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authorrubidium <rubidium@openttd.org>2006-08-28 18:53:03 +0000
committerrubidium <rubidium@openttd.org>2006-08-28 18:53:03 +0000
commit27cee58ab823cbab0ab8905ce7b52143de7ca5e5 (patch)
tree9de9b15a15bde4d4e092c3abfde1fae7eb2d76f0 /ai/default/default.c
parent8cc7aa9aa03d67ee59fcbf60dfb4d0cd407d3f3d (diff)
downloadopenttd-27cee58ab823cbab0ab8905ce7b52143de7ca5e5.tar.xz
(svn r6204) -Cleanup: replace non-indentation with spaces; like '}<TAB>else {' -> '} else {', tabs between code and comment, etc.
Diffstat (limited to 'ai/default/default.c')
-rw-r--r--ai/default/default.c26
1 files changed, 13 insertions, 13 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index 623686fd7..cb20e2c18 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -2419,7 +2419,7 @@ handle_nocash:
cost = DoCommand(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
assert(!CmdFailed(cost));
}
- p->ai.state = AIS_0;
+ p->ai.state = AIS_0;
}
return;
}
@@ -2459,7 +2459,7 @@ handle_nocash:
if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
order.flags |= OF_FULL_LOAD;
- DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+ DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
@@ -2472,7 +2472,7 @@ handle_nocash:
// p->ai.loco_id = INVALID_VEHICLE;
p->ai.wagon_list[0] = INVALID_VEHICLE;
} else {
- p->ai.state = AIS_0;
+ p->ai.state = AIS_0;
}
}
@@ -2499,8 +2499,8 @@ static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, by
int rad;
if (_patches.modified_catchment) {
- rad = CA_TRUCK; //Same as CA_BUS at the moment?
- } else { //change that at some point?
+ rad = CA_TRUCK; // Same as CA_BUS at the moment?
+ } else { // change that at some point?
rad = 4;
}
@@ -3010,11 +3010,11 @@ do_some_terraform:
p->ai.cur_tile_a = arf.bridge_end_tile;
bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile
- /* Figure out what (road)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 what (road)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
+ */
for (i = 10; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE);
@@ -3191,7 +3191,7 @@ static void AiStateBuildRoadVehicles(Player *p)
if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
order.flags |= OF_FULL_LOAD;
- DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+ DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
@@ -3320,8 +3320,8 @@ static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p,
int rad;
if (_patches.modified_catchment) {
- rad = CA_AIR_LARGE; //I Have NFI what airport the
- } else { //AI is going to build here
+ rad = CA_AIR_LARGE; // I Have NFI what airport the
+ } else { // AI is going to build here
rad = 4;
}