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[Stratagus-CVS] stratagus/src/include net_lowlevel.h netconnect...
From: |
address@hidden |
Subject: |
[Stratagus-CVS] stratagus/src/include net_lowlevel.h netconnect... |
Date: |
22 Dec 2003 16:52:35 +1100 |
CVSROOT: /home/strat
Module name: stratagus
Changes by: <address@hidden> 03/12/22 16:52:34
Modified files:
src/include : net_lowlevel.h netconnect.h network.h
pathfinder.h player.h pud.h rdtsc.h settings.h
Log message:
More Tab Cleanup
Patches:
Index: stratagus/src/include/net_lowlevel.h
diff -u stratagus/src/include/net_lowlevel.h:1.33
stratagus/src/include/net_lowlevel.h:1.34
--- stratagus/src/include/net_lowlevel.h:1.33 Mon Dec 22 16:07:20 2003
+++ stratagus/src/include/net_lowlevel.h Mon Dec 22 16:52:33 2003
@@ -10,7 +10,7 @@
//
/address@hidden net_lowlevel.h - The network low level header file. */
//
-// (c) Copyright 1998-2001 by Lutz Sammer
+// (c) Copyright 1998-2004 by Lutz Sammer
//
// 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
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: net_lowlevel.h,v 1.33 2003/12/22 05:07:20 wizzard Exp $
+// $Id: net_lowlevel.h,v 1.34 2003/12/22 05:52:33 wizzard Exp $
#ifndef __NET_LOWLEVEL_H
#define __NET_LOWLEVEL_H
Index: stratagus/src/include/netconnect.h
diff -u stratagus/src/include/netconnect.h:1.54
stratagus/src/include/netconnect.h:1.55
--- stratagus/src/include/netconnect.h:1.54 Mon Dec 22 16:07:20 2003
+++ stratagus/src/include/netconnect.h Mon Dec 22 16:52:33 2003
@@ -10,7 +10,7 @@
//
/address@hidden netconnect.h - The network connection setup header file. */
//
-// (c) Copyright 1998-2003 by Lutz Sammer, Andreas Arens
+// (c) Copyright 1998-2004 by Lutz Sammer, Andreas Arens
//
// 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
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: netconnect.h,v 1.54 2003/12/22 05:07:20 wizzard Exp $
+// $Id: netconnect.h,v 1.55 2003/12/22 05:52:33 wizzard Exp $
#ifndef __NETCONNECT_H__
#define __NETCONNECT_H__
Index: stratagus/src/include/network.h
diff -u stratagus/src/include/network.h:1.46
stratagus/src/include/network.h:1.47
--- stratagus/src/include/network.h:1.46 Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/network.h Mon Dec 22 16:52:33 2003
@@ -5,12 +5,12 @@
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
// \/ \/ \//_____/ \/
// ______________________ ______________________
-// T H E W A R B E G I N S
-// Stratagus - A free fantasy real time strategy game engine
+// T H E W A R B E G I N S
+// Stratagus - A free fantasy real time strategy game engine
//
-/address@hidden network.h - The network header file. */
+/address@hidden network.h - The network header file. */
//
-// (c) Copyright 1998-2002 by Lutz Sammer
+// (c) Copyright 1998-2004 by Lutz Sammer, Russell Smith
//
// 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
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: network.h,v 1.46 2003/12/20 05:33:27 jsalmon3 Exp $
+// $Id: network.h,v 1.47 2003/12/22 05:52:33 wizzard Exp $
#ifndef __NETWORK_H__
#define __NETWORK_H__
@@ -34,7 +34,7 @@
//@{
/*----------------------------------------------------------------------------
--- Includes
+-- Includes
----------------------------------------------------------------------------*/
#include "unittype.h"
@@ -43,162 +43,162 @@
#include "net_lowlevel.h"
/*----------------------------------------------------------------------------
--- Defines
+-- Defines
----------------------------------------------------------------------------*/
-#define NetworkMaxLag 250 /// Debuging
network lag (# game cycles)
+#define NetworkMaxLag 250 /// Debuging network lag (# game cycles)
-#define MaxNetworkCommands 9 /// Max
Commands In A Packet
+#define MaxNetworkCommands 9 /// Max Commands In A Packet
/*----------------------------------------------------------------------------
--- Declarations
+-- Declarations
----------------------------------------------------------------------------*/
/**
-** Network message types.
+** Network message types.
**
-** @todo cleanup the message types.
+** @todo cleanup the message types.
*/
enum _message_type_ {
- MessageNone, /// When
Nothing Is Happening
- MessageInitHello, ///
Start connection
- MessageInitReply, ///
Connection reply
- MessageInitConfig, ///
Setup message configure clients
-
- MessageSync, /// Heart beat
- MessageQuit, /// Quit game
- MessageQuitAck, /// Quit reply
- UNUSED YET Protocol Version 2 - Reserved for menus
- MessageResend, /// Resend
message
-
- MessageChat, /// Chat message
- MessageChatTerm, ///
Chat message termination - Protocol Version 2
-
- MessageCommandStop, ///
Unit command stop
- MessageCommandStand, /// Unit command stand
ground
- MessageCommandFollow, /// Unit command follow
- MessageCommandMove, ///
Unit command move
- MessageCommandRepair, /// Unit command repair
- MessageCommandAttack, /// Unit command attack
- MessageCommandGround, /// Unit command attack
ground
- MessageCommandPatrol, /// Unit command patrol
- MessageCommandBoard, /// Unit command borad
- MessageCommandUnload, /// Unit command unload
- MessageCommandBuild, /// Unit command build
building
- MessageCommandDismiss, /// Unit command
dismiss unit
- MessageCommandResourceLoc, /// Unit
command resource location
- MessageCommandResource, /// Unit command
resource
- MessageCommandReturn, /// Unit command return
goods
- MessageCommandTrain, /// Unit command train
- MessageCommandCancelTrain, /// Unit
command cancel training
- MessageCommandUpgrade, /// Unit command upgrade
- MessageCommandCancelUpgrade, /// Unit command cancel upgrade
- MessageCommandResearch, /// Unit command
research
- MessageCommandCancelResearch, /// Unit command cancel research
+ MessageNone, /// When Nothing Is Happening
+ MessageInitHello, /// Start connection
+ MessageInitReply, /// Connection reply
+ MessageInitConfig, /// Setup message configure clients
+
+ MessageSync, /// Heart beat
+ MessageQuit, /// Quit game
+ MessageQuitAck, /// Quit reply - UNUSED YET - Protocol
Version 2 - Reserved for menus
+ MessageResend, /// Resend message
+
+ MessageChat, /// Chat message
+ MessageChatTerm, /// Chat message termination - Protocol
Version 2
+
+ MessageCommandStop, /// Unit command stop
+ MessageCommandStand, /// Unit command stand ground
+ MessageCommandFollow, /// Unit command follow
+ MessageCommandMove, /// Unit command move
+ MessageCommandRepair, /// Unit command repair
+ MessageCommandAttack, /// Unit command attack
+ MessageCommandGround, /// Unit command attack ground
+ MessageCommandPatrol, /// Unit command patrol
+ MessageCommandBoard, /// Unit command borad
+ MessageCommandUnload, /// Unit command unload
+ MessageCommandBuild, /// Unit command build building
+ MessageCommandDismiss, /// Unit command dismiss unit
+ MessageCommandResourceLoc, /// Unit command resource location
+ MessageCommandResource, /// Unit command resource
+ MessageCommandReturn, /// Unit command return goods
+ MessageCommandTrain, /// Unit command train
+ MessageCommandCancelTrain, /// Unit command cancel training
+ MessageCommandUpgrade, /// Unit command upgrade
+ MessageCommandCancelUpgrade, /// Unit command cancel upgrade
+ MessageCommandResearch, /// Unit command research
+ MessageCommandCancelResearch, /// Unit command cancel research
- MessageExtendedCommand, /// Command is the next
byte
+ MessageExtendedCommand, /// Command is the next byte
// ATTN: __MUST__ be last due to spellid encoding!!!
- MessageCommandSpellCast /// Unit command spell
cast
+ MessageCommandSpellCast /// Unit command spell cast
};
/**
-** Network extended message types.
+** Network extended message types.
*/
enum _extended_message_type_ {
- ExtendedMessageDiplomacy, /// Change
diplomacy
- ExtendedMessageSharedVision, /// Change shared vision
+ ExtendedMessageDiplomacy, /// Change diplomacy
+ ExtendedMessageSharedVision, /// Change shared vision
};
/**
-** Network acknowledge message.
+** Network acknowledge message.
*/
typedef struct _ack_message_ {
- unsigned char Type; /// Acknowledge
message type
+ unsigned char Type; /// Acknowledge message type
} Acknowledge;
/**
-** Network command message.
+** Network command message.
*/
typedef struct _network_command_ {
- UnitRef Unit; ///
Command for unit
- unsigned short X; /// Map
position X
- unsigned short Y; /// Map
position Y
- UnitRef Dest; ///
Destination unit
+ UnitRef Unit; /// Command for unit
+ unsigned short X; /// Map position X
+ unsigned short Y; /// Map position Y
+ UnitRef Dest; /// Destination unit
} NetworkCommand;
/**
-** Extended network command message.
+** Extended network command message.
*/
typedef struct _network_extended_command_ {
- unsigned char ExtendedType; /// Extended network
command type
- unsigned char Arg1; /// Argument 1
- unsigned short Arg2; /// Argument 2
- unsigned short Arg3; /// Argument 3
- unsigned short Arg4; /// Argument 4
+ unsigned char ExtendedType; /// Extended network command type
+ unsigned char Arg1; /// Argument 1
+ unsigned short Arg2; /// Argument 2
+ unsigned short Arg3; /// Argument 3
+ unsigned short Arg4; /// Argument 4
} NetworkExtendedCommand;
/**
-** Network chat message.
+** Network chat message.
*/
typedef struct _network_chat_ {
- unsigned char Player; /// Sending
player
- char Text[7]; /// Message
bytes
+ unsigned char Player; /// Sending player
+ char Text[7]; /// Message bytes
} NetworkChat;
/**
-** Network packet header.
+** Network packet header.
**
-** Header for the packet.
+** Header for the packet.
*/
typedef struct _network_packet_header_ {
- unsigned char Cycle; /// Destination
game cycle
- unsigned char Type[MaxNetworkCommands]; ///
Command
-
/// Commands in packet
+ unsigned char Cycle; /// Destination game cycle
+ unsigned char Type[MaxNetworkCommands]; /// Command
+ /// Commands in packet
} NetworkPacketHeader;
/**
-** Network packet.
+** Network packet.
**
-** This is sent over the network.
+** This is sent over the network.
**
*/
typedef struct _network_packet_ {
- NetworkPacketHeader Header; ///
Packet Header Info
- NetworkCommand Command[MaxNetworkCommands];
+ NetworkPacketHeader Header; /// Packet Header Info
+ NetworkCommand Command[MaxNetworkCommands];
} NetworkPacket;
/*----------------------------------------------------------------------------
--- Variables
+-- Variables
----------------------------------------------------------------------------*/
-extern int NetworkNumInterfaces; /// Network number of interfaces
-extern Socket NetworkFildes; /// Network file
descriptor
-extern int NetworkInSync; /// Network is in sync
-extern int NetworkUpdates; /// Network update each
# game cycles
-extern int NetworkLag; /// Network lag
(# game cycles)
-extern unsigned long NetworkStatus[PlayerMax]; /// Network status
+extern int NetworkNumInterfaces; /// Network number of interfaces
+extern Socket NetworkFildes; /// Network file descriptor
+extern int NetworkInSync; /// Network is in sync
+extern int NetworkUpdates; /// Network update each # game cycles
+extern int NetworkLag; /// Network lag (# game cycles)
+extern unsigned long NetworkStatus[PlayerMax]; /// Network status
/*----------------------------------------------------------------------------
--- Functions
+-- Functions
----------------------------------------------------------------------------*/
-extern void InitNetwork1(void); /// Initialise
network part 1 (ports)
-extern void InitNetwork2(void); /// Initialise
network part 2
-extern void ExitNetwork1(void); /// Cleanup
network part 1 (ports)
-extern void NetworkEvent(void); /// Handle
network events
-extern void NetworkSync(void); /// Hold in sync
-extern void NetworkQuit(void); /// Quit game
-extern void NetworkRecover(void); /// Recover network
-extern void NetworkCommands(void); /// Get all network commands
-extern void NetworkChatMessage(const char*msg); /// Send chat
message
+extern void InitNetwork1(void); /// Initialise network part 1 (ports)
+extern void InitNetwork2(void); /// Initialise network part 2
+extern void ExitNetwork1(void); /// Cleanup network part 1 (ports)
+extern void NetworkEvent(void); /// Handle network events
+extern void NetworkSync(void); /// Hold in sync
+extern void NetworkQuit(void); /// Quit game
+extern void NetworkRecover(void); /// Recover network
+extern void NetworkCommands(void); /// Get all network commands
+extern void NetworkChatMessage(const char*msg); /// Send chat message
/// Send network command.
-extern void NetworkSendCommand(int command,const Unit* unit,int x,int y,
- const Unit* dest,const UnitType* type,int status);
+extern void NetworkSendCommand(int command, const Unit* unit, int x, int y,
+ const Unit* dest, const UnitType* type, int status);
/// Send extended network command.
-extern void NetworkSendExtendedCommand(int command,int arg1,int arg2,int arg3,
- int arg4,int status);
+extern void NetworkSendExtendedCommand(int command, int arg1, int arg2, int
arg3,
+ int arg4, int status);
/// Register ccl functions related to network
extern void NetworkCclRegister(void);
//@}
-#endif // !__NETWORK_H__
+#endif // !__NETWORK_H__
Index: stratagus/src/include/pathfinder.h
diff -u stratagus/src/include/pathfinder.h:1.37
stratagus/src/include/pathfinder.h:1.38
--- stratagus/src/include/pathfinder.h:1.37 Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/pathfinder.h Mon Dec 22 16:52:33 2003
@@ -5,12 +5,12 @@
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
// \/ \/ \//_____/ \/
// ______________________ ______________________
-// T H E W A R B E G I N S
-// Stratagus - A free fantasy real time strategy game engine
+// T H E W A R B E G I N S
+// Stratagus - A free fantasy real time strategy game engine
//
-/address@hidden pathfinder.h - The path finder headerfile. */
+/address@hidden pathfinder.h - The path finder headerfile. */
//
-// (c) Copyright 1998-2003 by Lutz Sammer,Russell Smith
+// (c) Copyright 1998-2004 by Lutz Sammer, Russell Smith
//
// 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
@@ -26,51 +26,51 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: pathfinder.h,v 1.37 2003/12/20 05:33:27 jsalmon3 Exp $
+// $Id: pathfinder.h,v 1.38 2003/12/22 05:52:33 wizzard Exp $
-#ifndef __PATH_FINDER_H__
-#define __PATH_FINDER_H__
+#ifndef __PATH_FINDER_H__
+#define __PATH_FINDER_H__
//@{
/*----------------------------------------------------------------------------
--- Includes
+-- Includes
----------------------------------------------------------------------------*/
#include "unit.h"
#include "map.h"
/*----------------------------------------------------------------------------
--- Declarations
+-- Declarations
----------------------------------------------------------------------------*/
/**
-** Result codes of the pathfinder.
+** Result codes of the pathfinder.
**
-** @todo
-** Another idea is SINT_MAX as reached,
SINT_MIN as unreachable
-** stop others how far to goal.
+** @todo
+** Another idea is SINT_MAX as reached, SINT_MIN as unreachable
+** stop others how far to goal.
*/
enum _move_return_ {
- PF_FAILED=-3, /// This
Pathfinder failed, try another
- PF_UNREACHABLE=-2, ///
Unreachable stop
- PF_REACHED=-1, /// Reached
goal stop
- PF_WAIT=0,
/// Wait, no time or blocked
- PF_MOVE=1,
/// On the way moving
+ PF_FAILED=-3, /// This Pathfinder failed, try another
+ PF_UNREACHABLE=-2, /// Unreachable stop
+ PF_REACHED=-1, /// Reached goal stop
+ PF_WAIT=0, /// Wait, no time or blocked
+ PF_MOVE=1, /// On the way moving
};
/**
-** To remove pathfinder internals. Called if path destination
changed.
+** To remove pathfinder internals. Called if path destination changed.
*/
#define NewResetPath(unit) \
do { unit->Data.Move.Fast=1; unit->Data.Move.Length=0; }while( 0 )
/*----------------------------------------------------------------------------
--- Variables
+-- Variables
----------------------------------------------------------------------------*/
/// Path matrix
-extern unsigned char Matrix[(MaxMapWidth+2)*(MaxMapHeight+3)+2];
+extern unsigned char Matrix[(MaxMapWidth + 2) * (MaxMapHeight + 3) + 2];
/// cost associated to move on a tile occupied by a fixed unit
extern int AStarFixedUnitCrossingCost;
/// cost associated to move on a tile occupied by a moving unit
@@ -82,13 +82,13 @@
//
// Convert heading into direction.
-// // N NE E SE S SW W
NW
+// N NE E SE S SW W NW
extern const int Heading2X[9];
extern const int Heading2Y[9];
extern const int XY2Heading[3][3];
/*----------------------------------------------------------------------------
--- Functions
+-- Functions
----------------------------------------------------------------------------*/
/// Create a matrix for the old pathfinder
@@ -98,15 +98,15 @@
/// Get next element of the way to goal.
extern int NewPath(Unit* unit);
/// Return distance to unit.
-extern int UnitReachable(Unit* unit,Unit* dst,int range);
+extern int UnitReachable(Unit* unit, Unit* dst, int range);
-extern int PlaceReachable(Unit* src,int x,int y,int w,int h,int minrange,int
maxrange);
+extern int PlaceReachable(Unit* src, int x, int y, int w, int h, int minrange,
int maxrange);
//
-// in astar.c
+// in astar.c
//
/// Returns the next element of the path
-extern int NextPathElement(Unit*,int* xdp,int* ydp);
+extern int NextPathElement(Unit*, int* xdp, int* ydp);
/// Init the a* data structures
extern void InitAStar(void);
@@ -117,7 +117,7 @@
/// Find and a* path for a unit
extern int AStarFindPath(Unit* unit, int gx, int gy, int gw, int gh, int
minrange, int maxrange, char* path);
//
-// in ccl_pathfinder.c
+// in ccl_pathfinder.c
//
/// register ccl features
extern void PathfinderCclRegister(void);
@@ -132,4 +132,4 @@
#include "../pathfinder/splitter.h"
#endif /* MAP_REGIONS */
-#endif // !__PATH_FINDER_H__
+#endif // !__PATH_FINDER_H__
Index: stratagus/src/include/player.h
diff -u stratagus/src/include/player.h:1.80 stratagus/src/include/player.h:1.81
--- stratagus/src/include/player.h:1.80 Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/player.h Mon Dec 22 16:52:33 2003
@@ -5,12 +5,12 @@
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
// \/ \/ \//_____/ \/
// ______________________ ______________________
-// T H E W A R B E G I N S
-// Stratagus - A free fantasy real time strategy game engine
+// T H E W A R B E G I N S
+// Stratagus - A free fantasy real time strategy game engine
//
-/address@hidden player.h - The player headerfile. */
+/address@hidden player.h - The player headerfile. */
//
-// (c) Copyright 1998-2003 by Lutz Sammer
+// (c) Copyright 1998-2004 by Lutz Sammer
//
// 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
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: player.h,v 1.80 2003/12/20 05:33:27 jsalmon3 Exp $
+// $Id: player.h,v 1.81 2003/12/22 05:52:33 wizzard Exp $
#ifndef __PLAYER_H__
#define __PLAYER_H__
@@ -34,249 +34,249 @@
//@{
/*----------------------------------------------------------------------------
--- Documentation
+-- Documentation
----------------------------------------------------------------------------*/
/**
-** @struct _player_ player.h
+** @struct _player_ player.h
**
-** \#include "player.h"
+** \#include "player.h"
**
-** typedef struct _player_ Player;
+** typedef struct _player_ Player;
**
-** This structure contains all informations about a player in game.
+** This structure contains all informations about a player in game.
**
-** The player structure members:
+** The player structure members:
**
-** Player::Player
+** Player::Player
**
-** This is the unique slot number. It is not
possible that two
-** players have the same slot number at the same
time. The slot
-** numbers are reused in the future. This means if
a player is
-** defeated, a new player can join using this
slot. Currently
-** #PlayerMax (16) players are supported. This
member is used to
-** access bit fields.
-** Slot #PlayerNumNeutral (15) is reserved for the
neutral units
-** like gold-mines or critters.
+** This is the unique slot number. It is not possible that two
+** players have the same slot number at the same time. The slot
+** numbers are reused in the future. This means if a player is
+** defeated, a new player can join using this slot. Currently
+** #PlayerMax (16) players are supported. This member is used to
+** access bit fields.
+** Slot #PlayerNumNeutral (15) is reserved for the neutral units
+** like gold-mines or critters.
**
-** @note Should call this member Slot?
+** @note Should call this member Slot?
**
-** Player::Name
+** Player::Name
**
-** Name of the player used for displays and
network game.
-** It is restricted to 15 characters plus final
zero.
+** Name of the player used for displays and network game.
+** It is restricted to 15 characters plus final zero.
**
-** Player::Type
+** Player::Type
**
-** Type of the player. This field is setup from
the level (PUD).
-** We support currently #PlayerNeutral,
-** #PlayerNobody, #PlayerComputer, #PlayerPerson,
-** #PlayerRescuePassive and #PlayerRescueActive.
-** @see #PlayerTypes.
+** Type of the player. This field is setup from the level (PUD).
+** We support currently #PlayerNeutral,
+** #PlayerNobody, #PlayerComputer, #PlayerPerson,
+** #PlayerRescuePassive and #PlayerRescueActive.
+** @see #PlayerTypes.
**
-** Player::RaceName
+** Player::RaceName
**
-** Name of the race to which the player belongs,
used to select
-** the user interface and the AI.
-** We have 'orc', 'human', 'alliance' or
'mythical'. Should
-** only be used during configuration and not
during runtime.
+** Name of the race to which the player belongs, used to select
+** the user interface and the AI.
+** We have 'orc', 'human', 'alliance' or 'mythical'. Should
+** only be used during configuration and not during runtime.
**
-** Player::Race
+** Player::Race
**
-** Race number of the player. This field is setup
from the level
-** (PUD). This number is mapped with #PlayerRaces
to the symbolic
-** name Player::RaceName.
+** Race number of the player. This field is setup from the level
+** (PUD). This number is mapped with #PlayerRaces to the symbolic
+** name Player::RaceName.
**
-** Player::AiNum
+** Player::AiNum
**
-** AI number for computer (See #PlayerAis). This
field is setup
-** from the level (PUD). Used to select the AI for
the computer
-** player.
+** AI number for computer (See #PlayerAis). This field is setup
+** from the level (PUD). Used to select the AI for the computer
+** player.
**
-** Player::Team
+** Player::Team
**
-** Team of player. Selected during network game
setup. All players
-** of the same team are allied and enemy to all
other teams.
-** @note It is planned to show the team on the map.
+** Team of player. Selected during network game setup. All players
+** of the same team are allied and enemy to all other teams.
+** @note It is planned to show the team on the map.
**
-** Player::Enemy
+** Player::Enemy
**
-** A bit field which contains the enemies of this
player.
-** If Player::Enemy & (1<<Player::Player) != 0 its
an enemy.
-** Setup during startup using the Player::Team,
can later be
-** changed with diplomacy. Player::Enemy and
Player::Allied
-** are combined, if none bit is set, the player is
neutral.
-** @note You can be allied to a player, which sees
you as enemy.
+** A bit field which contains the enemies of this player.
+** If Player::Enemy & (1<<Player::Player) != 0 its an enemy.
+** Setup during startup using the Player::Team, can later be
+** changed with diplomacy. Player::Enemy and Player::Allied
+** are combined, if none bit is set, the player is neutral.
+** @note You can be allied to a player, which sees you as enemy.
**
-** Player::Allied
+** Player::Allied
**
-** A bit field which contains the allies of this
player.
-** If Player::Allied & (1<<Player::Player) != 0
its an allied.
-** Setup during startup using the Player:Team, can
later be
-** changed with diplomacy. Player::Enemy and
Player::Allied
-** are combined, if none bit is set, the player is
neutral.
-** @note You can be allied to a player, which sees
you as enemy.
+** A bit field which contains the allies of this player.
+** If Player::Allied & (1<<Player::Player) != 0 its an allied.
+** Setup during startup using the Player:Team, can later be
+** changed with diplomacy. Player::Enemy and Player::Allied
+** are combined, if none bit is set, the player is neutral.
+** @note You can be allied to a player, which sees you as enemy.
**
-** Player::StartX Player::StartY
+** Player::StartX Player::StartY
**
-** The tile map coordinates of the player start
position. 0,0 is
-** the upper left on the map. This members are
setup from the
-** level (PUD) and only important for the game
start.
-** Ignored if game starts with level settings.
Used to place
-** the initial workers if you play with 1 or 3
workers.
+** The tile map coordinates of the player start position. 0,0 is
+** the upper left on the map. This members are setup from the
+** level (PUD) and only important for the game start.
+** Ignored if game starts with level settings. Used to place
+** the initial workers if you play with 1 or 3 workers.
**
-** Player::Resources[::MaxCosts]
+** Player::Resources[::MaxCosts]
**
-** How many resources the player owns. Needed for
building
-** units and structures.
-** @see _costs_, TimeCost, GoldCost, WoodCost,
OilCost, MaxCosts.
+** How many resources the player owns. Needed for building
+** units and structures.
+** @see _costs_, TimeCost, GoldCost, WoodCost, OilCost, MaxCosts.
**
-** Player::Incomes[::MaxCosts]
+** Player::Incomes[::MaxCosts]
**
-** Income of the resources, when they are
delivered at a store.
-** @see _costs_, TimeCost, GoldCost, WoodCost,
OilCost, MaxCosts.
+** Income of the resources, when they are delivered at a store.
+** @see _costs_, TimeCost, GoldCost, WoodCost, OilCost, MaxCosts.
**
-** Player::LastResources[::MaxCosts]
+** Player::LastResources[::MaxCosts]
**
-** Keeps track of resources in time (used for
calculating
-** Player::Revenue, see below)
+** Keeps track of resources in time (used for calculating
+** Player::Revenue, see below)
**
-** Player::Revenue[::MaxCosts]
+** Player::Revenue[::MaxCosts]
**
-** Production of resources per minute (or
estimates)
-** Used just as information (statistics) for the
player...
+** Production of resources per minute (or estimates)
+** Used just as information (statistics) for the player...
**
-** Player::UnitTypesCount[::UnitTypeMax]
+** Player::UnitTypesCount[::UnitTypeMax]
**
-** Total count for each different unit type. Used
by the AI and
-** for dependencies checks. The addition of all
counts should
-** be Player::TotalNumUnits.
-** @note Should not use the maximum number of
unit-types here,
-** only the real number of unit-types used.
+** Total count for each different unit type. Used by the AI and
+** for dependencies checks. The addition of all counts should
+** be Player::TotalNumUnits.
+** @note Should not use the maximum number of unit-types here,
+** only the real number of unit-types used.
**
-** Player::AiEnabled
+** Player::AiEnabled
**
-** If the player is controlled by the computer and
this flag is
-** true, than the player is handled by the AI on
this local
-** computer.
+** If the player is controlled by the computer and this flag is
+** true, than the player is handled by the AI on this local
+** computer.
**
-** @note Currently the AI is calculated parallel
on all computers
-** in a network play. It is planned to change this.
+** @note Currently the AI is calculated parallel on all computers
+** in a network play. It is planned to change this.
**
-** Player::Ai
+** Player::Ai
**
-** AI structure pointer. Please look at #PlayerAi
for more
-** informations.
+** AI structure pointer. Please look at #PlayerAi for more
+** informations.
**
-** Player::Units
+** Player::Units
**
-** A table of all (Player::TotalNumUnits) units of
the player.
+** A table of all (Player::TotalNumUnits) units of the player.
**
-** Player::TotalNumUnits
+** Player::TotalNumUnits
**
-** Total number of units (incl. buildings) in the
Player::Units
-** table.
+** Total number of units (incl. buildings) in the Player::Units
+** table.
**
-** Player::Demand
+** Player::Demand
**
-** Total unit demand, used to demand limit.
-** A player can only build up to Player::Food
units and not more
-** than Player::FoodUnitLimit units.
+** Total unit demand, used to demand limit.
+** A player can only build up to Player::Food units and not more
+** than Player::FoodUnitLimit units.
**
-** @note that Player::NumFoodUnits > Player::Food,
when enough
-** farms are destroyed.
+** @note that Player::NumFoodUnits > Player::Food, when enough
+** farms are destroyed.
**
-** Player::NumBuildings
+** Player::NumBuildings
**
-** Total number buildings, units that don't need
food.
+** Total number buildings, units that don't need food.
**
-** Player::Food
+** Player::Food
**
-** Number of food available/produced. Player can't
train more
-** Player::NumFoodUnits than this.
-** @note that all limits are always checked.
+** Number of food available/produced. Player can't train more
+** Player::NumFoodUnits than this.
+** @note that all limits are always checked.
**
-** Player::FoodUnitLimit
+** Player::FoodUnitLimit
**
-** Number of food units allowed. Player can't
train more
-** Player::NumFoodUnits than this.
-** @note that all limits are always checked.
+** Number of food units allowed. Player can't train more
+** Player::NumFoodUnits than this.
+** @note that all limits are always checked.
**
-** Player::BuildingLimit
+** Player::BuildingLimit
**
-** Number of buildings allowed. Player can't
build more
-** Player::NumBuildings than this.
-** @note that all limits are always checked.
+** Number of buildings allowed. Player can't build more
+** Player::NumBuildings than this.
+** @note that all limits are always checked.
**
-** Player::TotalUnitLimit
+** Player::TotalUnitLimit
**
-** Number of total units allowed. Player can't
have more
-**
Player::NumFoodUnits+Player::NumBuildings=Player::TotalNumUnits
-** this.
-** @note that all limits are always checked.
+** Number of total units allowed. Player can't have more
+** Player::NumFoodUnits+Player::NumBuildings=Player::TotalNumUnits
+** this.
+** @note that all limits are always checked.
**
-** Player::Score
+** Player::Score
**
-** Total number of points. You can get points for
killing units,
-** destroying buildings ...
+** Total number of points. You can get points for killing units,
+** destroying buildings ...
**
-** Player::TotalUnits
+** Player::TotalUnits
**
-** Total number of units made.
+** Total number of units made.
**
-** Player::TotalBuildings
+** Player::TotalBuildings
**
-** Total number of buildings made.
+** Total number of buildings made.
**
-** Player::TotalResources[::MaxCosts]
+** Player::TotalResources[::MaxCosts]
**
-** Total number of resources collected.
-** @see _costs_, TimeCost, GoldCost, WoodCost,
OilCost, MaxCosts.
+** Total number of resources collected.
+** @see _costs_, TimeCost, GoldCost, WoodCost, OilCost, MaxCosts.
**
-** Player::TotalRazings
+** Player::TotalRazings
**
-** Total number of buildings destroyed.
+** Total number of buildings destroyed.
**
-** Player::TotalKills
+** Player::TotalKills
**
-** Total number of kills.
+** Total number of kills.
**
-** Player::Color
+** Player::Color
**
-** Color of units of this player on the minimap.
Index number
-** into the global palette.
+** Color of units of this player on the minimap. Index number
+** into the global palette.
**
-** Player::UnitColors
+** Player::UnitColors
**
-** Unit colors of this player. Contains the
hardware dependent
-** pixel values for the player colors (palette
index #208-#211).
-** Setup from the global palette.
-** @note Index #208-#211 are various SHADES of the
team color
-** (#208 is brightest shade, #211 is darkest
shade) .... these
-** numbers are NOT red=#208, blue=#209, etc
+** Unit colors of this player. Contains the hardware dependent
+** pixel values for the player colors (palette index #208-#211).
+** Setup from the global palette.
+** @note Index #208-#211 are various SHADES of the team color
+** (#208 is brightest shade, #211 is darkest shade) .... these
+** numbers are NOT red=#208, blue=#209, etc
**
-** Player::Allow
+** Player::Allow
**
-** Contains which unit-types and upgrades are
allowed for the
-** player. Possible values are:
-** @li `A' -- allowed,
-** @li `F' -- forbidden,
-** @li `R' -- acquired, perhaps other
values
-** @li `Q' -- acquired but forbidden
(does it make sense?:))
-** @li `E' -- enabled, allowed by
level but currently forbidden
-** @see _allow_
+** Contains which unit-types and upgrades are allowed for the
+** player. Possible values are:
+** @li `A' -- allowed,
+** @li `F' -- forbidden,
+** @li `R' -- acquired, perhaps other values
+** @li `Q' -- acquired but forbidden (does it make sense?:))
+** @li `E' -- enabled, allowed by level but currently forbidden
+** @see _allow_
**
-** Player::UpgradeTimers
+** Player::UpgradeTimers
**
-** Timer for the upgrades. One timer for all
possible upgrades.
-** Initial 0 counted up by the upgrade action,
until it reaches
-** the upgrade time.
-** @see _upgrade_timers_
-** @note it is planned to combine research for
faster upgrades.
+** Timer for the upgrades. One timer for all possible upgrades.
+** Initial 0 counted up by the upgrade action, until it reaches
+** the upgrade time.
+** @see _upgrade_timers_
+** @note it is planned to combine research for faster upgrades.
*/
/*----------------------------------------------------------------------------
--- Includes
+-- Includes
----------------------------------------------------------------------------*/
#include "upgrade_structs.h"
@@ -285,189 +285,189 @@
#include "video.h"
/*----------------------------------------------------------------------------
--- Player type
+-- Player type
----------------------------------------------------------------------------*/
#ifndef __STRUCT_PLAYER__
-#define __STRUCT_PLAYER__ /// protect duplicate
player typedef
-typedef struct _player_ Player; /// player
typedef
+#define __STRUCT_PLAYER__ /// protect duplicate player typedef
+typedef struct _player_ Player; /// player typedef
#endif
- /// Player structure
+ /// Player structure
struct _player_ {
- int Player;
/// player as number
- char* Name; ///
name of non computer
+ int Player; /// player as number
+ char* Name; /// name of non computer
- int Type;
/// type of player (human,computer,...)
- char* RaceName; /// name of race
- int Race;
/// race of player (orc,human,...)
- int AiNum;
/// AI for computer
+ int Type; /// type of player (human,computer,...)
+ char* RaceName; /// name of race
+ int Race; /// race of player (orc,human,...)
+ int AiNum; /// AI for computer
// friend enemy detection
- int Team;
/// team of player
- unsigned Enemy;
/// enemy bit field for this player
- unsigned Allied;
/// allied bit field for this player
- unsigned SharedVision; ///
shared vision bit field
-
- int StartX;
/// map tile start X position
- int StartY;
/// map tile start Y position
-
- int Resources[MaxCosts]; ///
resources in store
- int LastResources[MaxCosts];
/// last values for revenue
- int Incomes[MaxCosts]; ///
income of the resources
- int Revenue[MaxCosts]; ///
income rate of the resources
+ int Team; /// team of player
+ unsigned Enemy; /// enemy bit field for this player
+ unsigned Allied; /// allied bit field for this player
+ unsigned SharedVision; /// shared vision bit field
+
+ int StartX; /// map tile start X position
+ int StartY; /// map tile start Y position
+
+ int Resources[MaxCosts]; /// resources in store
+ int LastResources[MaxCosts]; /// last values for revenue
+ int Incomes[MaxCosts]; /// income of the resources
+ int Revenue[MaxCosts]; /// income rate of the resources
// FIXME: shouldn't use the constant
- int UnitTypesCount[UnitTypeMax];
/// total units of unit-type
+ int UnitTypesCount[UnitTypeMax]; /// total units of unit-type
- int AiEnabled;
/// handle AI on local computer
- void* Ai; /// Ai
structure pointer
+ int AiEnabled; /// handle AI on local computer
+ void* Ai; /// Ai structure pointer
- Unit** Units; ///
units of this player
- int TotalNumUnits;
/// total # units for units' list
-
- int NumBuildings;
/// # buildings
-
- int Supply;
/// supply available/produced
- int Demand;
/// demand of player
-
- int UnitLimit;
/// # food units allowed
- int BuildingLimit;
/// # buildings allowed
- int TotalUnitLimit;
/// # total unit number allowed
-
- int Score;
/// Points for killing ...
- int TotalUnits;
- int TotalBuildings;
- int TotalResources[MaxCosts];
- int TotalRazings;
- int TotalKills;
/// How many unit killed
+ Unit** Units; /// units of this player
+ int TotalNumUnits; /// total # units for units' list
+ int NumBuildings; /// # buildings
+ int Supply; /// supply available/produced
+ int Demand; /// demand of player
+
+ int UnitLimit; /// # food units allowed
+ int BuildingLimit; /// # buildings allowed
+ int TotalUnitLimit; /// # total unit number allowed
+
+ int Score; /// Points for killing ...
+ int TotalUnits;
+ int TotalBuildings;
+ int TotalResources[MaxCosts];
+ int TotalRazings;
+ int TotalKills; /// How many unit killed
// Display video
#ifdef USE_SDL_SURFACE
- Uint32 Color; ///
color of units on minimap
+ Uint32 Color; /// color of units on minimap
#else
- VMemType Color;
/// color of units on minimap
+ VMemType Color; /// color of units on minimap
#endif
- UnitColors UnitColors; ///
Unit colors for new units
+ UnitColors UnitColors; /// Unit colors for new units
-// Upgrades/Allows:
- Allow Allow; ///
Allowed for player
- UpgradeTimers UpgradeTimers; /// Timer for the
upgrades
+ // Upgrades/Allows:
+ Allow Allow; /// Allowed for player
+ UpgradeTimers UpgradeTimers; /// Timer for the upgrades
};
/**
-** Races for the player
-** Mapped with #PlayerRaces to a symbolic name, which will be used
in
-** the future.
+** Races for the player
+** Mapped with #PlayerRaces to a symbolic name, which will be used in
+** the future.
*/
#define MAX_RACES 8
typedef struct _player_race_ {
- int Race[MAX_RACES]; /// race number
- char Visible[MAX_RACES]; /// race should be
visible in pulldown
- char* Name[MAX_RACES]; /// race names
- char* Display[MAX_RACES]; /// text to display in
pulldown
- int Count; ///
number of races
+ int Race[MAX_RACES]; /// race number
+ char Visible[MAX_RACES]; /// race should be visible in pulldown
+ char* Name[MAX_RACES]; /// race names
+ char* Display[MAX_RACES]; /// text to display in pulldown
+ int Count; /// number of races
} PlayerRace;
enum PlayerRacesOld {
- PlayerRaceHuman =0, /// belongs to
human
- PlayerRaceOrc =1, /// belongs to
orc
+ PlayerRaceHuman = 0, /// belongs to human
+ PlayerRaceOrc = 1, /// belongs to orc
};
#define PlayerRaceNeutral (PlayerRaces.Count-1)
/**
-** Types for the player (must fit to PUD!)
+** Types for the player (must fit to PUD!)
**
-** #PlayerNeutral
+** #PlayerNeutral
**
-** This player is controlled by the computer doing
nothing.
+** This player is controlled by the computer doing nothing.
**
-** #PlayerNobody
+** #PlayerNobody
**
-** This player is unused. Nobody controlls this
player.
+** This player is unused. Nobody controlls this player.
**
-** #PlayerComputer
+** #PlayerComputer
**
-** This player is controlled by the computer.
Player::AiNum
-** selects the AI strategy.
+** This player is controlled by the computer. Player::AiNum
+** selects the AI strategy.
**
-** #PlayerPerson
+** #PlayerPerson
**
-** This player is contolled by a person. This can
be the player
-** sitting on the local computer or player playing
over the
-** network.
+** This player is contolled by a person. This can be the player
+** sitting on the local computer or player playing over the
+** network.
**
-** #PlayerRescuePassive
+** #PlayerRescuePassive
**
-** This player does nothing, the game pieces just
sit in the game
-** (being passive)... when a person player moves
next to a
-** PassiveRescue unit/building, then it is
"rescued" and becomes
-** part of that persons team. If the city center
is rescued, than
-** all units of this player are rescued.
+** This player does nothing, the game pieces just sit in the game
+** (being passive)... when a person player moves next to a
+** PassiveRescue unit/building, then it is "rescued" and becomes
+** part of that persons team. If the city center is rescued, than
+** all units of this player are rescued.
**
-** #PlayerRescueActive
+** #PlayerRescueActive
**
-** This player is controlled by the computer.
Player::AiNum
-** selects the AI strategy. Until it is rescued it
plays like
-** an ally. The first person which reaches units
of this player,
-** can rescue them. If the city center is rescued,
than all units
-** of this player are rescued.
+** This player is controlled by the computer. Player::AiNum
+** selects the AI strategy. Until it is rescued it plays like
+** an ally. The first person which reaches units of this player,
+** can rescue them. If the city center is rescued, than all units
+** of this player are rescued.
*/
enum PlayerTypes {
- PlayerNeutral =2, /// neutral
- PlayerNobody =3, /// unused slot
- PlayerComputer =4, /// computer
player
- PlayerPerson =5, /// human player
- PlayerRescuePassive =6, ///
rescued passive
- PlayerRescueActive =7, ///
rescued active
+ PlayerNeutral = 2, /// neutral
+ PlayerNobody = 3, /// unused slot
+ PlayerComputer = 4, /// computer player
+ PlayerPerson = 5, /// human player
+ PlayerRescuePassive = 6, /// rescued passive
+ PlayerRescueActive = 7, /// rescued active
};
/**
-** Ai types for the player (must fit to PUD!)
+** Ai types for the player (must fit to PUD!)
**
-** Mapped with #AiTypeWcNames to internal symbols.
+** Mapped with #AiTypeWcNames to internal symbols.
*/
enum PlayerAis {
- PlayerAiLand =0x00, /// attack at
land
- PlayerAiPassive =0x01, /// passive
does nothing
- PlayerAiSea =0x19,
/// attack at sea
- PlayerAiAir =0x1A,
/// attack at air
- PlayerAiUniversal =0xFF, ///
attack best possible
+ PlayerAiLand = 0x00, /// attack at land
+ PlayerAiPassive = 0x01, /// passive does nothing
+ PlayerAiSea = 0x19, /// attack at sea
+ PlayerAiAir = 0x1A, /// attack at air
+ PlayerAiUniversal = 0xFF, /// attack best possible
};
-#define PlayerNumNeutral 15 /// this is the neutral
player slot
-//#define PlayerMax 16 /// maximal
players supported
+#define PlayerNumNeutral 15 /// this is the neutral player slot
+#if 0
+#define PlayerMax 16 /// maximal players supported
+#endif
/**
-** Notify types. Noties are send to the player.
+** Notify types. Noties are send to the player.
*/
enum _notify_type_ {
- NotifyRed,
/// Red alram
- NotifyYellow, /// Yellow alarm
- NotifyGreen, /// Green alarm
+ NotifyRed, /// Red alram
+ NotifyYellow, /// Yellow alarm
+ NotifyGreen, /// Green alarm
};
/*----------------------------------------------------------------------------
--- Variables
+-- Variables
----------------------------------------------------------------------------*/
-extern int NumPlayers; /// How many
player slots used
-extern Player Players[PlayerMax]; /// All players
-extern Player* ThisPlayer; /// Player on local
computer
-extern int NoRescueCheck; /// Disable rescue check
+extern int NumPlayers; /// How many player slots used
+extern Player Players[PlayerMax]; /// All players
+extern Player* ThisPlayer; /// Player on local computer
+extern int NoRescueCheck; /// Disable rescue check
#ifdef USE_SDL_SURFACE
extern Uint32 PlayerColors[PlayerMax];
#else
-extern VMemType PlayerColors[PlayerMax]; /// Player colors
+extern VMemType PlayerColors[PlayerMax]; /// Player colors
#endif
-extern char* PlayerColorNames[PlayerMax]; /// Player color names
+extern char* PlayerColorNames[PlayerMax]; /// Player color names
-extern PlayerRace PlayerRaces; /// Player races
+extern PlayerRace PlayerRaces; /// Player races
/*----------------------------------------------------------------------------
--- Functions
+-- Functions
----------------------------------------------------------------------------*/
/// Get race array index by race type
@@ -484,40 +484,40 @@
extern void CreatePlayer(int type);
/// Change player side
-extern void PlayerSetSide(Player* player,int side);
+extern void PlayerSetSide(Player* player, int side);
/// Change player name
-extern void PlayerSetName(Player* player,const char* name);
+extern void PlayerSetName(Player* player, const char* name);
/// Change player AI
-extern void PlayerSetAiNum(Player* player,int ai);
+extern void PlayerSetAiNum(Player* player, int ai);
/// Set a resource of the player
-extern void PlayerSetResource(Player* player,int resource,int value);
+extern void PlayerSetResource(Player* player, int resource, int value);
/// Check if the unit-type didn't break any unit limits and
supply/demand
-extern int PlayerCheckLimits(const Player* player,const UnitType* type);
+extern int PlayerCheckLimits(const Player* player, const UnitType* type);
/// Check if enough resources are available for costs
-extern int PlayerCheckCosts(const Player* player,const int* costs);
+extern int PlayerCheckCosts(const Player* player, const int* costs);
/// Check if enough resources are available for a new unit-type
-extern int PlayerCheckUnitType(const Player* player,const UnitType* type);
+extern int PlayerCheckUnitType(const Player* player, const UnitType* type);
/// Add costs to the resources
-extern void PlayerAddCosts(Player* player,const int* costs);
+extern void PlayerAddCosts(Player* player, const int* costs);
/// Add costs for an unit-type to the resources
-extern void PlayerAddUnitType(Player* player,const UnitType* type);
+extern void PlayerAddUnitType(Player* player, const UnitType* type);
/// Add a factor of costs to the resources
-extern void PlayerAddCostsFactor(Player* player,const int* costs,int factor);
+extern void PlayerAddCostsFactor(Player* player, const int* costs, int factor);
/// Remove costs from the resources
-extern void PlayerSubCosts(Player* player,const int* costs);
+extern void PlayerSubCosts(Player* player, const int* costs);
/// Remove costs for an unit-type from the resources
-extern void PlayerSubUnitType(Player* player,const UnitType* type);
+extern void PlayerSubUnitType(Player* player, const UnitType* type);
/// Remove a factor of costs from the resources
-extern void PlayerSubCostsFactor(Player* player,const int* costs,int factor);
+extern void PlayerSubCostsFactor(Player* player, const int* costs, int factor);
/// Has the player units of that type
-extern int HaveUnitTypeByType(const Player* player,const UnitType* type);
+extern int HaveUnitTypeByType(const Player* player, const UnitType* type);
/// Has the player units of that type
-extern int HaveUnitTypeByIdent(const Player* player,const char* ident);
+extern int HaveUnitTypeByIdent(const Player* player, const char* ident);
/// Initialize the computer opponent AI
extern void PlayersInitAi(void);
@@ -536,7 +536,7 @@
extern void DebugPlayers(void);
/// Notify player about a problem
-extern void NotifyPlayer(const Player*,int,int,int,const char*,...);
+extern void NotifyPlayer(const Player*, int, int, int, const char*, ...);
/// register ccl features
extern void PlayerCclRegister(void);
Index: stratagus/src/include/pud.h
diff -u stratagus/src/include/pud.h:1.27 stratagus/src/include/pud.h:1.28
--- stratagus/src/include/pud.h:1.27 Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/pud.h Mon Dec 22 16:52:34 2003
@@ -5,12 +5,12 @@
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
// \/ \/ \//_____/ \/
// ______________________ ______________________
-// T H E W A R B E G I N S
-// Stratagus - A free fantasy real time strategy game engine
+// T H E W A R B E G I N S
+// Stratagus - A free fantasy real time strategy game engine
//
-/address@hidden pud.h - The pud headerfile. */
+/address@hidden pud.h - The pud headerfile. */
//
-// (c) Copyright 1998-2002 by Lutz Sammer
+// (c) Copyright 1998-2004 by Lutz Sammer
//
// 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
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: pud.h,v 1.27 2003/12/20 05:33:27 jsalmon3 Exp $
+// $Id: pud.h,v 1.28 2003/12/22 05:52:34 wizzard Exp $
#ifndef __PUD_H__
#define __PUD_H__
@@ -34,62 +34,62 @@
//@{
/*----------------------------------------------------------------------------
--- Includes
+-- Includes
----------------------------------------------------------------------------*/
#include "map.h"
/*----------------------------------------------------------------------------
--- Defines
+-- Defines
----------------------------------------------------------------------------*/
//
-// Used for reading puds.
+// Used for reading puds.
//
-#define MapMoveOnlyLand 0x01 ///
only land units
-#define MapMoveCoast 0x02 /// only water
transporters
-#define MapMoveHuman 0x04 /// marks human
wall on map
-#define MapMoveWallO 0x08 /// orcish wall
on map
+#define MapMoveOnlyLand 0x01 /// only land units
+#define MapMoveCoast 0x02 /// only water transporters
+#define MapMoveHuman 0x04 /// marks human wall on map
+#define MapMoveWallO 0x08 /// orcish wall on map
// 1101
-#define MapMoveWallH 0x0D /// human wall
on map
-#define MapMoveDirt 0x10 /// no
buildings allowed
+#define MapMoveWallH 0x0D /// human wall on map
+#define MapMoveDirt 0x10 /// no buildings allowed
// 20
-#define MapMoveOnlyWater 0x40 /// only water units
-#define MapMoveUnpassable 0x80 /// blocked
+#define MapMoveOnlyWater 0x40 /// only water units
+#define MapMoveUnpassable 0x80 /// blocked
-#define MapMoveForestOrRock 0x81 /// forest or rock on
map
-#define MapMoveCoast2 0x82 /// unknown
-#define MapMoveWall 0x8D /// wall on map
-
-#define MapMoveLandUnit 0x100 ///
land unit
-#define MapMoveAirUnit 0x200 /// air unit
-#define MapMoveSeaUnit 0x400 /// water unit
-#define MapMoveBuildingUnit 0x800 /// building unit
-#define MapMoveBlocked 0xF00 /// no unit
allowed
+#define MapMoveForestOrRock 0x81 /// forest or rock on map
+#define MapMoveCoast2 0x82 /// unknown
+#define MapMoveWall 0x8D /// wall on map
+
+#define MapMoveLandUnit 0x100 /// land unit
+#define MapMoveAirUnit 0x200 /// air unit
+#define MapMoveSeaUnit 0x400 /// water unit
+#define MapMoveBuildingUnit 0x800 /// building unit
+#define MapMoveBlocked 0xF00 /// no unit allowed
// LOW BITS: Area connected!
-#define MapActionWater 0x0000 /// water on map
-#define MapActionLand 0x4000 /// land on map
-#define MapActionIsland 0xFFFA /// no
trans, no land on map
-#define MapActionWall 0xFFFB /// wall on map
-#define MapActionRocks 0xFFFD /// rocks on map
-#define MapActionForest 0xFFFE ///
forest on map
+#define MapActionWater 0x0000 /// water on map
+#define MapActionLand 0x4000 /// land on map
+#define MapActionIsland 0xFFFA /// no trans, no land on map
+#define MapActionWall 0xFFFB /// wall on map
+#define MapActionRocks 0xFFFD /// rocks on map
+#define MapActionForest 0xFFFE /// forest on map
// These are hard-coded PUD internals (and, as such, belong here!)
// FIXME: for our own maps this should become configurable
-#define WC_UnitPeasant 0x02 /// human
peasant
-#define WC_UnitPeon 0x03 /// orc peon
-#define WC_UnitGoldMine 0x5C ///
goldmine
-#define WC_UnitOilPatch 0x5D ///
oilpatch
-#define WC_StartLocationHuman 0x5E /// start location human
-#define WC_StartLocationOrc 0x5F /// start location orc
+#define WC_UnitPeasant 0x02 /// human peasant
+#define WC_UnitPeon 0x03 /// orc peon
+#define WC_UnitGoldMine 0x5C /// goldmine
+#define WC_UnitOilPatch 0x5D /// oilpatch
+#define WC_StartLocationHuman 0x5E /// start location human
+#define WC_StartLocationOrc 0x5F /// start location orc
/*----------------------------------------------------------------------------
--- Declarations
+-- Declarations
----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
--- Functions
+-- Functions
----------------------------------------------------------------------------*/
/// Return info for pud
Index: stratagus/src/include/rdtsc.h
diff -u stratagus/src/include/rdtsc.h:1.12 stratagus/src/include/rdtsc.h:1.13
--- stratagus/src/include/rdtsc.h:1.12 Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/rdtsc.h Mon Dec 22 16:52:34 2003
@@ -5,12 +5,12 @@
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
// \/ \/ \//_____/ \/
// ______________________ ______________________
-// T H E W A R B E G I N S
-// Stratagus - A free fantasy real time strategy game engine
+// T H E W A R B E G I N S
+// Stratagus - A free fantasy real time strategy game engine
//
-/address@hidden rdtsc.h - The rdtsc header file. */
+/address@hidden rdtsc.h - The rdtsc header file. */
//
-// (c) Copyright 1999-2001 by Lutz Sammer
+// (c) Copyright 1999-2004 by Lutz Sammer
//
// 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
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: rdtsc.h,v 1.12 2003/12/20 05:33:27 jsalmon3 Exp $
+// $Id: rdtsc.h,v 1.13 2003/12/22 05:52:34 wizzard Exp $
#ifndef __RDTSC_H__
#define __RDTSC_H__
@@ -34,7 +34,7 @@
//@{
#ifndef _MSC_VER
-#include <sys/types.h> // for u_int64_t
+#include <sys/types.h> // for u_int64_t
#endif
#if defined(__MINGW32__)
@@ -46,9 +46,9 @@
#endif
/**
-** Read the tsc (time-stamp counter) register of the processor.
+** Read the tsc (time-stamp counter) register of the processor.
**
-** @return the rtc register
+** @return the rtc register
*/
static __inline u_int64_t rdtsc(void)
{
@@ -68,4 +68,4 @@
//@}
-#endif // !__RDTSC_H__
+#endif // !__RDTSC_H__
Index: stratagus/src/include/settings.h
diff -u stratagus/src/include/settings.h:1.31
stratagus/src/include/settings.h:1.32
--- stratagus/src/include/settings.h:1.31 Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/settings.h Mon Dec 22 16:52:34 2003
@@ -5,12 +5,12 @@
// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
// \/ \/ \//_____/ \/
// ______________________ ______________________
-// T H E W A R B E G I N S
-// Stratagus - A free fantasy real time strategy game engine
+// T H E W A R B E G I N S
+// Stratagus - A free fantasy real time strategy game engine
//
-/address@hidden settings.h - The game settings headerfile. */
+/address@hidden settings.h - The game settings headerfile. */
//
-// (c) Copyright 2000-2003 by Andreas Arens and Jimmy Salmon
+// (c) Copyright 2000-2004 by Andreas Arens and Jimmy Salmon
//
// 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
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: settings.h,v 1.31 2003/12/20 05:33:27 jsalmon3 Exp $
+// $Id: settings.h,v 1.32 2003/12/22 05:52:34 wizzard Exp $
#ifndef __SETTINGS_H__
#define __SETTINGS_H__
@@ -34,7 +34,7 @@
//@{
/*----------------------------------------------------------------------------
--- Includes
+-- Includes
----------------------------------------------------------------------------*/
#ifndef __STRUCT_SETTINGS__
@@ -47,67 +47,67 @@
#include "campaign.h"
/*----------------------------------------------------------------------------
--- Settings __WIP__
+-- Settings __WIP__
----------------------------------------------------------------------------*/
/**
-** Settings structure
+** Settings structure
**
-** This structure one day should contain all common game settings,
-** in-game, or pre-start, and the individual (per player) presets.
-** This allows central maintainance, easy (network-)negotiation,
-** simplifies load/save/reinitialization, etc...
+** This structure one day should contain all common game settings,
+** in-game, or pre-start, and the individual (per player) presets.
+** This allows central maintainance, easy (network-)negotiation,
+** simplifies load/save/reinitialization, etc...
**
*/
struct _settings_ {
- int NetGameType;
/// Multiplayer or single player
+ int NetGameType; /// Multiplayer or single player
// Individual presets:
// For single-player game only Presets[0] will be used..
struct {
- int Race;
/// Race of the player
- int Team;
/// Team of player -- NOT SELECTABLE YET
- int Type;
/// Type of player (for network games)
- } Presets[PlayerMax];
+ int Race; /// Race of the player
+ int Team; /// Team of player -- NOT SELECTABLE YET
+ int Type; /// Type of player (for network games)
+ } Presets[PlayerMax];
// Common settings:
- int Resources;
/// Preset resource factor
- int NumUnits;
/// Preset # of units
- int Opponents;
/// Preset # of ai-opponents
- int Terrain;
/// Terrain type (summer,winter,...)
- int GameType;
/// Game type (melee, free for all,...)
- int NoFogOfWar;
/// No fog of war
- int RevealMap;
/// Reveal map
+ int Resources; /// Preset resource factor
+ int NumUnits; /// Preset # of units
+ int Opponents; /// Preset # of ai-opponents
+ int Terrain; /// Terrain type (summer,winter,...)
+ int GameType; /// Game type (melee, free for all,...)
+ int NoFogOfWar; /// No fog of war
+ int RevealMap; /// Reveal map
};
-#define SettingsPresetMapDefault -1 /// Special:
Use pud/cm supplied
+#define SettingsPresetMapDefault -1 /// Special: Use pud/cm supplied
/**
-** Single or multiplayer settings
+** Single or multiplayer settings
*/
-#define SettingsSinglePlayerGame 1
-#define SettingsMultiPlayerGame 2
+#define SettingsSinglePlayerGame 1
+#define SettingsMultiPlayerGame 2
/*
-** Resource-Preset factor
+** Resource-Preset factor
*/
-#define SettingsResourcesMapDefault SettingsPresetMapDefault
-#define SettingsResourcesLow 0
-#define SettingsResourcesMedium 1
-#define SettingsResourcesHigh 2
+#define SettingsResourcesMapDefault SettingsPresetMapDefault
+#define SettingsResourcesLow 0
+#define SettingsResourcesMedium 1
+#define SettingsResourcesHigh 2
/*
-** NumUnits start settings
+** NumUnits start settings
*/
-#define SettingsNumUnitsMapDefault SettingsPresetMapDefault
-#define SettingsNumUnits1 0
+#define SettingsNumUnitsMapDefault SettingsPresetMapDefault
+#define SettingsNumUnits1 0
/*
-** GameType settings
+** GameType settings
*/
enum _game_types_ {
- SettingsGameTypeMapDefault=SettingsPresetMapDefault,
- SettingsGameTypeMelee=0,
+ SettingsGameTypeMapDefault = SettingsPresetMapDefault,
+ SettingsGameTypeMelee = 0,
SettingsGameTypeFreeForAll,
SettingsGameTypeTopVsBottom,
SettingsGameTypeLeftVsRight,
@@ -128,43 +128,43 @@
// ----------------------------------------------------------------------------
-#define MAX_BRIEFING_VOICES 20 /// How many intro
voices supported
-#define MAX_OBJECTIVES 9 /// How many
objectives supported
+#define MAX_BRIEFING_VOICES 20 /// How many intro voices supported
+#define MAX_OBJECTIVES 9 /// How many objectives supported
typedef struct _intro_ {
- char* Title;
/// Intro title
- char* Background;
/// Background picture
- char* TextFile;
/// Intro text file
- char* VoiceFile[MAX_BRIEFING_VOICES]; /// Intro voice
file
- char* Objectives[MAX_OBJECTIVES]; /// Objectives
text
-} Intro;
/// Intro definition
+ char* Title; /// Intro title
+ char* Background; /// Background picture
+ char* TextFile; /// Intro text file
+ char* VoiceFile[MAX_BRIEFING_VOICES]; /// Intro voice file
+ char* Objectives[MAX_OBJECTIVES]; /// Objectives text
+} Intro; /// Intro definition
// ----------------------------------------------------------------------------
typedef struct _credits_ {
- char* Background; /// Background
picture
- char* Names; ///
Names
+ char* Background; /// Background picture
+ char* Names; /// Names
} Credits;
// ----------------------------------------------------------------------------
-#define MAX_TIPS 50 /// How many
tips supported
+#define MAX_TIPS 50 /// How many tips supported
-extern char* Tips[MAX_TIPS+1]; /// Array of tips
-extern int ShowTips; /// Show tips
at start of level
-extern int CurrentTip; /// Current tip
to display
+extern char* Tips[MAX_TIPS+1]; /// Array of tips
+extern int ShowTips; /// Show tips at start of level
+extern int CurrentTip; /// Current tip to display
/*----------------------------------------------------------------------------
--- Variables
+-- Variables
----------------------------------------------------------------------------*/
-extern Settings GameSettings; /// Game settings
-extern Intro GameIntro; /// Game intro
-extern Credits GameCredits; /// Game credits
+extern Settings GameSettings; /// Game settings
+extern Intro GameIntro; /// Game intro
+extern Credits GameCredits; /// Game credits
/*----------------------------------------------------------------------------
--- Functions
+-- Functions
----------------------------------------------------------------------------*/
/// Show level intro
@@ -180,9 +180,9 @@
/// Register CCL functions for objectives
extern void ObjectivesCclRegister(void);
/// Save the objectives
-extern void SaveObjectives(CLFile *file);
+extern void SaveObjectives(CLFile* file);
/// Create a game
-extern void CreateGame(char* filename,WorldMap* map);
+extern void CreateGame(char* filename, WorldMap* map);
/// Init Setting to default values
extern void InitSettings(void);
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