer->Race);
-    sprintf(unit_ident,",%s-group,",PlayerRaces.Name[i]);
+    i = PlayerRacesIndex(ThisPlayer->Race);
+    sprintf(unit_ident, ",%s-group,", PlayerRaces.Name[i]);
 
-    for( z = 0; z < NumUnitButtons; z++ ) {
-	if ( UnitButtonTable[z]->Level != CurrentButtonLevel ) {
+    for (z = 0; z < NumUnitButtons; ++z) {
+	if (UnitButtonTable[z]->Level != CurrentButtonLevel) {
 	    continue;
 	}
 
 	// any unit or unit in list
-	if ( UnitButtonTable[z]->UnitMask[0] == '*'
-		|| strstr( UnitButtonTable[z]->UnitMask, unit_ident ) ) {
+	if (UnitButtonTable[z]->UnitMask[0] == '*' ||
+		strstr(UnitButtonTable[z]->UnitMask, unit_ident)) {
 	    int allow;
 
-	    allow=0;
+	    allow = 0;
 	    DebugLevel3("%d: %p\n" _C_ z _C_ UnitButtonTable[z]->Allowed);
-	    if ( UnitButtonTable[z]->Allowed ) {
+	    if (UnitButtonTable[z]->Allowed) {
 		// there is check function -- call it
-		if (UnitButtonTable[z]->Allowed( NULL, UnitButtonTable[z] )) {
+		if (UnitButtonTable[z]->Allowed(NULL, UnitButtonTable[z])) {
 		    allow = 1;
 		}
 	    } else {
 		// there is no allow function -- should check dependencies
 		// any unit of the group must have this feature
-		if ( UnitButtonTable[z]->Action == ButtonAttack ) {
-		    for( i=NumSelected; --i; ) {
-			if( Selected[i]->Type->CanAttack ) {
+		if (UnitButtonTable[z]->Action == ButtonAttack) {
+		    for (i = NumSelected; --i;) {
+			if (Selected[i]->Type->CanAttack) {
 			    allow = 1;
 			    break;
 			}
 		    }
-		} else if ( UnitButtonTable[z]->Action == ButtonAttackGround ) {
-		    for( i=NumSelected; --i; ) {
-			if( Selected[i]->Type->GroundAttack ) {
+		} else if (UnitButtonTable[z]->Action == ButtonAttackGround) {
+		    for (i = NumSelected; --i;) {
+			if (Selected[i]->Type->GroundAttack) {
 			    allow = 1;
 			    break;
 			}
 		    }
-		} else if ( UnitButtonTable[z]->Action == ButtonDemolish ) {
-		    for( i=NumSelected; --i; ) {
-			if( Selected[i]->Type->Volatile ) {
+		} else if (UnitButtonTable[z]->Action == ButtonDemolish) {
+		    for (i = NumSelected; --i;) {
+			if (Selected[i]->Type->Volatile) {
 			    allow = 1;
 			    break;
 			}
 		    }
-		} else if ( UnitButtonTable[z]->Action == ButtonCancel ) {
+		} else if (UnitButtonTable[z]->Action == ButtonCancel) {
 		    allow = 1;
-		} else if ( UnitButtonTable[z]->Action == ButtonCancelUpgrade ) {
-		    for( i=NumSelected; --i; ) {
-			if( Selected[i]->Orders[0].Action==UnitActionUpgradeTo
-				|| Selected[i]->Orders[0].Action==UnitActionResearch ) {
+		} else if (UnitButtonTable[z]->Action == ButtonCancelUpgrade) {
+		    for (i = NumSelected; --i;) {
+			if (Selected[i]->Orders[0].Action == UnitActionUpgradeTo ||
+				Selected[i]->Orders[0].Action == UnitActionResearch) {
 			    allow = 1;
 			    break;
 			}
 		    }
-		} else if ( UnitButtonTable[z]->Action == ButtonCancelTrain ) {
-		    for( i=NumSelected; --i; ) {
-			if( Selected[i]->Orders[0].Action==UnitActionTrain ) {
+		} else if (UnitButtonTable[z]->Action == ButtonCancelTrain) {
+		    for (i = NumSelected; --i;) {
+			if (Selected[i]->Orders[0].Action == UnitActionTrain) {
 			    allow = 1;
 			    break;
 			}
 		    }
-		} else if ( UnitButtonTable[z]->Action == ButtonCancelBuild ) {
-		    for( i=NumSelected; --i; ) {
-			if( Selected[i]->Orders[0].Action==UnitActionBuilded ) {
+		} else if (UnitButtonTable[z]->Action == ButtonCancelBuild) {
+		    for (i = NumSelected; --i;) {
+			if (Selected[i]->Orders[0].Action == UnitActionBuilded) {
 			    allow = 1;
 			    break;
 			}
@@ -801,14 +800,14 @@ local void UpdateButtonPanelMultipleUnits(void)
 	    }
 
 	    if (allow) {		// is button allowed after all?
-		_current_buttons[UnitButtonTable[z]->Pos-1]
-			= (*UnitButtonTable[z]);
+		_current_buttons[UnitButtonTable[z]->Pos - 1] =
+		    *UnitButtonTable[z];
 	    }
 	}
     }
 
     CurrentButtons = _current_buttons;
-    MustRedraw|=RedrawButtonPanel;
+    MustRedraw |= RedrawButtonPanel;
 }
 
 /**
@@ -824,23 +823,23 @@ global void UpdateButtonPanel(void)
 
     DebugLevel3Fn("update buttons\n");
 
-    CurrentButtons=NULL;
+    CurrentButtons = NULL;
 
-    if( !NumSelected ) {		// no unit selected
+    if (!NumSelected) {		// no unit selected
 	// FIXME: need only redraw if same state
-	MustRedraw|=RedrawButtonPanel;
+	MustRedraw |= RedrawButtonPanel;
 	return;
     }
 
-    if( NumSelected>1 ) {		// multiple selected
-        for ( allow=z = 1; z < NumSelected; z++ ) {
+    if (NumSelected > 1) {		// multiple selected
+        for (allow = z = 1; z < NumSelected; ++z) {
 	    // if current type is equal to first one count it
-            if ( Selected[z]->Type == Selected[0]->Type ) {
-               allow++;
+            if (Selected[z]->Type == Selected[0]->Type) {
+               ++allow;
 	    }
 	}
 
-	if ( allow != NumSelected ) {
+	if (allow != NumSelected) {
 	    // oops we have selected different units types
 	    // -- set default buttons and exit
 	    UpdateButtonPanelMultipleUnits();
@@ -850,50 +849,50 @@ global void UpdateButtonPanel(void)
 	// -- continue with setting buttons as for the first unit
     }
 
-    unit=Selected[0];
-    DebugCheck( (unit==NoUnitP) );
+    unit = Selected[0];
+    DebugCheck(unit == NoUnitP);
 
-    if( unit->Player!=ThisPlayer ) {	// foreign unit
+    if (unit->Player != ThisPlayer) {	// foreign unit
 	return;
     }
 
     // first clear the table
-    for ( z = 0; z < 9; z++ ) {
+    for (z = 0; z < 9; ++z) {
 	_current_buttons[z].Pos = -1;
     }
 
     //
     //	FIXME: johns: some hacks for cancel buttons
     //
-    if( unit->Orders[0].Action==UnitActionBuilded ) {
+    if (unit->Orders[0].Action == UnitActionBuilded) {
 	// Trick 17 to get the cancel-build button
-	strcpy(unit_ident,",cancel-build,");
-    } else if( unit->Orders[0].Action==UnitActionUpgradeTo ) {
+	strcpy(unit_ident, ",cancel-build,");
+    } else if (unit->Orders[0].Action == UnitActionUpgradeTo) {
 	// Trick 17 to get the cancel-upgrade button
-	strcpy(unit_ident,",cancel-upgrade,");
-    } else if( unit->Orders[0].Action==UnitActionResearch ) {
+	strcpy(unit_ident, ",cancel-upgrade,");
+    } else if (unit->Orders[0].Action == UnitActionResearch) {
 	// Trick 17 to get the cancel-upgrade button
-	strcpy(unit_ident,",cancel-upgrade,");
+	strcpy(unit_ident, ",cancel-upgrade,");
     } else {
 	sprintf(unit_ident, ",%s,", unit->Type->Ident);
     }
 
-    for( z = 0; z < NumUnitButtons; z++ ) {
-	int pos; //keep position, midified if alt-buttons required
+    for (z = 0; z < NumUnitButtons; ++z) {
+	int pos; //keep position, modified if alt-buttons required
 	//FIXME: we have to check and if these unit buttons are available
 	//       i.e. if button action is ButtonTrain for example check if
 	//        required unit is not restricted etc...
 
-	buttonaction=UnitButtonTable[z];
+	buttonaction = UnitButtonTable[z];
 	pos = buttonaction->Pos;
 
 	// Same level
-	if ( buttonaction->Level != CurrentButtonLevel ) {
+	if (buttonaction->Level != CurrentButtonLevel) {
 	    continue;
 	}
 
-	if ( pos > 9 ) {	// VLADI: this allows alt-buttons
-	    if ( KeyModifiers & ModifierAlt ) {
+	if (pos > 9) {	// VLADI: this allows alt-buttons
+	    if (KeyModifiers & ModifierAlt) {
 		// buttons with pos >9 are shown on if ALT is pressed
 		pos -= 9;
 	    } else {
@@ -902,95 +901,93 @@ global void UpdateButtonPanel(void)
 	}
 
 	// any unit or unit in list
-	if ( buttonaction->UnitMask[0] != '*'
-		&& !strstr( buttonaction->UnitMask, unit_ident ) ) {
+	if (buttonaction->UnitMask[0] != '*' &&
+		!strstr(buttonaction->UnitMask, unit_ident)) {
 	    continue;
 	}
 
-	if ( buttonaction->Allowed ) {
+	if (buttonaction->Allowed) {
 	    // there is check function -- call it
-	    allow=buttonaction->Allowed( unit, buttonaction);
+	    allow = buttonaction->Allowed(unit, buttonaction);
 	} else {
 	    // there is no allow function -- should check dependencies
-	    allow=0;
-	    switch( buttonaction->Action ) {
-	    case ButtonMove:
-	    case ButtonStop:
-	    case ButtonRepair:
-	    case ButtonHarvest:
-	    case ButtonButton:
-	    case ButtonPatrol:
-	    case ButtonStandGround:
-	    case ButtonReturn:
-		allow = 1;
-		break;
-	    case ButtonAttack:
-		allow=ButtonCheckAttack(unit,buttonaction);
-		break;
-	    case ButtonAttackGround:
-		if( Selected[0]->Type->GroundAttack ) {
+	    allow = 0;
+	    switch (buttonaction->Action) {
+		case ButtonMove:
+		case ButtonStop:
+		case ButtonRepair:
+		case ButtonHarvest:
+		case ButtonButton:
+		case ButtonPatrol:
+		case ButtonStandGround:
+		case ButtonReturn:
+		    allow = 1;
+		    break;
+		case ButtonAttack:
+		    allow = ButtonCheckAttack(unit, buttonaction);
+		    break;
+		case ButtonAttackGround:
+		    if (Selected[0]->Type->GroundAttack) {
+			allow = 1;
+		    }
+		    break;
+		case ButtonDemolish:
+		    if (Selected[0]->Type->Volatile) {
+			allow = 1;
+		    }
+		    break;
+		case ButtonTrain:
+		    // Check if building queue is enabled
+		    if (!EnableTrainingQueue &&
+			    unit->Orders[0].Action == UnitActionTrain) {
+			break;
+		    }
+		    // FALL THROUGH
+		case ButtonUpgradeTo:
+		case ButtonResearch:
+		case ButtonBuild:
+		    allow = CheckDependByIdent(ThisPlayer, buttonaction->ValueStr);
+		    if (allow && !strncmp(buttonaction->ValueStr, "upgrade-", 8)) {
+			allow = UpgradeIdentAllowed(ThisPlayer, 
+			    buttonaction->ValueStr) == 'A';
+		    }
+		    break;
+		case ButtonSpellCast:
+		    allow = CheckDependByIdent(ThisPlayer,buttonaction->ValueStr) &&
+			UpgradeIdentAllowed(ThisPlayer, buttonaction->ValueStr) == 'R';
+		    break;
+		case ButtonUnload:
+		    allow = (Selected[0]->Type->Transporter && Selected[0]->InsideCount);
+		    break;
+		case ButtonCancel:
 		    allow = 1;
-		}
-		break;
-	    case ButtonDemolish:
-		if( Selected[0]->Type->Volatile ) {
-		    allow = 1;
-		}
-		break;
-	    case ButtonTrain:
-		// Check if building queue is enabled
-		if( !EnableTrainingQueue
-			&& unit->Orders[0].Action==UnitActionTrain ) {
 		    break;
-		}
-		// FALL THROUGH
-	    case ButtonUpgradeTo:
-	    case ButtonResearch:
-	    case ButtonBuild:
-		allow = CheckDependByIdent( ThisPlayer,buttonaction->ValueStr);
-		if ( allow && !strncmp( buttonaction->ValueStr,
-			    "upgrade-", 8 ) ) {
-		    allow=UpgradeIdentAllowed( ThisPlayer,
-			    buttonaction->ValueStr )=='A';
-		}
-		break;
-	    case ButtonSpellCast:
-		allow = CheckDependByIdent( ThisPlayer,buttonaction->ValueStr)
-			&& UpgradeIdentAllowed( ThisPlayer,
-				buttonaction->ValueStr )=='R';
-		break;
-	    case ButtonUnload:
-		allow = (Selected[0]->Type->Transporter&&Selected[0]->InsideCount);
-		break;
-	    case ButtonCancel:
-		allow = 1;
-		break;
 
-	    case ButtonCancelUpgrade:
-		allow = unit->Orders[0].Action==UnitActionUpgradeTo
-			|| unit->Orders[0].Action==UnitActionResearch;
-		break;
-	    case ButtonCancelTrain:
-		allow = unit->Orders[0].Action==UnitActionTrain;
-		break;
-	    case ButtonCancelBuild:
-		allow = unit->Orders[0].Action==UnitActionBuilded;
-		break;
+		case ButtonCancelUpgrade:
+		    allow = unit->Orders[0].Action == UnitActionUpgradeTo ||
+			unit->Orders[0].Action == UnitActionResearch;
+		    break;
+		case ButtonCancelTrain:
+		    allow = unit->Orders[0].Action == UnitActionTrain;
+		    break;
+		case ButtonCancelBuild:
+		    allow = unit->Orders[0].Action == UnitActionBuilded;
+		    break;
 
-	    default:
-		DebugLevel0Fn("Unsupported button-action %d\n" _C_
+		default:
+		    DebugLevel0Fn("Unsupported button-action %d\n" _C_
 			buttonaction->Action);
-		break;
+		    break;
 	    }
 	}
 
 	if (allow) {		// is button allowed after all?
-	    _current_buttons[pos-1] = (*buttonaction);
+	    _current_buttons[pos - 1] = (*buttonaction);
 	}
     }
 
     CurrentButtons = _current_buttons;
-    MustRedraw|=RedrawButtonPanel;
+    MustRedraw |= RedrawButtonPanel;
 }
 
 /*
@@ -1002,34 +999,34 @@ global void DoButtonButtonClicked(int button)
     UnitType* type;
     DebugLevel3Fn("Button clicked %d\n" _C_ button);
 
-    if( !CurrentButtons ) {		// no buttons
+    if (!CurrentButtons) {		// no buttons
 	return;
     }
     //
     //	Button not available.
     //
-    if( CurrentButtons[button].Pos==-1 ) {
+    if (CurrentButtons[button].Pos == -1) {
 	return;
     }
 
-    PlayGameSound(GameSounds.Click.Sound,MaxSampleVolume);
+    PlayGameSound(GameSounds.Click.Sound, MaxSampleVolume);
 
     //
     //	Handle action on button.
     //
 
     DebugLevel3Fn("Button clicked %d=%d\n" _C_ button _C_
-	    CurrentButtons[button].Action);
-    switch( CurrentButtons[button].Action ) {
+	CurrentButtons[button].Action);
+    switch (CurrentButtons[button].Action) {
 	case ButtonUnload:
 	    //
 	    //	Unload on coast, transporter standing, unload all units.
 	    //
-	    if( NumSelected==1 && Selected[0]->Orders[0].Action==UnitActionStill
-		    && CoastOnMap(Selected[0]->X,Selected[0]->Y) ) {
-		SendCommandUnload(Selected[0]
-			,Selected[0]->X,Selected[0]->Y,NoUnitP
-			,!(KeyModifiers&ModifierShift));
+	    if (NumSelected == 1 && Selected[0]->Orders[0].Action == UnitActionStill &&
+		    CoastOnMap(Selected[0]->X, Selected[0]->Y)) {
+		SendCommandUnload(Selected[0],
+		    Selected[0]->X, Selected[0]->Y, NoUnitP,
+		    !(KeyModifiers & ModifierShift));
 		break;
 	    }
 	case ButtonMove:
@@ -1040,71 +1037,72 @@ global void DoButtonButtonClicked(int button)
 	case ButtonAttackGround:
 	case ButtonDemolish:
         case ButtonSpellCast:
-	    if( CurrentButtons[button].Action==ButtonSpellCast
-		    && (KeyModifiers&ModifierControl) ) {
+	    if (CurrentButtons[button].Action == ButtonSpellCast &&
+		    (KeyModifiers & ModifierControl)) {
 		int autocast;
-		SpellType *spell;
-		spell=SpellTypeById(CurrentButtons[button].Value);
-		if( !CanAutoCastSpell(spell) ) {
-		    PlayGameSound(GameSounds.PlacementError.Sound
-			    ,MaxSampleVolume);
+		SpellType* spell;
+
+		spell = SpellTypeById(CurrentButtons[button].Value);
+		if (!CanAutoCastSpell(spell)) {
+		    PlayGameSound(GameSounds.PlacementError.Sound,
+			MaxSampleVolume);
 		    break;
 		}
 
-		autocast=0;
+		autocast = 0;
 		// If any selected unit doesn't have autocast on turn it on
 		// for everyone
-		for( i=0; i<NumSelected; ++i ) {
-		    if( Selected[i]->AutoCastSpell!=spell) {
-			autocast=1;
+		for (i = 0; i < NumSelected; ++i) {
+		    if (Selected[i]->AutoCastSpell != spell) {
+			autocast = 1;
 			break;
 		    }
 		}
-		for( i=0; i<NumSelected; ++i ) {
-		    if( !autocast || Selected[i]->AutoCastSpell!=spell ) {
-			SendCommandAutoSpellCast(Selected[i]
-				,CurrentButtons[button].Value,autocast);
+		for (i = 0; i < NumSelected; ++i) {
+		    if (!autocast || Selected[i]->AutoCastSpell != spell) {
+			SendCommandAutoSpellCast(Selected[i],
+			    CurrentButtons[button].Value, autocast);
 		    }
 		}
 	    } else {
-		CursorState=CursorStateSelect;
-		GameCursor=TheUI.YellowHair.Cursor;
-		CursorAction=CurrentButtons[button].Action;
-		CursorValue=CurrentButtons[button].Value;
-		CurrentButtonLevel=9;	// level 9 is cancel-only
+		CursorState = CursorStateSelect;
+		GameCursor = TheUI.YellowHair.Cursor;
+		CursorAction = CurrentButtons[button].Action;
+		CursorValue = CurrentButtons[button].Value;
+		CurrentButtonLevel = 9;	// level 9 is cancel-only
 		UpdateButtonPanel();
-		MustRedraw|=RedrawCursor;
+		MustRedraw |= RedrawCursor;
 		SetStatusLine("Select Target");
 	    }
 	    break;
 	case ButtonReturn:
-	    for( i=0; i<NumSelected; ++i ) {
-	        SendCommandReturnGoods(Selected[i],NoUnitP
-			,!(KeyModifiers&ModifierShift));
+	    for (i = 0; i < NumSelected; ++i) {
+	        SendCommandReturnGoods(Selected[i], NoUnitP,
+		    !(KeyModifiers & ModifierShift));
 	    }
 	    break;
 	case ButtonStop:
-	    for( i=0; i<NumSelected; ++i ) {
+	    for (i = 0; i < NumSelected; ++i) {
 	        SendCommandStopUnit(Selected[i]);
 	    }
 	    break;
 	case ButtonStandGround:
-	    for( i=0; i<NumSelected; ++i ) {
-	        SendCommandStandGround(Selected[i]
-			,!(KeyModifiers&ModifierShift));
+	    for (i = 0; i < NumSelected; ++i) {
+	        SendCommandStandGround(Selected[i],
+		    !(KeyModifiers & ModifierShift));
 	    }
 	    break;
 	case ButtonButton:
-            CurrentButtonLevel=CurrentButtons[button].Value;
+            CurrentButtonLevel = CurrentButtons[button].Value;
             UpdateButtonPanel();
 	    break;
 
 	case ButtonCancel:
 	case ButtonCancelUpgrade:
-	    if ( NumSelected==1 && Selected[0]->Type->Building ) {
-		if( Selected[0]->Orders[0].Action==UnitActionUpgradeTo ) {
+	    if (NumSelected == 1 && Selected[0]->Type->Building) {
+		if (Selected[0]->Orders[0].Action == UnitActionUpgradeTo) {
 		    SendCommandCancelUpgradeTo(Selected[0]);
-		} else if( Selected[0]->Orders[0].Action==UnitActionResearch ) {
+		} else if (Selected[0]->Orders[0].Action == UnitActionResearch) {
 		    SendCommandCancelResearch(Selected[0]);
 		}
 	    }
@@ -1112,25 +1110,25 @@ global void DoButtonButtonClicked(int button)
 	    ClearCosts();
             CurrentButtonLevel = 0;
 	    UpdateButtonPanel();
-	    GameCursor=TheUI.Point.Cursor;
-	    CursorBuilding=NULL;
-	    CursorState=CursorStatePoint;
-	    MustRedraw|=RedrawCursor;
+	    GameCursor = TheUI.Point.Cursor;
+	    CursorBuilding = NULL;
+	    CursorState = CursorStatePoint;
+	    MustRedraw |= RedrawCursor;
 	    break;
 
 	case ButtonCancelTrain:
-	    DebugCheck( Selected[0]->Orders[0].Action!=UnitActionTrain
-		    || !Selected[0]->Data.Train.Count );
-	    SendCommandCancelTraining(Selected[0],-1,NULL);
+	    DebugCheck(Selected[0]->Orders[0].Action != UnitActionTrain ||
+		!Selected[0]->Data.Train.Count);
+	    SendCommandCancelTraining(Selected[0], -1, NULL);
 	    ClearStatusLine();
 	    ClearCosts();
 	    break;
 
 	case ButtonCancelBuild:
 	    // FIXME: johns is this not sure, only building should have this?
-	    if( NumSelected==1 && Selected[0]->Type->Building ) {
+	    if (NumSelected == 1 && Selected[0]->Type->Building) {
 		SendCommandCancelBuilding(Selected[0],
-		        Selected[0]->Data.Builded.Worker);
+		    Selected[0]->Data.Builded.Worker);
 	    }
 	    ClearStatusLine();
 	    ClearCosts();
@@ -1138,35 +1136,35 @@ global void DoButtonButtonClicked(int button)
 
 	case ButtonBuild:
 	    // FIXME: store pointer in button table!
-	    type=UnitTypes[CurrentButtons[button].Value];
-	    if( !PlayerCheckUnitType(ThisPlayer,type) ) {
+	    type = UnitTypes[CurrentButtons[button].Value];
+	    if (!PlayerCheckUnitType(ThisPlayer, type)) {
 		SetStatusLine("Select Location");
 		ClearCosts();
-		CursorBuilding=type;
+		CursorBuilding = type;
 		// FIXME: check is this =9 necessary?
-                CurrentButtonLevel=9;	// level 9 is cancel-only
+                CurrentButtonLevel = 9;	// level 9 is cancel-only
 		UpdateButtonPanel();
-		MustRedraw|=RedrawCursor;
+		MustRedraw |= RedrawCursor;
 	    }
 	    break;
 
 	case ButtonTrain:
 	    // FIXME: store pointer in button table!
-	    type=UnitTypes[CurrentButtons[button].Value];
+	    type = UnitTypes[CurrentButtons[button].Value];
 	    // FIXME: Johns: I want to place commands in queue, even if not
 	    // FIXME:	enough resources are available.
 	    // FIXME: training queue full check is not correct for network.
 	    // FIXME: this can be correct written, with a little more code.
-	    if( Selected[0]->Orders[0].Action==UnitActionTrain
-		    && (Selected[0]->Data.Train.Count==MAX_UNIT_TRAIN
-			|| !EnableTrainingQueue) ) {
-		NotifyPlayer(Selected[0]->Player,NotifyYellow,Selected[0]->X,
-			Selected[0]->Y, "Unit training queue is full" );
-	    } else if( PlayerCheckFood(ThisPlayer,type)
-			&& !PlayerCheckUnitType(ThisPlayer,type) ) {
+	    if (Selected[0]->Orders[0].Action == UnitActionTrain &&
+		    (Selected[0]->Data.Train.Count == MAX_UNIT_TRAIN ||
+			!EnableTrainingQueue)) {
+		NotifyPlayer(Selected[0]->Player, NotifyYellow, Selected[0]->X,
+		    Selected[0]->Y, "Unit training queue is full");
+	    } else if (PlayerCheckFood(ThisPlayer, type) &&
+		    !PlayerCheckUnitType(ThisPlayer, type)) {
 		//PlayerSubUnitType(ThisPlayer,type);
-		SendCommandTrainUnit(Selected[0],type
-			,!(KeyModifiers&ModifierShift));
+		SendCommandTrainUnit(Selected[0], type,
+		    !(KeyModifiers & ModifierShift));
 		ClearStatusLine();
 		ClearCosts();
 	    }
@@ -1174,32 +1172,30 @@ global void DoButtonButtonClicked(int button)
 
 	case ButtonUpgradeTo:
 	    // FIXME: store pointer in button table!
-	    type=UnitTypes[CurrentButtons[button].Value];
-	    if( !PlayerCheckUnitType(ThisPlayer,type) ) {
-		DebugLevel3("Upgrade to %s %d %d\n"
-			_C_ type->Ident
-			_C_ type->_Costs[GoldCost]
-			_C_ type->_Costs[WoodCost]);
+	    type = UnitTypes[CurrentButtons[button].Value];
+	    if (!PlayerCheckUnitType(ThisPlayer, type)) {
+		DebugLevel3("Upgrade to %s %d %d\n" _C_ type->Ident _C_
+		    type->_Costs[GoldCost] _C_ type->_Costs[WoodCost]);
 		//PlayerSubUnitType(ThisPlayer,type);
-		SendCommandUpgradeTo(Selected[0],type
-			,!(KeyModifiers&ModifierShift));
+		SendCommandUpgradeTo(Selected[0],type,
+		    !(KeyModifiers & ModifierShift));
 		ClearStatusLine();
 		ClearCosts();
 	    }
 	    break;
 	case ButtonResearch:
-	    i=CurrentButtons[button].Value;
-	    if( !PlayerCheckCosts(ThisPlayer,Upgrades[i].Costs) ) {
+	    i = CurrentButtons[button].Value;
+	    if (!PlayerCheckCosts(ThisPlayer, Upgrades[i]. Costs)) {
 		//PlayerSubCosts(ThisPlayer,Upgrades[i].Costs);
-		SendCommandResearch(Selected[0],&Upgrades[i]
-			,!(KeyModifiers&ModifierShift));
+		SendCommandResearch(Selected[0],&Upgrades[i],
+		    !(KeyModifiers & ModifierShift));
 		ClearStatusLine();
 		ClearCosts();
 	    }
 	    break;
 	default:
-	    DebugLevel1Fn("Unknown action %d\n"
-		    _C_ CurrentButtons[button].Action);
+	    DebugLevel1Fn("Unknown action %d\n" _C_
+		CurrentButtons[button].Action);
 	    break;
     }
 }
@@ -1208,25 +1204,26 @@ global void DoButtonButtonClicked(int button)
 #ifdef NEW_UI
 global void DoButtonButtonClicked(int pos)
 {
-    ButtonAction * ba;
+    ButtonAction* ba;
+
     ba = CurrentButtons + pos;
     //
     //	Handle action on button.
     //
     //FIXME DebugLevel3Fn("Button clicked (button hint: %s).", ba->Hint);
 
-    if( !gh_null_p(ba->Action) ) {
-	PlayGameSound(GameSounds.Click.Sound,MaxSampleVolume);
+    if (!gh_null_p(ba->Action)) {
+	PlayGameSound(GameSounds.Click.Sound, MaxSampleVolume);
 	
 	/*
-	  if( [ccl debugging] ) {         // display executed command
+	  if ([ccl debugging]) {         // display executed command
 	  gh_display(...);
 	  gh_newline();
 	  }
 	*/
-	gh_apply(ba->Action,NIL);
+	gh_apply(ba->Action, NIL);
     } else {
-	if( ba->Hint ) {
+	if (ba->Hint) {
 	    DebugLevel0Fn("Missing button action (button hint: %s)." _C_ ba->Hint);
 	} else {
 	    // FIXME: remove this after testing
@@ -1248,31 +1245,31 @@ global int DoButtonPanelKey(int key)
     int i;
 
 #ifndef NEW_UI
-    if( CurrentButtons ) {		// buttons
+    if (CurrentButtons) {		// buttons
 
 	// cade: this is required for action queues SHIFT+M should be `m'
-	if ( key >= 'A' && key <= 'Z' ) {
+	if (key >= 'A' && key <= 'Z') {
 	    key = tolower(key);
 	}
 
-	for( i=0; i<9; ++i ) {
-	    if( CurrentButtons[i].Pos!=-1 && key==CurrentButtons[i].Key ) {
+	for (i = 0; i < 9; ++i) {
+	    if (CurrentButtons[i].Pos != -1 && key == CurrentButtons[i].Key) {
 		DoButtonButtonClicked(i);
 		return 1;
 	    }
 	}
     }
 #else
-    ButtonAction * ba;
+    ButtonAction* ba;
 
     // cade: this is required for action queues SHIFT+M should be `m'
-    if ( key >= 'A' && key <= 'Z' ) {
+    if (key >= 'A' && key <= 'Z') {
 	key = tolower(key);
     }
 
-    for( i=0; i<9; i++ ) {
+    for (i = 0; i < 9; ++i) {
 	ba = CurrentButtons + i;
-	if( key==CurrentButtons[i].Key ) {
+	if (key == CurrentButtons[i].Key) {
 	    DoButtonButtonClicked(i);
 	    return 1;
 	}