Changed @returns to correct doc++/doxygen keyword @return. Fixed remove of oil platform/patch. Fixed debug messages.

This commit is contained in:
johns 2001-02-19 17:34:28 +00:00
parent efe42ccbf3
commit e880465c47

View file

@ -330,6 +330,7 @@ global Unit* MakeUnitAndPlace(int x,int y,UnitType* type,Player* player)
// on Oilpatch could be build.
//
// FIXME: should be done more general.
if( unit->HP ) {
for( h=type->TileHeight; h--; ) {
for( w=type->TileWidth; w--; ) {
@ -428,19 +429,26 @@ global void RemoveUnit(Unit* unit)
//
type=unit->Type;
if( type->Building ) {
//
// Unmark building on movement map.
// buildings that could be entered have no HP!
// on Oilpatch could be build.
//
IfDebug(
// FIXME: Removing buildings without HP.
if( !type->Stats[unit->Player->Player].HitPoints
&& !type->OilPatch ) {
DebugLevel0Fn("internal error\n");
// FIXME: should be done more general.
if( unit->Stats->HitPoints ) {
for( h=type->TileHeight; h--; ) {
for( w=type->TileWidth; w--; ) {
TheMap.Fields[unit->X+w+(unit->Y+h)*TheMap.Width].Flags
&=~MapFieldBuilding;
}
}
);
for( h=type->TileHeight; h--; ) {
for( w=type->TileWidth; w--; ) {
TheMap.Fields[unit->X+w+(unit->Y+h)*TheMap.Width].Flags
&=~MapFieldBuilding;
} else if( !type->OilPatch ) {
for( h=type->TileHeight; h--; ) {
for( w=type->TileWidth; w--; ) {
TheMap.Fields[unit->X+w+(unit->Y+h)*TheMap.Width].Flags
&=~MapFieldNoBuilding;
}
}
}
} else {
@ -552,10 +560,12 @@ global void UnitLost(const Unit* unit)
}
}
DebugLevel3Fn("Lost %s(%Zd)\n",unit->Type->Ident,UnitNumber(unit));
//
// Destroy oil-platform, must re-make oil patch.
//
if( type->GivesOil && unit->Value > 0 ) {
if( type->GivesOil && unit->Value>0 ) {
// NOTE: I wasn't sure the best UnitType/Player
// NOTE: This should really NOT be hardcoded?!
temp=MakeUnitAndPlace(unit->X,unit->Y
@ -1059,7 +1069,7 @@ global void RescueUnits(void)
**
** @param val atan argument
**
** @returns atan(val)
** @return atan(val)
*/
local int myatan(int val)
{
@ -1084,7 +1094,7 @@ local int myatan(int val)
** @param delta_x Delta X.
** @param delta_y Delta Y.
**
** @returns Angle (0..255)
** @return Angle (0..255)
*/
global int DirectionToHeading(int delta_x,int delta_y)
{
@ -1259,7 +1269,7 @@ global void DropOutNearest(Unit* unit,int gx,int gy,int addx,int addy)
int bestd;
int mask;
DebugLevel3Fn("%d\n",unit);
DebugLevel3Fn("%Zd\n",UnitNumber(unit));
x=unit->X;
y=unit->Y;
@ -1605,7 +1615,7 @@ global int CanBuildUnitType(Unit* unit,UnitType* type,int x,int y)
** @param x X tile position to start.
** @param y Y tile position to start.
**
** @returns Pointer to the nearest gold mine.
** @return Pointer to the nearest gold mine.
*/
global Unit* FindGoldMine(const Unit* source,int x,int y)
{
@ -1648,7 +1658,7 @@ global Unit* FindGoldMine(const Unit* source,int x,int y)
** @param x X tile position to start.
** @param y Y tile position to start.
**
** @returns Pointer to the nearest gold mine.
** @return Pointer to the nearest gold mine.
*/
global Unit* FindGoldDeposit(const Unit* source,int x,int y)
{
@ -1747,7 +1757,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
int bestd;
Unit* destu;
DebugLevel3Fn("%d %d,%d\n",unit,unit->X,unit->Y);
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(unit),unit->X,unit->Y);
x=unit->X;
y=unit->Y;
@ -1873,7 +1883,7 @@ global Unit* FindOilPlatform(const Player* player,int x,int y)
}
}
DebugLevel3Fn("%d %d,%d\n",best-Units,best->X,best->Y);
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
return best;
}
@ -1920,7 +1930,7 @@ global Unit* FindOilDeposit(const Player* player,int x,int y)
}
}
DebugLevel3Fn("%d %d,%d\n",best-Units,best->X,best->Y);
DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
return best;
}
@ -2534,7 +2544,7 @@ global int IsAllied(const Player* player,const Unit* dest)
#endif
/**
** Can the source unit attack the destionation unit.
** Can the source unit attack the destination unit.
**
** @param source Unit type pointer of the attacker.
** @param dest Unit type pointer of the target.