forked from mirror/OpenTTD
(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
This commit is contained in:
30
ai/ai.c
30
ai/ai.c
@@ -97,7 +97,7 @@ int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint pr
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/* First, do a test-run to see if we can do this */
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res = DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc);
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/* The command failed, or you didn't want to execute, or you are quering, return */
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if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
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if (CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
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return res;
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}
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@@ -105,25 +105,28 @@ int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint pr
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_cmd_text = tmp_cmdtext;
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/* If we did a DC_EXEC, and the command did not return an error, execute it
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over the network */
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if (flags & DC_AUTO) procc |= CMD_AUTO;
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if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
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* over the network */
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if (flags & DC_AUTO) procc |= CMD_AUTO;
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if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
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/* NetworkSend_Command needs _local_player to be set correctly, so
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adjust it, and put it back right after the function */
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* adjust it, and put it back right after the function */
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old_lp = _local_player;
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_local_player = _current_player;
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#ifdef ENABLE_NETWORK
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/* Send the command */
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if (_networking)
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if (_networking) {
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/* Network is easy, send it to his handler */
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NetworkSend_Command(tile, p1, p2, procc, callback);
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else
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} else {
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#else
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{
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#endif
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/* If we execute BuildCommands directly in SP, we have a big problem with events
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* so we need to delay is for 1 tick */
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AI_PutCommandInQueue(_current_player, tile, p1, p2, procc, callback);
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}
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/* Set _local_player back */
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_local_player = old_lp;
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@@ -173,16 +176,14 @@ void AI_RunGameLoop(void)
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* them.. this avoids that, while loading a network game in singleplayer, does make
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* the AIs to continue ;))
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*/
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if (_networking && !_network_server && !_ai.network_client)
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return;
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if (_networking && !_network_server && !_ai.network_client) return;
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/* New tick */
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_ai.tick++;
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/* Make sure the AI follows the difficulty rule.. */
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assert(_opt.diff.competitor_speed <= 4);
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if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0)
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return;
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if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return;
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/* Check for AI-client (so joining a network with an AI) */
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if (_ai.network_client && _ai_player[_ai.network_playas].active) {
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@@ -191,7 +192,7 @@ void AI_RunGameLoop(void)
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AI_RunTick(_ai.network_playas);
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} else if (!_networking || _network_server) {
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/* Check if we want to run AIs (server or SP only) */
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Player *p;
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const Player* p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai) {
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@@ -224,8 +225,9 @@ void AI_StartNewAI(PlayerID player)
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*/
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void AI_PlayerDied(PlayerID player)
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{
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if (_ai.network_client && _ai.network_playas == player)
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if (_ai.network_client && _ai.network_playas == player) {
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_ai.network_playas = OWNER_SPECTATOR;
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}
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/* Called if this AI died */
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_ai_player[player].active = false;
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@@ -254,7 +256,7 @@ void AI_Initialize(void)
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*/
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void AI_Uninitialize(void)
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{
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Player* p;
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const Player* p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
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