diff --git a/src/stratagus/missile.cpp b/src/stratagus/missile.cpp index cef7c8040..b881820af 100644 --- a/src/stratagus/missile.cpp +++ b/src/stratagus/missile.cpp @@ -114,7 +114,7 @@ global int NoWarningMissileType; /// quiet ident lookup. local Missile* GlobalMissiles[MAX_MISSILES]; /// all global missiles on map local int NumGlobalMissiles; /// currently used missiles -local Missile* LocalMissiles[MAX_MISSILES*8]; /// all local missiles on map +local Missile* LocalMissiles[MAX_MISSILES * 8]; /// all local missiles on map local int NumLocalMissiles; /// currently used missiles #ifdef DOXYGEN // no real code, only for document @@ -222,7 +222,7 @@ global MissileType* NewMissileTypeSlot(char* ident) // Rehash. // for (i = 0; i < NumMissileTypes; ++i) { - *(MissileType**)hash_add(MissileTypeHash,MissileTypes[i].Ident) = &MissileTypes[i]; + *(MissileType**)hash_add(MissileTypeHash, MissileTypes[i].Ident) = &MissileTypes[i]; } mtype->CanHitOwner = 0; // defaults @@ -326,7 +326,7 @@ local Missile* InitMissile(Missile* missile, MissileType* mtype, int sx, ** ** @return created missile. */ -global Missile* MakeMissile(MissileType* mtype,int sx,int sy,int dx,int dy) +global Missile* MakeMissile(MissileType* mtype, int sx, int sy, int dx, int dy) { Missile* missile; @@ -801,7 +801,7 @@ local void MissileNewHeadingFromXY(Missile* missile, int dx, int dy) nextdir = 256 / missile->Type->NumDirections; dir = ((DirectionToHeading(dx, dy) + nextdir / 2) & 0xFF) / nextdir; - if (dir <= LookingS / nextdir ) { // north->east->south + if (dir <= LookingS / nextdir) { // north->east->south missile->SpriteFrame += dir; } else { missile->SpriteFrame += 256 / nextdir - dir; @@ -1033,7 +1033,7 @@ local int ParabolicMissile(Missile* missile) // Move missile // if (missile->Dy == 0) { // horizontal line - for (i = 0; i<missile->Type->Speed; ++i) { + for (i = 0; i < missile->Type->Speed; ++i) { if (missile->X == missile->DX) { return 1; } @@ -1172,7 +1172,7 @@ global void MissileHit(Missile* missile) x /= TileSizeX; y /= TileSizeY; - if (x < 0 || y < 0 || x >= TheMap.Width || y >= TheMap.Height ) { + if (x < 0 || y < 0 || x >= TheMap.Width || y >= TheMap.Height) { // FIXME: this should handled by caller? DebugLevel0Fn("Missile gone outside of map!\n"); return; // outside the map. @@ -1217,7 +1217,7 @@ global void MissileHit(Missile* missile) // We are attacking the nearest field of the unit if (x < goal->X || y < goal->Y || x >= goal->X + goal->Type->TileWidth || - y >= goal->Y + goal->Type->TileHeight ) { + y >= goal->Y + goal->Type->TileHeight) { MissileHitsGoal(missile, goal, 2); } else { MissileHitsGoal(missile, goal, 1); @@ -1458,8 +1458,8 @@ global void SaveMissileTypes(CLFile* file) char** sp; int i; - CLprintf(file,"\n;;; -----------------------------------------\n"); - CLprintf(file,";;; MODULE: missile-types $Id$\n\n"); + CLprintf(file, "\n;;; -----------------------------------------\n"); + CLprintf(file, ";;; MODULE: missile-types $Id$\n\n"); // // Original number to internal missile-type name. @@ -1483,7 +1483,7 @@ global void SaveMissileTypes(CLFile* file) } CLprintf(file, " 'size '(%d %d)", mtype->Width, mtype->Height); if (mtype->Sprite) { - CLprintf(file," 'frames %d", mtype->SpriteFrames); + CLprintf(file, " 'frames %d", mtype->SpriteFrames); } CLprintf(file, "\n 'num-directions %d", mtype->NumDirections); CLprintf(file, "\n "); @@ -1524,8 +1524,8 @@ local void SaveMissile(const Missile* missile,CLFile* file) CLprintf(file, "(missile 'type '%s",missile->Type->Ident); CLprintf(file, " 'pos '(%d %d) 'goal '(%d %d)", missile->X, missile->Y, missile->DX, missile->DY); - CLprintf(file," '%s", missile->Local ? "local" : "global"); - CLprintf(file,"\n 'frame %d 'state %d 'wait %d 'delay %d\n ", + CLprintf(file, " '%s", missile->Local ? "local" : "global"); + CLprintf(file, "\n 'frame %d 'state %d 'wait %d 'delay %d\n ", missile->SpriteFrame, missile->State, missile->Wait, missile->Delay); if (missile->SourceUnit) { CLprintf(file, " 'source '%s", s1 = UnitReference(missile->SourceUnit)); @@ -1553,8 +1553,8 @@ global void SaveMissiles(CLFile* file) { Missile* const* missiles; - CLprintf(file,"\n;;; -----------------------------------------\n"); - CLprintf(file,";;; MODULE: missiles $Id$\n\n"); + CLprintf(file, "\n;;; -----------------------------------------\n"); + CLprintf(file, ";;; MODULE: missiles $Id$\n\n"); for (missiles = GlobalMissiles; *missiles; ++missiles) { SaveMissile(*missiles, file); @@ -1780,6 +1780,11 @@ void MissileActionPointToPoint3Bounces(Missile* missile) } } +/** +** FIXME: docu +** +** @param missile pointer to missile +*/ void MissileActionCycleOnce(Missile* missile) { int neg; @@ -1815,7 +1820,7 @@ void MissileActionCycleOnce(Missile* missile) /* ** Missile flies from x,y to x1,y1 than shows hit animation. -** +** ** @param missile pointer to missile */ void MissileActionPointToPointWithHit(Missile* missile) @@ -1865,6 +1870,11 @@ void MissileActionFire(Missile* missile) } } +/** +** FIXME: docu +** +** @param missile pointer to missile +*/ void MissileActionHit(Missile* missile) { if (PointToPointMissile(missile)) { @@ -1874,7 +1884,7 @@ void MissileActionHit(Missile* missile) } /* -** Missile flies from x,y to x1,y1 using a parabolic path +** Missile flies from x,y to x1,y1 using a parabolic path ** ** @param missile pointer to missile */ @@ -1951,7 +1961,7 @@ global void SpellDeathCoilController(Missile *missile) && missile->TargetUnit->HP) { if (missile->TargetUnit->HP <= 50) {// 50 should be parametrable source->Player->Score += missile->TargetUnit->Type->Points; - if( missile->TargetUnit->Type->Building) { + if (missile->TargetUnit->Type->Building) { source->Player->TotalRazings++; } else { source->Player->TotalKills++; @@ -2003,9 +2013,9 @@ global void SpellDeathCoilController(Missile *missile) if (IsEnemy(source->Player, table[i]) && table[i]->Type->Organic != 0) { // disperse damage between them //NOTE: 1 is the minimal damage - if (table[i]->HP <= 50 / ec ) { + if (table[i]->HP <= 50 / ec) { source->Player->Score += table[i]->Type->Points; - if( table[i]->Type->Building ) { + if (table[i]->Type->Building) { source->Player->TotalRazings++; } else { source->Player->TotalKills++; @@ -2189,13 +2199,13 @@ global void SpellWhirlwindController(Missile *missile) n = SelectUnits(x - 1, y - 1, x + 1, y + 1, table); DebugLevel3Fn("Damage on %d,%d-%d,%d = %d\n" _C_ x-1 _C_ y-1 _C_ x+1 _C_ y+1 _C_ n); for (i = 0; i < n; ++i) { - if( (table[i]->X != x || table[i]->Y != y) && table[i]->HP) { + if ((table[i]->X != x || table[i]->Y != y) && table[i]->HP) { HitUnit(missile->SourceUnit,table[i], WHIRLWIND_DAMAGE2); // should be in missile } } } - DebugLevel3Fn( "Whirlwind: %d, %d, TTL: %d\n" _C_ - missile->X _C_ missile->Y _C_ missile->TTL ); + DebugLevel3Fn("Whirlwind: %d, %d, TTL: %d\n" _C_ + missile->X _C_ missile->Y _C_ missile->TTL); // // Changes direction every 3 seconds (approx.) @@ -2212,8 +2222,8 @@ global void SpellWhirlwindController(Missile *missile) missile->DX = nx * TileSizeX + TileSizeX / 2; missile->DY = ny * TileSizeY + TileSizeY / 2; missile->State=0; - DebugLevel3Fn( "Whirlwind new direction: %d, %d, TTL: %d\n" _C_ - missile->X _C_ missile->Y _C_ missile->TTL ); + DebugLevel3Fn("Whirlwind new direction: %d, %d, TTL: %d\n" _C_ + missile->X _C_ missile->Y _C_ missile->TTL); } } diff --git a/src/ui/botpanel.cpp b/src/ui/botpanel.cpp index 372548292..46fd31f65 100644 --- a/src/ui/botpanel.cpp +++ b/src/ui/botpanel.cpp @@ -459,7 +459,7 @@ global void DrawButtonPanel(void) switch (buttons[i].Action) { case ButtonMove: for (j = 0; j < NumSelected; ++j) { - if (Selected[j]->Orders[0].Action!=UnitActionMove && + if (Selected[j]->Orders[0].Action != UnitActionMove && Selected[j]->Orders[0].Action != UnitActionBuild && Selected[j]->Orders[0].Action != UnitActionFollow) { break; @@ -524,9 +524,7 @@ global void DrawButtonPanel(void) stats->Costs[WoodCost]); SetCosts(0, UnitTypes[v]->Demand, stats->Costs); - break; - //case ButtonUpgrade: case ButtonResearch: SetCosts(0, 0, Upgrades[v].Costs); break; @@ -845,8 +843,10 @@ global void UpdateButtonPanel(void) MustRedraw |= RedrawButtonPanel; } -/* +/** ** Handle bottom button clicked. +** +** @param button Button that was clicked. */ global void DoButtonButtonClicked(int button) { diff --git a/src/unit/script_unittype.cpp b/src/unit/script_unittype.cpp index c45a055bf..48d8874c2 100644 --- a/src/unit/script_unittype.cpp +++ b/src/unit/script_unittype.cpp @@ -955,7 +955,7 @@ local SCM CclDefineAnimations(SCM list) i = gh_scm2int(gh_vector_ref(gh_car(value), gh_int2scm(3))); t->Frame = i - frame; frame = i; - if (t->Flags&AnimationRestart) { + if (t->Flags & AnimationRestart) { frame = 0; } ++t;