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[Stratagus-CVS] stratagus/src/ai ai_magic.c
From: |
address@hidden |
Subject: |
[Stratagus-CVS] stratagus/src/ai ai_magic.c |
Date: |
14 Dec 2003 21:15:00 +1100 |
CVSROOT: /home/strat
Module name: stratagus
Changes by: <address@hidden> 03/12/14 21:15:00
Modified files:
src/ai : ai_magic.c
Log message:
Tabs, Cleanup
Patches:
Index: stratagus/src/ai/ai_magic.c
diff -u stratagus/src/ai/ai_magic.c:1.22 stratagus/src/ai/ai_magic.c:1.23
--- stratagus/src/ai/ai_magic.c:1.22 Mon Oct 27 02:34:58 2003
+++ stratagus/src/ai/ai_magic.c Sun Dec 14 21:15:00 2003
@@ -1,16 +1,16 @@
-// _________ __ __
+// _________ __ __
// / _____// |_____________ _/ |______ ____ __ __ ______
// \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
-// / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ |
+// / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ |
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
-// \/ \/ \//_____/ \/
+// \/ \/ \//_____/ \/
// ______________________ ______________________
// T H E W A R B E G I N S
// Stratagus - A free fantasy real time strategy game engine
//
-/address@hidden ai_magic.c - AI magic functions. */
+/address@hidden ai_magic.c - AI magic functions. */
//
-// (c) Copyright 2002-2003 by Lutz Sammer, Joris Dauphin
+// (c) Copyright 2002-2004 by Lutz Sammer, Joris Dauphin
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@@ -26,19 +26,18 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: ai_magic.c,v 1.22 2003/10/26 15:34:58 pludov Exp $
+// $Id: ai_magic.c,v 1.23 2003/12/14 10:15:00 wizzard Exp $
//@{
/*----------------------------------------------------------------------------
--- Includes
+-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include "stratagus.h"
-
#include "unittype.h"
#include "unit.h"
#include "spells.h"
@@ -47,46 +46,47 @@
#include "ai_local.h"
/*----------------------------------------------------------------------------
--- Functions
+-- Functions
----------------------------------------------------------------------------*/
/**
-** Check what computer units can do with magic.
-** In fact, turn on autocast for AI.
+** Check what computer units can do with magic.
+** In fact, turn on autocast for AI.
*/
global void AiCheckMagic(void)
{
- int i, j;
- int n;
- Unit **units;
- Unit *unit;
- const Player *player;
+ int i;
+ int j;
+ int n;
+ Unit** units;
+ Unit* unit;
+ const Player *player;
#ifdef DEBUG
- int success;
+ int success;
#endif
- n = AiPlayer->Player->TotalNumUnits;
- units = AiPlayer->Player->Units;
- player = AiPlayer->Player; /*units[0]->Player */
- for (i = 0; i < n; ++i) {
- unit = units[i];
- // Check only magic units
- if (unit->Type->CanCastSpell) {
- for (j = 0; j < SpellTypeCount; ++j) {
- // Check if we can cast this spell. SpellIsAvailable checks
for upgrades.
- if (unit->Type->CanCastSpell[j] && SpellIsAvailable(player, j)
&&
- (SpellTypeById(j)->AutoCast || SpellTypeById(j)->AICast)) {
+ n = AiPlayer->Player->TotalNumUnits;
+ units = AiPlayer->Player->Units;
+ player = AiPlayer->Player; /*units[0]->Player */
+ for (i = 0; i < n; ++i) {
+ unit = units[i];
+ // Check only magic units
+ if (unit->Type->CanCastSpell) {
+ for (j = 0; j < SpellTypeCount; ++j) {
+ // Check if we can cast this spell.
SpellIsAvailable checks for upgrades.
+ if (unit->Type->CanCastSpell[j] &&
SpellIsAvailable(player, j) &&
+ (SpellTypeById(j)->AutoCast ||
SpellTypeById(j)->AICast)) {
#ifdef DEBUG
- success = // Follow on next line (AutoCastSpell).
+ success = // Follow on next line
(AutoCastSpell).
#endif
- AutoCastSpell(unit, SpellTypeById(j));
- DebugLevel3Fn("Mage '%s' cast '%s' : %s\n" _C_
- unit->Type->Ident _C_
- SpellTypeById(j)->Ident _C_ success ? "success" :
"fail");
+ AutoCastSpell(unit,
SpellTypeById(j));
+ DebugLevel3Fn("Mage '%s' cast '%s' :
%s\n" _C_
+ unit->Type->Ident _C_
+ SpellTypeById(j)->Ident _C_
success ? "success" : "fail");
+ }
+ }
}
- }
}
- }
}
//@}
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