Fix indent after 2009-07-19T17:21:09Z!guillaume.melquiond@gmail.com.
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1 changed files with 77 additions and 77 deletions
154
src/actions.cpp
154
src/actions.cpp
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@ -2482,94 +2482,94 @@ size_t move_unit(move_unit_spectator *move_spectator,
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}
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}
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bool redraw = false;
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bool redraw = false;
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// Show messages on the screen here
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if(discovered_unit) {
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if (ambushed_string.empty())
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ambushed_string = _("Ambushed!");
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// We've been ambushed, display an appropriate message
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disp.announce(ambushed_string, font::BAD_COLOUR);
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redraw = true;
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}
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// Show messages on the screen here
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if(discovered_unit) {
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if (ambushed_string.empty())
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ambushed_string = _("Ambushed!");
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// We've been ambushed, display an appropriate message
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disp.announce(ambushed_string, font::BAD_COLOUR);
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redraw = true;
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}
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if(teleport_failed) {
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std::string teleport_string = _ ("Failed teleport! Exit not empty");
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disp.announce(teleport_string, font::BAD_COLOUR);
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redraw = true;
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}
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if(teleport_failed) {
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std::string teleport_string = _ ("Failed teleport! Exit not empty");
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disp.announce(teleport_string, font::BAD_COLOUR);
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redraw = true;
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}
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if(continue_move == false && seen_units.empty() == false) {
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// The message depends on how many units have been sighted,
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// and whether they are allies or enemies, so calculate that out here
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int nfriends = 0, nenemies = 0;
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for(std::set<map_location>::const_iterator i = seen_units.begin(); i != seen_units.end(); ++i) {
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DBG_NG << "processing unit at " << (i->x+1) << "," << (i->y+1) << "\n";
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const unit_map::const_iterator u = units.find(*i);
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if(continue_move == false && seen_units.empty() == false) {
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// The message depends on how many units have been sighted,
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// and whether they are allies or enemies, so calculate that out here
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int nfriends = 0, nenemies = 0;
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for(std::set<map_location>::const_iterator i = seen_units.begin(); i != seen_units.end(); ++i) {
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DBG_NG << "processing unit at " << (i->x+1) << "," << (i->y+1) << "\n";
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const unit_map::const_iterator u = units.find(*i);
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// Unit may have been removed by an event.
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if(u == units.end()) {
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DBG_NG << "was removed\n";
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continue;
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}
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if (tm->is_enemy(u->second.side())) {
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++nenemies;
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if (move_spectator!=NULL) {
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move_spectator->add_seen_enemy(u);
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}
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} else {
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++nfriends;
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if (move_spectator!=NULL) {
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move_spectator->add_seen_friend(u);
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}
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}
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DBG_NG << "processed...\n";
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tm->see(u->second.side() - 1);
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// Unit may have been removed by an event.
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if(u == units.end()) {
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DBG_NG << "was removed\n";
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continue;
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}
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// The message we display is different depending on
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// whether the units sighted were enemies or friends,
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// and their respective number.
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utils::string_map symbols;
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symbols["friends"] = lexical_cast<std::string>(nfriends);
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symbols["enemies"] = lexical_cast<std::string>(nenemies);
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std::string message;
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SDL_Color msg_colour;
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if(nfriends == 0 || nenemies == 0) {
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if(nfriends > 0) {
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message = vngettext("Friendly unit sighted", "$friends friendly units sighted", nfriends, symbols);
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msg_colour = font::GOOD_COLOUR;
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} else if(nenemies > 0) {
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message = vngettext("Enemy unit sighted!", "$enemies enemy units sighted!", nenemies, symbols);
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msg_colour = font::BAD_COLOUR;
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}
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if (tm->is_enemy(u->second.side())) {
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++nenemies;
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if (move_spectator!=NULL) {
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move_spectator->add_seen_enemy(u);
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}
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else {
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symbols["friendphrase"] = vngettext("Part of 'Units sighted! (...)' sentence^1 friendly", "$friends friendly", nfriends, symbols);
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symbols["enemyphrase"] = vngettext("Part of 'Units sighted! (...)' sentence^1 enemy", "$enemies enemy", nenemies, symbols);
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message = vgettext("Units sighted! ($friendphrase, $enemyphrase)", symbols);
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msg_colour = font::NORMAL_COLOUR;
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} else {
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++nfriends;
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if (move_spectator!=NULL) {
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move_spectator->add_seen_friend(u);
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}
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}
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if(steps.size() < route.size()) {
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// See if the "Continue Move" action has an associated hotkey
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const hotkey::hotkey_item& hk = hotkey::get_hotkey(hotkey::HOTKEY_CONTINUE_MOVE);
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if(!hk.null()) {
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symbols["hotkey"] = hk.get_name();
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message += "\n" + vgettext("(press $hotkey to keep moving)", symbols);
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}
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}
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disp.announce(message, msg_colour);
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redraw = true;
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DBG_NG << "processed...\n";
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tm->see(u->second.side() - 1);
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}
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if (redraw) {
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disp.draw();
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}
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disp.recalculate_minimap();
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// The message we display is different depending on
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// whether the units sighted were enemies or friends,
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// and their respective number.
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utils::string_map symbols;
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symbols["friends"] = lexical_cast<std::string>(nfriends);
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symbols["enemies"] = lexical_cast<std::string>(nenemies);
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std::string message;
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SDL_Color msg_colour;
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if(nfriends == 0 || nenemies == 0) {
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if(nfriends > 0) {
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message = vngettext("Friendly unit sighted", "$friends friendly units sighted", nfriends, symbols);
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msg_colour = font::GOOD_COLOUR;
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} else if(nenemies > 0) {
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message = vngettext("Enemy unit sighted!", "$enemies enemy units sighted!", nenemies, symbols);
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msg_colour = font::BAD_COLOUR;
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}
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}
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else {
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symbols["friendphrase"] = vngettext("Part of 'Units sighted! (...)' sentence^1 friendly", "$friends friendly", nfriends, symbols);
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symbols["enemyphrase"] = vngettext("Part of 'Units sighted! (...)' sentence^1 enemy", "$enemies enemy", nenemies, symbols);
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message = vgettext("Units sighted! ($friendphrase, $enemyphrase)", symbols);
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msg_colour = font::NORMAL_COLOUR;
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}
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if(steps.size() < route.size()) {
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// See if the "Continue Move" action has an associated hotkey
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const hotkey::hotkey_item& hk = hotkey::get_hotkey(hotkey::HOTKEY_CONTINUE_MOVE);
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if(!hk.null()) {
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symbols["hotkey"] = hk.get_name();
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message += "\n" + vgettext("(press $hotkey to keep moving)", symbols);
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}
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}
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disp.announce(message, msg_colour);
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redraw = true;
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}
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if (redraw) {
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disp.draw();
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}
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disp.recalculate_minimap();
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assert(steps.size() <= route.size());
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