(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:
tron
2006-06-10 08:37:41 +00:00
parent 15c945c926
commit 0a72639c2d
44 changed files with 438 additions and 448 deletions

30
ai/ai.c
View File

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