summaryrefslogtreecommitdiff
path: root/ai/trolly
diff options
context:
space:
mode:
authortron <tron@openttd.org>2006-06-10 08:37:41 +0000
committertron <tron@openttd.org>2006-06-10 08:37:41 +0000
commita2362674e33e66bf1d27df208db5b2250a01012e (patch)
treeddcc7798b94be03152e4b31cee4bf48bc73774e4 /ai/trolly
parentfee9ee2c05a107e458c20e8773c9adce38a54a4c (diff)
downloadopenttd-a2362674e33e66bf1d27df208db5b2250a01012e.tar.xz
(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
Diffstat (limited to 'ai/trolly')
-rw-r--r--ai/trolly/build.c22
-rw-r--r--ai/trolly/pathfinder.c25
-rw-r--r--ai/trolly/trolly.c81
3 files changed, 72 insertions, 56 deletions
diff --git a/ai/trolly/build.c b/ai/trolly/build.c
index 1f4324355..64339245e 100644
--- a/ai/trolly/build.c
+++ b/ai/trolly/build.c
@@ -68,14 +68,15 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
if (type2 != 0) break;
}
}
- // There is only one bridge that can be build..
+ // There is only one bridge that can be built
if (type2 == 0 && type != 0) type2 = type;
// Now, simply, build the bridge!
- if (p->ainew.tbt == AI_TRAIN)
- return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
-
- return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+ if (p->ainew.tbt == AI_TRAIN) {
+ return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+ } else {
+ return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
+ }
}
@@ -102,7 +103,10 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
// the first pieces and the last piece
if (part < 1) part = 1;
// When we are done, stop it
- if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
+ if (part >= PathFinderInfo->route_length - 1) {
+ PathFinderInfo->position = -2;
+ return 0;
+ }
if (PathFinderInfo->rail_or_road) {
@@ -112,7 +116,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!");
return 0;
}
return cost;
@@ -123,7 +127,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!");
return 0;
}
return cost;
@@ -131,7 +135,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
// Build normal rail
// Keep it doing till we go an other way
- if (route_extra[part-1] == 0 && route_extra[part] == 0) {
+ if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
while (route_extra[part] == 0) {
// Get the current direction
dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c
index 09027454c..772ddda46 100644
--- a/ai/trolly/pathfinder.c
+++ b/ai/trolly/pathfinder.c
@@ -57,7 +57,8 @@ static bool IsRoad(TileIndex tile)
// Check if the current tile is in our end-area
static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
{
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
+ const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
+
// It is not allowed to have a station on the end of a bridge or tunnel ;)
if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
@@ -155,9 +156,11 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
// Now we add all the starting tiles
for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
- if (!(IsTileType(TileXY(x, y), MP_CLEAR) || IsTileType(TileXY(x, y), MP_TREES))) continue;
- if (!TestCanBuildStationHere(TileXY(x, y), TEST_STATION_NO_DIR)) continue;
- start_node.node.tile = TileXY(x, y);
+ TileIndex tile = TileXY(x, y);
+
+ if (!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) continue;
+ if (!TestCanBuildStationHere(tile, TEST_STATION_NO_DIR)) continue;
+ start_node.node.tile = tile;
aystar->addstart(aystar, &start_node.node, 0);
}
}
@@ -167,8 +170,9 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
// The h-value, simple calculation
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
{
- Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
+ const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
int r, r2;
+
if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
// The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction));
@@ -447,13 +451,15 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
// Check if we are going up or down, first for the starting point
// In user_data[0] is at the 8th bit the direction
if (!HASBIT(BRIDGE_NO_FOUNDATION, parent_tileh)) {
- if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15)
+ if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15) {
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+ }
}
// Second for the end point
if (!HASBIT(BRIDGE_NO_FOUNDATION, tileh)) {
- if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15)
+ if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15) {
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+ }
}
if (parent_tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
if (tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
@@ -466,10 +472,11 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
if (parent->path.parent != NULL &&
AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
// When road exists, we don't like turning, but its free, so don't be to piggy about it
- if (IsRoad(parent->path.node.tile))
+ if (IsRoad(parent->path.node.tile)) {
res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
- else
+ } else {
res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
+ }
}
} else {
// For rail we have 1 exeption: diagonal rail..
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index 9bd581a8e..33ef6020d 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -128,16 +128,19 @@ static void AiNew_State_WakeUp(Player *p)
} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
// Do we have any spots for road-vehicles left open?
if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
- if (c < 85)
+ if (c < 85) {
p->ainew.action = AI_ACTION_TRUCK_ROUTE;
- else
+ } else {
p->ainew.action = AI_ACTION_BUS_ROUTE;
+ }
}
- }/* else if (c < 200 && !_patches.ai_disable_veh_train) {
+#if 0
+ } else if (c < 200 && !_patches.ai_disable_veh_train) {
if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
p->ainew.action = AI_ACTION_TRAIN_ROUTE;
}
- }*/
+#endif
+ }
p->ainew.counter = 0;
}
@@ -208,8 +211,8 @@ static void AiNew_State_ActionDone(Player *p)
static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
{
if (type == AI_CITY) {
- Town *t = GetTown(ic);
- Station *st;
+ const Town* t = GetTown(ic);
+ const Station* st;
uint count = 0;
int j = 0;
@@ -270,8 +273,8 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
return true;
}
if (type == AI_INDUSTRY) {
- Industry *i = GetIndustry(ic);
- Station *st;
+ const Industry* i = GetIndustry(ic);
+ const Station* st;
int count = 0;
int j = 0;
@@ -379,10 +382,11 @@ static void AiNew_State_LocateRoute(Player *p)
if (p->ainew.from_ic == -1) {
if (p->ainew.temp == -1) {
// First, we pick a random spot to search from
- if (p->ainew.from_type == AI_CITY)
+ if (p->ainew.from_type == AI_CITY) {
p->ainew.temp = AI_RandomRange(_total_towns);
- else
+ } else {
p->ainew.temp = AI_RandomRange(_total_industries);
+ }
}
if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
@@ -414,10 +418,11 @@ static void AiNew_State_LocateRoute(Player *p)
// Find a to-city
if (p->ainew.temp == -1) {
// First, we pick a random spot to search to
- if (p->ainew.to_type == AI_CITY)
+ if (p->ainew.to_type == AI_CITY) {
p->ainew.temp = AI_RandomRange(_total_towns);
- else
+ } else {
p->ainew.temp = AI_RandomRange(_total_industries);
+ }
}
// The same city is not allowed
@@ -425,9 +430,10 @@ static void AiNew_State_LocateRoute(Player *p)
if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
// Maybe it is valid..
- // We need to know if they are not to far apart from eachother..
- // We do that by checking how much cargo we have to move and how long the route
- // is.
+ /* We need to know if they are not to far apart from eachother..
+ * We do that by checking how much cargo we have to move and how long the
+ * route is.
+ */
if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
const Town* town_from = GetTown(p->ainew.from_ic);
@@ -470,7 +476,7 @@ static void AiNew_State_LocateRoute(Player *p)
for (i = 0; i < lengthof(ind_temp->accepts_cargo); i++) {
if (ind_temp->accepts_cargo[i] == CT_INVALID) break;
if (ind_from->produced_cargo[0] == ind_temp->accepts_cargo[i]) {
- // Found a compatbiel industry
+ // Found a compatible industry
max_cargo = ind_from->total_production[0] - ind_from->total_transported[0];
found = true;
p->ainew.from_deliver = true;
@@ -672,7 +678,7 @@ static void AiNew_State_FindStation(Player *p)
}
}
- // If i is still zero, we did not found anything :(
+ // If i is still zero, we did not find anything
if (i == 0) {
p->ainew.state = AI_STATE_NOTHING;
return;
@@ -682,7 +688,7 @@ static void AiNew_State_FindStation(Player *p)
best = 0;
new_tile = 0;
- for (x=0;x<i;x++) {
+ for (x = 0; x < i; x++) {
if (found_best[x] > best ||
(found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
new_tile = found_spot[x];
@@ -753,10 +759,7 @@ static void AiNew_State_FindPath(Player *p)
p->ainew.path_info.end_direction = p->ainew.to_direction;
}
- if (p->ainew.tbt == AI_TRAIN)
- p->ainew.path_info.rail_or_road = true;
- else
- p->ainew.path_info.rail_or_road = false;
+ p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN);
// First, clean the pathfinder with our new begin and endpoints
clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
@@ -766,20 +769,21 @@ static void AiNew_State_FindPath(Player *p)
// Start the pathfinder
r = p->ainew.pathfinder->main(p->ainew.pathfinder);
- // If it return: no match, stop it...
- if (r == AYSTAR_NO_PATH) {
- DEBUG(ai,1)("[AiNew] PathFinder found no route!");
- // Start all over again...
- p->ainew.state = AI_STATE_NOTHING;
- return;
- }
- if (r == AYSTAR_FOUND_END_NODE) {
- // We found the end-point
- p->ainew.temp = -1;
- p->ainew.state = AI_STATE_FIND_DEPOT;
- return;
+ switch (r) {
+ case AYSTAR_NO_PATH:
+ DEBUG(ai,1)("[AiNew] PathFinder found no route!");
+ // Start all over again
+ p->ainew.state = AI_STATE_NOTHING;
+ break;
+
+ case AYSTAR_FOUND_END_NODE: // We found the end-point
+ p->ainew.temp = -1;
+ p->ainew.state = AI_STATE_FIND_DEPOT;
+ break;
+
+ // In any other case, we are still busy finding the route
+ default: break;
}
- // In any other case, we are still busy finding the route...
}
@@ -900,10 +904,11 @@ static int AiNew_HowManyVehicles(Player *p)
length = p->ainew.path_info.route_length;
// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
- if (p->ainew.from_deliver)
+ if (p->ainew.from_deliver) {
max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
- else
+ } else {
max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0];
+ }
// This is because moving 60% is more than we can dream of!
max_cargo *= 0.6;
@@ -1109,7 +1114,7 @@ static void AiNew_State_BuildDepot(Player *p)
if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
- // The depot is already builded!
+ // The depot is already built
p->ainew.state = AI_STATE_BUILD_VEHICLE;
return;
} else {