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[Stratagus-CVS] stratagus/src/clone unit.c


From: Jimmy Salmon
Subject: [Stratagus-CVS] stratagus/src/clone unit.c
Date: Fri, 21 Nov 2003 22:13:45 -0500

CVSROOT:        /cvsroot/stratagus
Module name:    stratagus
Branch:         
Changes by:     Jimmy Salmon <address@hidden>   03/11/21 22:13:43

Modified files:
        src/clone      : unit.c 

Log message:
        Fixed warnings

Patches:
Index: stratagus/src/clone/unit.c
diff -u stratagus/src/clone/unit.c:1.342 stratagus/src/clone/unit.c:1.343
--- stratagus/src/clone/unit.c:1.342    Thu Nov 20 15:35:44 2003
+++ stratagus/src/clone/unit.c  Fri Nov 21 22:13:40 2003
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: unit.c,v 1.342 2003/11/20 20:35:44 n0body Exp $
+//     $Id: unit.c,v 1.343 2003/11/22 03:13:40 jsalmon3 Exp $
 
 //@{
 
@@ -373,7 +373,7 @@
     type = unit->Type;
 
     //
-    // Build player unit table    
+    // Build player unit table
     //
     if (player && !type->Vanishes && unit->Orders[0].Action != UnitActionDie) {
        unit->PlayerSlot = player->Units + player->TotalNumUnits++;
@@ -479,9 +479,9 @@
 #endif
 
 #ifdef MAP_REGIONS
-    if (type->Building && 
-       (type->FieldFlags & 
-        (MapFieldLandUnit | MapFieldSeaUnit | MapFieldBuilding | 
+    if (type->Building &&
+       (type->FieldFlags &
+        (MapFieldLandUnit | MapFieldSeaUnit | MapFieldBuilding |
          MapFieldUnpassable | MapFieldWall | MapFieldRocks | MapFieldForest))){
        MapSplitterTilesOccuped(x, y, x + type->TileWidth - 1, y + 
type->TileHeight - 1);
     }
@@ -676,9 +676,9 @@
     //
     // Update map splitting.
     //
-    if (type->Building && 
-       (type->FieldFlags & 
-        (MapFieldLandUnit | MapFieldSeaUnit | MapFieldBuilding | 
+    if (type->Building &&
+       (type->FieldFlags &
+        (MapFieldLandUnit | MapFieldSeaUnit | MapFieldBuilding |
          MapFieldUnpassable | MapFieldWall | MapFieldRocks | MapFieldForest))){
        MapSplitterTilesCleared(unit->X, unit->Y,
            unit->X + type->TileWidth - 1, unit->Y + type->TileHeight - 1);
@@ -973,7 +973,7 @@
        if (unit->Type->PermanentCloak) {
            return 0;
        }
-       
+
        // Unit is visible under fog and was already discovered once.
        if (unit->Type->VisibleUnderFog && unit->SeenFrame!=UnitNotSeen) {
            return 1;
@@ -985,7 +985,7 @@
 /**
 **     This function fills in the Seen fields of an unit from current fields.
 **     To be called when unit goes out of view, or when the map is revealed.
-** 
+**
 **     @param unit     The unit to work on
 */
 local void UnitFillSeenValues(Unit* unit)
@@ -1059,7 +1059,7 @@
 **     @param player   The player to mark for.
 **     @param x        x location to check if building is on, and mark as seen
 **     @param y        y location to check if building is on, and mark as seen
-**     @param cloak    If this is for cloaked units. 
+**     @param cloak    If this is for cloaked units.
 */
 global void UnitsMarkSeen(const Player* player, int x, int y, int cloak)
 {
@@ -1072,7 +1072,7 @@
     DebugLevel3Fn("I can see %d units from here.\n" _C_ n);
     while (n) {
        unit = units[--n];
-       if (cloak != unit->Type->PermanentCloak) {
+       if (cloak != (int)unit->Type->PermanentCloak) {
            continue;
        }
        for (p = 0; p < PlayerMax ; ++p) {
@@ -1105,7 +1105,7 @@
     DebugLevel3Fn("I can see %d units from here.\n" _C_ n);
     while (n) {
        unit = units[--n];
-       if (cloak != unit->Type->PermanentCloak) {
+       if (cloak != (int)unit->Type->PermanentCloak) {
            continue;
        }
        for (p = 0; p < PlayerMax ; ++p) {
@@ -1417,15 +1417,15 @@
     //  FIXME: an unit is moving (the unit stops when between map cells.)
 
     /*for (i = 0; i < MAX_ORDERS; ++i) {
-      if (unit->Orders[i].Action == UnitActionAttack ||
-      unit->Orders[i].Action == UnitActionAttackGround) {
-    //Now see if it's an enemy..
-    //FIXME:Just Stops attacking at the moment
-    printf("Stopped attack for a/an %s,\n", unit->Type->Name);
-    unit->Orders[i].Action = UnitActionStill;
-    unit->SubAction = unit->State = 0;
-    break;
-    }
+       if (unit->Orders[i].Action == UnitActionAttack ||
+               unit->Orders[i].Action == UnitActionAttackGround) {
+           // Now see if it's an enemy..
+           // FIXME:Just Stops attacking at the moment
+           printf("Stopped attack for a/an %s,\n", unit->Type->Name);
+           unit->Orders[i].Action = UnitActionStill;
+           unit->SubAction = unit->State = 0;
+           break;
+       }
     }*/
 
     //
@@ -1975,7 +1975,7 @@
            return 0;
        }
     }
-    
+
     // resource deposit can't be build too near to resource
     // FIXME: use unit-cache here.
     for (i = 0; i < NumUnits; ++i) {
@@ -2152,7 +2152,7 @@
     if (unit && unit->Player->Type == PlayerPerson) {
        player = unit->Player;
     }
-       
+
     for (h = type->TileHeight; h--;) {
        for (w = type->TileWidth; w--;) {
            if (!CanBuildOn(x + w, y + h, mask)) {
@@ -2196,9 +2196,9 @@
 /**
 **     Find the closest piece of terrain with the given flags.
 **
-**     @param movemask The movement mask to reach that location. 
+**     @param movemask The movement mask to reach that location.
 **     @param resmask  Result tile mask.
-**     @param rvresult Return a tile that doesn't match. 
+**     @param rvresult Return a tile that doesn't match.
 **     @param range    Maximum distance for the search.
 **     @param player   Only search fields explored by player
 **     @param x        Map X start position for the search.
@@ -2268,7 +2268,7 @@
                y = ry + yoffset[i];
                //  Make sure we don't leave the map.
                if (x < 0 || y < 0 || x >= TheMap.Width || y >= TheMap.Height) {
-                   continue; 
+                   continue;
                }
                m = matrix + x + y * w;
                //  Check if visited or unexplored
@@ -2460,7 +2460,7 @@
 }
 
 /**
-**     Find deposit. This will find a deposit for a resource 
+**     Find deposit. This will find a deposit for a resource
 **
 **     @param unit     The unit that wants to find a resource.
 **     @param x        Closest to x
@@ -3284,11 +3284,11 @@
     int i;
 
     for (i = 0; i < NumberBoolFlag; i++) {
-        if (source->CanTargetFlag[i] != CONDITION_TRUE) {
-            if ((source->CanTargetFlag[i] == CONDITION_ONLY) ^ 
(dest->BoolFlag[i])) {
-                return 0;
-            }
-        }
+       if (source->CanTargetFlag[i] != CONDITION_TRUE) {
+           if ((source->CanTargetFlag[i] == CONDITION_ONLY) ^ 
(dest->BoolFlag[i])) {
+               return 0;
+           }
+       }
     }
     if (dest->UnitType == UnitTypeLand) {
        if (dest->ShoreBuilding) {
@@ -3646,7 +3646,7 @@
                    ++frame;
                }
                CLprintf(file, "\n  'data-builded '(");
-               
+
                if (unit->Data.Builded.Worker) {
                    CLprintf(file, "worker %s ",
                    ref = UnitReference(unit->Data.Builded.Worker));
@@ -3725,7 +3725,7 @@
     int RunStart;
 
     CLprintf(file, "\n;;; -----------------------------------------\n");
-    CLprintf(file, ";;; MODULE: units $Id: unit.c,v 1.342 2003/11/20 20:35:44 
n0body Exp $\n\n");
+    CLprintf(file, ";;; MODULE: units $Id: unit.c,v 1.343 2003/11/22 03:13:40 
jsalmon3 Exp $\n\n");
 
     //
     // Local variables




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