Removed some whitespaces.

This commit is contained in:
johns 2001-02-19 17:59:14 +00:00
parent 7f6984aa4e
commit dea723ee60
5 changed files with 35 additions and 38 deletions

View file

@ -9,11 +9,10 @@
// FreeCraft - A free fantasy real time strategy game engine
//
/**@name depend.h - The units/upgrade dependencies headerfile. */
/*
** (c) Copyright 2000 by Vladi Belperchinov-Shabanski
**
** $Id$
*/
//
// (c) Copyright 2000,2001 by Vladi Belperchinov-Shabanski
//
// $Id$
#ifndef __DEPEND_H__
#define __DEPEND_H__
@ -47,7 +46,7 @@ struct _depend_rule_ {
union {
UnitType* UnitType; /// unit type pointer
int Upgrade; /// upgrade number
} Kind; /// required object
} Kind; /// required object
DependRule* Rule; /// next and/or rule
};

View file

@ -9,11 +9,10 @@
// FreeCraft - A free fantasy real time strategy game engine
//
/**@name missile.h - The missile headerfile. */
/*
** (c) Copyright 1998-2000 by Lutz Sammer
**
** $Id$
*/
//
// (c) Copyright 1998-2001 by Lutz Sammer
//
// $Id$
#ifndef __MISSILE_H__
#define __MISSILE_H__
@ -58,7 +57,7 @@ struct _missile_type_ {
// SoundConfig FiredSound; /// fired sound (FIXME: must write this)
SoundConfig ImpactSound; /// impact sound for this missile type
int Class; /// missile class
int Class; /// missile class
int Speed; /// missile speed
char* ImpactName; /// Impact missile type name
@ -92,16 +91,16 @@ typedef struct _missile_ {
int Wait; /// delay
Unit* SourceUnit; /// unit that fires (could be killed)
Unit* TargetUnit; /// target unit, used for spells
Unit* TargetUnit; /// target unit, used for spells
int Damage; /// direct damage that missile applies
int Damage; /// direct damage that missile applies
int D; /// for point to point missiles
int Dx; /// delta x
int Dy; /// delta y
int Xstep; /// X step
int Ystep; /// Y step
int TTL; /// time to live (ticks) used for spells
int (*Controller)( void* this_missile ); /// used to controll spells
} Missile;
@ -119,7 +118,7 @@ extern MissileType* MissileTypeGreenCross; /// Green cross missile type
-- Functions
----------------------------------------------------------------------------*/
/// load the graphics for the missiles
/// load the graphics for the missiles
extern void LoadMissileSprites(void);
/// Get missile type by ident.
extern MissileType* MissileTypeByIdent(const char*);

View file

@ -9,11 +9,10 @@
// FreeCraft - A free fantasy real time strategy game engine
//
/**@name ccl_sound.h - The Ccl sound header file. */
/*
** (c) Copyright 1999,2000 by Lutz Sammer and Fabrice Rossi
**
** $Id$
*/
//
// (c) Copyright 1999-2001 by Lutz Sammer and Fabrice Rossi
//
// $Id$
#ifndef __CCL_SOUND_H__
#define __CCL_SOUND_H__
@ -38,7 +37,7 @@ extern SoundId ccl_sound_id(SCM sound); /// scheme -> sound id
extern void SoundCclRegister(void); /// register ccl features
#endif // } !defined(USE_CCL) && defined(WITH_SOUND)
#endif // } !defined(USE_CCL) && defined(WITH_SOUND)
#if defined(USE_CCL2) && defined(WITH_SOUND) // {
@ -55,7 +54,7 @@ extern SoundId ccl_sound_id(SCM sound); /// scheme -> sound id
extern void SoundCclRegister(void); /// register ccl features
#endif // { defined(USE_CCL2) && defined(WITH_SOUND)
#endif // { defined(USE_CCL2) && defined(WITH_SOUND)
//-----------------------------------------------------------------------------

View file

@ -633,7 +633,7 @@ global void ParseCommand(unsigned short Type,UnitRef Unum,unsigned short x,unsig
}
CommandMineGold(unit,dest,status);
break;
case MessageCommandHaul:
case MessageCommandHaul:
dest=NoUnitP;
if( Dest!=(unsigned short)0xFFFF ) {
dest=UnitSlots[Dest];
@ -641,20 +641,20 @@ global void ParseCommand(unsigned short Type,UnitRef Unum,unsigned short x,unsig
}
CommandHaulOil(unit,dest,status);
break;
case MessageCommandReturn:
case MessageCommandReturn:
CommandReturnGoods(unit,status);
break;
case MessageCommandTrain:
case MessageCommandTrain:
CommandTrainUnit(unit,UnitTypes+Dest,status);
break;
case MessageCommandCancelTrain:
// FIXME: cancel slot?
CommandCancelTraining(unit,0);
break;
case MessageCommandUpgrade:
case MessageCommandUpgrade:
CommandUpgradeTo(unit,UnitTypes+Dest,status);
break;
case MessageCommandResearch:
case MessageCommandResearch:
CommandResearch(unit,Upgrades+x,status);
break;
case MessageCommandDemolish:

View file

@ -79,7 +79,7 @@ typedef struct _network_command_ {
UnitRef Unit; /// Command for unit.
unsigned short X; /// Map position X.
unsigned short Y; /// Map position Y.
UnitRef Dest; /// Destination unit.
UnitRef Dest; /// Destination unit.
} NetworkCommand;
/**
@ -397,7 +397,7 @@ local void NetworkClientSetup(void)
// Wait on answer (timeout 1s)
if( NetSocketReady(NetworkFildes,1000) ) {
if( !NetRecvUDP(NetworkFildes,&message,sizeof(message)) ) {
exit(-1);
}
@ -423,7 +423,7 @@ local void NetworkClientSetup(void)
DebugLevel0Fn(" waiting for clients\n");
NetRecvUDP(NetworkFildes,&message,sizeof(message));
if( NetLastHost!=host || NetLastPort!=port
if( NetLastHost!=host || NetLastPort!=port
|| message.Type!=MessageInitConfig ) {
DebugLevel0Fn(" received wrong packet\n");
continue;
@ -545,7 +545,7 @@ global void ExitNetwork1(void)
NetCloseUDP(NetworkFildes);
NetExit(); // machine dependend setup
NetworkFildes=-1;
NetworkInSync=1;
}
@ -690,7 +690,7 @@ global void NetworkEvent(void)
// Both directions are same fast/slow
ncq=(NetworkCommandQueue*)(CommandsOut->last);
while( ncq->List->prev ) {
DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
if( ncq->Time==n ) {
NetworkSendPacket(ncq);
break;
@ -704,7 +704,7 @@ global void NetworkEvent(void)
#else
ncq=(NetworkCommandQueue*)(CommandsOut->first);
while( ncq->List->next ) {
DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
if( ncq->Time==n ) {
NetworkSendPacket(ncq);
break;
@ -891,7 +891,7 @@ local void NetworkResendCommands(void)
//
packet.Commands[0].Type=MessageResend;
packet.Commands[0].Frame=
(FrameCounter/NetworkUpdates)*NetworkUpdates+NetworkUpdates;
(FrameCounter/NetworkUpdates)*NetworkUpdates+NetworkUpdates;
ncq=(NetworkCommandQueue*)(CommandsOut->last);
@ -961,7 +961,7 @@ local void NetworkExecCommands(void)
ncq=(NetworkCommandQueue*)(CommandsOut->last);
// FIXME: how many packets must be kept exactly?
//if( ncq->Time+NetworkLag+NetworkUpdates>=FrameCounter )
// THIS is too much if( ncq->Time>=FrameCounter )
// THIS is too much if( ncq->Time>=FrameCounter )
if( ncq->Time+NetworkLag>=FrameCounter ) {
break;
}
@ -1019,7 +1019,7 @@ local void NetworkSyncCommands(void)
for( i=0; i<HostsCount; ++i ) {
DebugLevel3Fn(" sync %d\n",NetPlyNr[i]);
ncq=&NetworkIn[n&0xFF][NetPlyNr[i]];
DebugLevel3Fn(" sync %d==%d\n",ncq->Time,n);
DebugLevel3Fn(" sync %d==%d\n",ncq->Time,n);
if( ncq->Time!=n ) {
NetworkInSync=0;
NetworkDelay=NetworkUpdates;