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authorrubidium <rubidium@openttd.org>2006-08-22 14:38:37 +0000
committerrubidium <rubidium@openttd.org>2006-08-22 14:38:37 +0000
commit908d3bcfe6912b5e6270453bd6c3db8862a4d62b (patch)
tree2a3621a92a3d30384ea51e0898d08f035a559915 /player.h
parent7ba3ea5f29b1c23a001a31dec5570c383a72861a (diff)
downloadopenttd-908d3bcfe6912b5e6270453bd6c3db8862a4d62b.tar.xz
(svn r6045) -Cleanup: align all table-like structures using spaces, i.e. whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
Diffstat (limited to 'player.h')
-rw-r--r--player.h40
1 files changed, 20 insertions, 20 deletions
diff --git a/player.h b/player.h
index 52f4bb18f..2d5f931b9 100644
--- a/player.h
+++ b/player.h
@@ -12,7 +12,7 @@ typedef struct PlayerEconomyEntry {
int32 income;
int32 expenses;
int32 delivered_cargo;
- int32 performance_history; // player score (scale 0-1000)
+ int32 performance_history; // player score (scale 0-1000)
int64 company_value;
} PlayerEconomyEntry;
@@ -31,7 +31,7 @@ typedef struct AiBuildRec {
typedef struct PlayerAI {
byte state;
- byte tick; // Used to determine how often to move
+ byte tick; // Used to determine how often to move
uint32 state_counter; // Can hold tile index!
uint16 timeout_counter;
@@ -72,17 +72,17 @@ typedef struct PlayerAI {
typedef struct Ai_PathFinderInfo {
TileIndex start_tile_tl; // tl = top-left
TileIndex start_tile_br; // br = bottom-right
- TileIndex end_tile_tl; // tl = top-left
- TileIndex end_tile_br; // br = bottom-right
- byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
- byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
+ TileIndex end_tile_tl; // tl = top-left
+ TileIndex end_tile_br; // br = bottom-right
+ byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
+ byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
TileIndex route[500];
- byte route_extra[500]; // Some extra information about the route like bridge/tunnel
+ byte route_extra[500]; // Some extra information about the route like bridge/tunnel
int route_length;
- int position; // Current position in the build-path, needed to build the path
+ int position; // Current position in the build-path, needed to build the path
- bool rail_or_road; // true = rail, false = road
+ bool rail_or_road; // true = rail, false = road
} Ai_PathFinderInfo;
// The amount of memory reserved for the AI-special-vehicles
@@ -98,12 +98,12 @@ typedef struct PlayerAiNew {
uint tick;
uint idle;
- int temp; // A value used in more than one function, but it just temporary
- // The use is pretty simple: with this we can 'think' about stuff
- // in more than one tick, and more than one AI. A static will not
- // do, because they are not saved. This way, the AI is almost human ;)
- int counter; // For the same reason as temp, we have counter. It can count how
- // long we are trying something, and just abort if it takes too long
+ int temp; // A value used in more than one function, but it just temporary
+ // The use is pretty simple: with this we can 'think' about stuff
+ // in more than one tick, and more than one AI. A static will not
+ // do, because they are not saved. This way, the AI is almost human ;)
+ int counter; // For the same reason as temp, we have counter. It can count how
+ // long we are trying something, and just abort if it takes too long
// Pathfinder stuff
Ai_PathFinderInfo path_info;
@@ -133,13 +133,13 @@ typedef struct PlayerAiNew {
TileIndex depot_tile;
byte depot_direction;
- byte amount_veh; // How many vehicles we are going to build in this route
- byte cur_veh; // How many vehicles did we bought?
- VehicleID veh_id; // Used when bought a vehicle
+ byte amount_veh; // How many vehicles we are going to build in this route
+ byte cur_veh; // How many vehicles did we bought?
+ VehicleID veh_id; // Used when bought a vehicle
VehicleID veh_main_id; // The ID of the first vehicle, for shared copy
- int from_ic; // ic = industry/city. This is the ID of them
- byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
+ int from_ic; // ic = industry/city. This is the ID of them
+ byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
int to_ic;
byte to_type;