Changed @returns to correct doc++/doxygen keyword @return. Fixed remove of oil platform/patch. Fixed debug messages.
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1 changed files with 31 additions and 21 deletions
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@ -330,6 +330,7 @@ global Unit* MakeUnitAndPlace(int x,int y,UnitType* type,Player* player)
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// on Oilpatch could be build.
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//
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// FIXME: should be done more general.
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if( unit->HP ) {
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for( h=type->TileHeight; h--; ) {
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for( w=type->TileWidth; w--; ) {
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@ -428,19 +429,26 @@ global void RemoveUnit(Unit* unit)
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//
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type=unit->Type;
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if( type->Building ) {
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//
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// Unmark building on movement map.
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// buildings that could be entered have no HP!
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// on Oilpatch could be build.
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//
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IfDebug(
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// FIXME: Removing buildings without HP.
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if( !type->Stats[unit->Player->Player].HitPoints
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&& !type->OilPatch ) {
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DebugLevel0Fn("internal error\n");
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// FIXME: should be done more general.
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if( unit->Stats->HitPoints ) {
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for( h=type->TileHeight; h--; ) {
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for( w=type->TileWidth; w--; ) {
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TheMap.Fields[unit->X+w+(unit->Y+h)*TheMap.Width].Flags
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&=~MapFieldBuilding;
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}
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}
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);
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for( h=type->TileHeight; h--; ) {
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for( w=type->TileWidth; w--; ) {
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TheMap.Fields[unit->X+w+(unit->Y+h)*TheMap.Width].Flags
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&=~MapFieldBuilding;
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} else if( !type->OilPatch ) {
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for( h=type->TileHeight; h--; ) {
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for( w=type->TileWidth; w--; ) {
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TheMap.Fields[unit->X+w+(unit->Y+h)*TheMap.Width].Flags
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&=~MapFieldNoBuilding;
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}
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}
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}
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} else {
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@ -552,10 +560,12 @@ global void UnitLost(const Unit* unit)
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}
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}
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DebugLevel3Fn("Lost %s(%Zd)\n",unit->Type->Ident,UnitNumber(unit));
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//
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// Destroy oil-platform, must re-make oil patch.
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//
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if( type->GivesOil && unit->Value > 0 ) {
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if( type->GivesOil && unit->Value>0 ) {
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// NOTE: I wasn't sure the best UnitType/Player
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// NOTE: This should really NOT be hardcoded?!
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temp=MakeUnitAndPlace(unit->X,unit->Y
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@ -1059,7 +1069,7 @@ global void RescueUnits(void)
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**
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** @param val atan argument
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**
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** @returns atan(val)
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** @return atan(val)
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*/
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local int myatan(int val)
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{
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@ -1084,7 +1094,7 @@ local int myatan(int val)
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** @param delta_x Delta X.
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** @param delta_y Delta Y.
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**
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** @returns Angle (0..255)
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** @return Angle (0..255)
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*/
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global int DirectionToHeading(int delta_x,int delta_y)
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{
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@ -1259,7 +1269,7 @@ global void DropOutNearest(Unit* unit,int gx,int gy,int addx,int addy)
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int bestd;
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int mask;
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DebugLevel3Fn("%d\n",unit);
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DebugLevel3Fn("%Zd\n",UnitNumber(unit));
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x=unit->X;
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y=unit->Y;
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@ -1605,7 +1615,7 @@ global int CanBuildUnitType(Unit* unit,UnitType* type,int x,int y)
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** @param x X tile position to start.
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** @param y Y tile position to start.
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**
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** @returns Pointer to the nearest gold mine.
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** @return Pointer to the nearest gold mine.
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*/
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global Unit* FindGoldMine(const Unit* source,int x,int y)
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{
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@ -1648,7 +1658,7 @@ global Unit* FindGoldMine(const Unit* source,int x,int y)
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** @param x X tile position to start.
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** @param y Y tile position to start.
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**
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** @returns Pointer to the nearest gold mine.
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** @return Pointer to the nearest gold mine.
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*/
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global Unit* FindGoldDeposit(const Unit* source,int x,int y)
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{
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@ -1747,7 +1757,7 @@ global int FindWoodInSight(Unit* unit,int* px,int* py)
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int bestd;
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Unit* destu;
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DebugLevel3Fn("%d %d,%d\n",unit,unit->X,unit->Y);
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DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(unit),unit->X,unit->Y);
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x=unit->X;
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y=unit->Y;
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@ -1873,7 +1883,7 @@ global Unit* FindOilPlatform(const Player* player,int x,int y)
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}
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}
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DebugLevel3Fn("%d %d,%d\n",best-Units,best->X,best->Y);
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DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
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return best;
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}
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@ -1920,7 +1930,7 @@ global Unit* FindOilDeposit(const Player* player,int x,int y)
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}
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}
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DebugLevel3Fn("%d %d,%d\n",best-Units,best->X,best->Y);
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DebugLevel3Fn("%Zd %d,%d\n",UnitNumber(best),best->X,best->Y);
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return best;
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}
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@ -2534,7 +2544,7 @@ global int IsAllied(const Player* player,const Unit* dest)
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#endif
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/**
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** Can the source unit attack the destionation unit.
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** Can the source unit attack the destination unit.
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**
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** @param source Unit type pointer of the attacker.
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** @param dest Unit type pointer of the target.
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