(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

View File

@@ -348,11 +348,11 @@ static void AiHandleReplaceRoadVeh(Player *p)
tile = v->tile;
if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
!CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
!CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) {
VehicleID veh = _new_vehicle_id;
AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
}
}
@@ -1608,8 +1608,7 @@ clear_town_stuff:;
}
} else if (p->mode == 3) {
//Clear stuff and then build single rail.
if (GetTileSlope(c, NULL) != SLOPE_FLAT)
return CMD_ERROR;
if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost += ret + _price.build_rail;
@@ -1927,7 +1926,6 @@ static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p)
static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p)
{
TileIndex tile_new;
Slope tileh;
uint z;
bool flag;
@@ -1936,7 +1934,8 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
tileh = GetTileSlope(tile, &z);
if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
tile_new = tile;
TileIndex tile_new = tile;
// Allow bridges directly over bottom tiles
flag = z == 0;
for (;;) {
@@ -1977,9 +1976,7 @@ static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile,
if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
if (arf->depth == 1) {
AiCheckRailPathBetter(arf, p);
}
if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
}
}
}
@@ -2009,6 +2006,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
// Depth too deep?
if (arf->depth >= 4) {
uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
if (dist < arf->cur_best_dist) {
// Store the tile that is closest to the final position.
arf->cur_best_depth = arf->depth;
@@ -2037,9 +2035,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
}
// At the bottom depth?
if (arf->depth == 1) {
AiCheckRailPathBetter(arf, p);
}
if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
p += 2;
} while (!(p[0]&0x80));
@@ -2093,8 +2089,9 @@ static void AiBuildRailConstruct(Player *p)
// Didn't find anything to build?
if (arf.best_ptr == NULL) {
// Terraform some
for (i=0; i!=5; i++)
for (i = 0; i != 5; i++) {
AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
}
if (++p->ai.state_counter == 21) {
p->ai.state_counter = 40;
@@ -2112,16 +2109,16 @@ static void AiBuildRailConstruct(Player *p)
int i;
int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a);
/* Figure out what (rail)bridge type to build
start with best bridge, then go down to worse and worse bridges
unnecessary to check for worse bridge (i=0), since AI will always build that.
AI is so fucked up that fixing this small thing will probably not solve a thing
*/
/* Figure out which (rail)bridge type to build
* start with best bridge, then go down to worse and worse bridges
* unnecessary to check for worst bridge (i=0), since AI will always build
* that. AI is so fucked up that fixing this small thing will probably not
* solve a thing
*/
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
int32 cost = DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (!CmdFailed(cost) && cost < (p->player_money >> 5))
break;
if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break;
}
}
@@ -2130,7 +2127,7 @@ static void AiBuildRailConstruct(Player *p)
p->ai.cur_tile_a = arf.bridge_end_tile;
p->ai.state_counter = 0;
} else if (arf.best_ptr[0]&0x40) {
} else if (arf.best_ptr[0] & 0x40) {
// tunnel
DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
p->ai.cur_tile_a = _build_tunnel_endtile;
@@ -2348,9 +2345,7 @@ static EngineID AiFindBestWagon(CargoID cargo, RailType railtype)
continue;
}
if (rvi->cargo_type != cargo) {
continue;
}
if (rvi->cargo_type != cargo) continue;
/* max_speed of 0 indicates no speed limit */
speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed;
@@ -2374,7 +2369,7 @@ static void AiStateBuildRailVeh(Player *p)
CargoID cargo;
int32 cost;
Vehicle *v;
uint loco_id;
VehicleID loco_id;
ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data;
while (ptr->mode != 0) ptr++;
@@ -2395,14 +2390,12 @@ static void AiStateBuildRailVeh(Player *p)
p->ai.wagon_list[i + 1] = INVALID_VEHICLE;
return;
}
if (cargo == CT_MAIL)
cargo = CT_PASSENGERS;
if (++i == p->ai.num_wagons * 2 - 1)
break;
if (cargo == CT_MAIL) cargo = CT_PASSENGERS;
if (++i == p->ai.num_wagons * 2 - 1) break;
}
// Which locomotive to build?
veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0, tile);
veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, cargo != CT_PASSENGERS ? 1 : 0, tile);
if (veh == INVALID_ENGINE) {
handle_nocash:
// after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
@@ -2435,7 +2428,7 @@ handle_nocash:
}
for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i];
bool is_pass = (
p->ai.cargo_type == CT_PASSENGERS ||
p->ai.cargo_type == CT_MAIL ||
@@ -2615,11 +2608,8 @@ clear_town_stuff:;
// Make sure the blocks are not too close to each other
static bool AiCheckBlockDistances(Player *p, TileIndex tile)
{
AiBuildRec *aib;
int num;
num = p->ai.num_build_rec;
aib = &p->ai.src;
const AiBuildRec* aib = &p->ai.src;
uint num = p->ai.num_build_rec;
do {
if (aib->cur_building_rule != 255) {
@@ -2835,7 +2825,6 @@ static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
{
TileIndex tile_new;
Slope tileh;
uint z;
bool flag;
@@ -2844,7 +2833,8 @@ static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile,
tileh = GetTileSlope(tile, &z);
if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
tile_new = tile;
TileIndex tile_new = tile;
// Allow bridges directly over bottom tiles
flag = z == 0;
for (;;) {
@@ -2885,9 +2875,7 @@ static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile,
if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
if (arf->depth == 1) {
AiCheckRoadPathBetter(arf, p);
}
if (arf->depth == 1) AiCheckRoadPathBetter(arf, p);
}
}
}
@@ -3032,7 +3020,6 @@ do_some_terraform:
p->ai.cur_tile_a = _build_tunnel_endtile;
p->ai.state_counter = 0;
} else {
// road
if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0]))
goto do_some_terraform;
@@ -3062,8 +3049,9 @@ static void AiBuildRoad(Player *p)
uint i;
// Terraform some and then try building again.
for (i = 0; i != 4; i++)
for (i = 0; i != 4; i++) {
AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
}
if (++p->ai.state_counter == 4) {
p->ai.state_counter = 0;
@@ -3156,7 +3144,7 @@ static void AiStateBuildRoadVehicles(Player *p)
{
const AiDefaultBlockData *ptr;
TileIndex tile;
uint loco_id;
VehicleID loco_id;
EngineID veh;
uint i;
@@ -3227,7 +3215,7 @@ static void AiStateDeleteRoadBlocks(Player *p)
static void AiStateAirportStuff(Player *p)
{
Station *st;
const Station* st;
byte acc_planes;
int i;
AiBuildRec *aib;
@@ -3449,10 +3437,10 @@ static void AiStateBuildAircraftVehicles(Player *p)
TileIndex tile;
EngineID veh;
int i;
uint loco_id;
VehicleID loco_id;
ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
for (;ptr->mode!=0;ptr++) {}
for (; ptr->mode != 0; ptr++) {}
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
@@ -3465,7 +3453,7 @@ static void AiStateBuildAircraftVehicles(Player *p)
if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
loco_id = _new_vehicle_id;
for (i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
Order order;
@@ -3664,27 +3652,20 @@ pos_3:
if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
DiagDirection dir;
TileIndex t;
// Check if there are any stations around.
if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) &&
IsTileOwner(tile + TileDiffXY(-1, 0), _current_player)) {
return;
}
t = tile + TileDiffXY(-1, 0);
if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
if (IsTileType(tile + TileDiffXY(1, 0), MP_STATION) &&
IsTileOwner(tile + TileDiffXY(1, 0), _current_player)) {
return;
}
t = tile + TileDiffXY(1, 0);
if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
if (IsTileType(tile + TileDiffXY(0, -1), MP_STATION) &&
IsTileOwner(tile + TileDiffXY(0, -1), _current_player)) {
return;
}
t = tile + TileDiffXY(0, -1);
if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
if (IsTileType(tile + TileDiffXY(0, 1), MP_STATION) &&
IsTileOwner(tile + TileDiffXY(0, 1), _current_player)) {
return;
}
t = tile + TileDiffXY(0, 1);
if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
dir = GetRoadDepotDirection(tile);
@@ -3881,8 +3862,7 @@ void AiDoGameLoop(Player *p)
// or in %
_ai_service_interval = _patches.servint_ispercent?80:180;
if (IS_HUMAN_PLAYER(_current_player))
return;
if (IS_HUMAN_PLAYER(_current_player)) return;
AiAdjustLoan(p);
AiBuildCompanyHQ(p);