diff options
author | rubidium <rubidium@openttd.org> | 2007-04-18 22:10:36 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-04-18 22:10:36 +0000 |
commit | 80c259f64fd38cdb84f2bcb8a146e7ec4a448070 (patch) | |
tree | f018095aed2d70f8386d800c8e8ac662f4b9c8fa /src/ai | |
parent | 41cf2fa69b8ff60f1b1633b68f47434075d00d75 (diff) | |
download | openttd-80c259f64fd38cdb84f2bcb8a146e7ec4a448070.tar.xz |
(svn r9672) -Cleanup: lots of coding style fixes around operands.
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/ai.h | 4 | ||||
-rw-r--r-- | src/ai/default/default.cpp | 90 | ||||
-rw-r--r-- | src/ai/trolly/build.cpp | 4 | ||||
-rw-r--r-- | src/ai/trolly/trolly.cpp | 14 |
4 files changed, 56 insertions, 56 deletions
diff --git a/src/ai/ai.h b/src/ai/ai.h index c1d0726c3..4e7c999a5 100644 --- a/src/ai/ai.h +++ b/src/ai/ai.h @@ -77,8 +77,8 @@ static inline bool AI_AllowNewAI() return true; } -#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) -#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) +#define AI_CHANCE16(a, b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) +#define AI_CHANCE16R(a, b, r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) /** * The random-function that should be used by ALL AIs. diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp index 2f33e37cc..c224e065a 100644 --- a/src/ai/default/default.cpp +++ b/src/ai/default/default.cpp @@ -516,7 +516,7 @@ static void AiFindSubsidyPassengerRoute(FoundRoute *fr) { uint i; const Subsidy* s; - Town *from,*to; + Town *from, *to; // initially error fr->distance = -1; @@ -1561,7 +1561,7 @@ static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, b return false; if (cargo != CT_MAIL) return true; - return !!((values[cargo]>>1) & ~7); + return !!((values[cargo] >> 1) & ~7); } } @@ -1574,7 +1574,7 @@ static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* int32 total_cost = 0; Town *t = NULL; int rating = 0; - int i,j,k; + int i, j, k; for (;;) { // This will seldomly overflow for valid reasons. Mask it to be on the safe side. @@ -1588,7 +1588,7 @@ static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* ret = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); } else { // Station - ret = DoCommand(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); + ret = DoCommand(c, (p->attr & 1) | (p->attr >> 4) << 8 | (p->attr >> 1 & 7) << 16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); } if (CmdFailed(ret)) return CMD_ERROR; @@ -1610,7 +1610,7 @@ clear_town_stuff:; // Build the rail for (i = 0; i != 6; i++, j >>= 1) { - if (j&1) { + if (j & 1) { k = i; ret = DoCommand(c, railtype, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(ret)) return CMD_ERROR; @@ -1642,7 +1642,7 @@ clear_town_stuff:; total_cost += ret + _price.build_rail; if (flag & DC_EXEC) { - DoCommand(c, railtype, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); + DoCommand(c, railtype, p->attr & 1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); } goto clear_town_stuff; @@ -1784,7 +1784,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p) if (rule == -1) { // cannot build, terraform after a while if (p->ai.state_counter >= 600) { - AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + AiDoTerraformLand(aib->use_tile, Random() & 3, 3, (int8)p->ai.state_mode); } // also try the other terraform direction if (++p->ai.state_counter >= 1000) { @@ -1804,7 +1804,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p) ); assert(!CmdFailed(r)); } - } while (++aib,--j); + } while (++aib, --j); } // check if we're done with all of them @@ -1812,7 +1812,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p) j = p->ai.num_build_rec; do { if (aib->cur_building_rule == 255) return; - } while (++aib,--j); + } while (++aib, --j); // yep, all are done. switch state to the rail building state. p->ai.state = AIS_BUILD_RAIL; @@ -1857,7 +1857,7 @@ static bool AiDoFollowTrack(const Player* p) arpfd.tile2 = p->ai.cur_tile_a; arpfd.flag = false; arpfd.count = 0; - FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, (DiagDirection)(p->ai.cur_dir_a^2), + FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, (DiagDirection)(p->ai.cur_dir_a ^ 2), (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); return arpfd.count > 8; } @@ -2001,8 +2001,8 @@ static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); - if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { - AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3); + if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) { + AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0] & 3); if (arf->depth == 1) AiCheckRailPathBetter(arf, p); } } @@ -2017,7 +2017,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) // Reached destination? if (tile == arf->final_tile) { - if (arf->final_dir != (dir^2)) { + if (arf->final_dir != (dir ^ 2)) { if (arf->recursive_mode != 2) arf->recursive_mode = 1; } else if (arf->recursive_mode != 2) { arf->recursive_mode = 2; @@ -2063,17 +2063,17 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) if (arf->depth == 1) AiCheckRailPathBetter(arf, p); p += 2; - } while (!(p[0]&0x80)); + } while (!(p[0] & 0x80)); } AiCheckBuildRailBridgeHere(arf, tile, p); - AiCheckBuildRailTunnelHere(arf, tile, p+1); + AiCheckBuildRailTunnelHere(arf, tile, p + 1); arf->depth--; } -static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; +static const byte _dir_table_3[] = {0x25, 0x2A, 0x19, 0x16}; static void AiBuildRailConstruct(Player *p) { @@ -2324,23 +2324,23 @@ static void AiStateBuildRail(Player *p) } // Find first edge to build from. - tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir); + tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd & 3, &dir); p->ai.start_tile_a = tile; p->ai.cur_tile_a = tile; p->ai.start_dir_a = dir; p->ai.cur_dir_a = dir; - DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir & 1) ? 1 : 0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); assert(TILE_MASK(tile) != 0xFF00); // Find second edge to build to - aib = (&p->ai.src) + ((cmd >> 4)&0xF); - tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir); + aib = (&p->ai.src) + ((cmd >> 4) & 0xF); + tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd >> 2) & 3, &dir); p->ai.start_tile_b = tile; p->ai.cur_tile_b = tile; p->ai.start_dir_b = dir; p->ai.cur_dir_b = dir; - DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir & 1) ? 1 : 0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); assert(TILE_MASK(tile) != 0xFF00); @@ -2503,7 +2503,7 @@ static void AiStateDeleteRailBlocks(Player *p) for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) { DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } - } while (++aib,--num); + } while (++aib, --num); p->ai.state = AIS_0; } @@ -2682,14 +2682,14 @@ static void AiStateBuildDefaultRoadBlocks(Player *p) if (rule == -1) { // cannot build, terraform after a while if (p->ai.state_counter >= 600) { - AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + AiDoTerraformLand(aib->use_tile, Random() & 3, 3, (int8)p->ai.state_mode); } // also try the other terraform direction if (++p->ai.state_counter >= 1000) { p->ai.state_counter = 0; p->ai.state_mode = -p->ai.state_mode; } - } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { + } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) { int32 r; // player has money, build it. @@ -2702,7 +2702,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p) ); assert(!CmdFailed(r)); } - } while (++aib,--j); + } while (++aib, --j); } // check if we're done with all of them @@ -2710,7 +2710,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p) j = p->ai.num_build_rec; do { if (aib->cur_building_rule == 255) return; - } while (++aib,--j); + } while (++aib, --j); // yep, all are done. switch state to the rail building state. p->ai.state = AIS_BUILD_ROAD; @@ -2901,8 +2901,8 @@ static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); - if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { - AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3); + if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) { + AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0] & 3); if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); } } @@ -2918,7 +2918,7 @@ static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) // Reached destination? if (tile == arf->final_tile) { - if ((arf->final_dir^2) == dir) { + if ((arf->final_dir ^ 2) == dir) { arf->recursive_mode = 2; arf->cur_best_depth = arf->depth; } @@ -2962,7 +2962,7 @@ static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) } AiCheckBuildRoadBridgeHere(arf, tile, p); - AiCheckBuildRoadTunnelHere(arf, tile, p+1); + AiCheckBuildRoadTunnelHere(arf, tile, p + 1); arf->depth--; } @@ -3020,7 +3020,7 @@ do_some_terraform: tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); - if (arf.best_ptr[0]&0x80) { + if (arf.best_ptr[0] & 0x80) { int i; int32 bridge_len; p->ai.cur_tile_a = arf.bridge_end_tile; @@ -3042,7 +3042,7 @@ do_some_terraform: DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); p->ai.state_counter = 0; - } else if (arf.best_ptr[0]&0x40) { + } else if (arf.best_ptr[0] & 0x40) { // tunnel DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); p->ai.cur_tile_a = _build_tunnel_endtile; @@ -3148,7 +3148,7 @@ static void AiStateBuildRoad(Player *p) p->ai.cur_dir_a = dir; // Find second edge to build to - aib = (&p->ai.src) + (cmd&0xF); + aib = (&p->ai.src) + (cmd & 0xF); tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); p->ai.start_tile_b = tile; p->ai.cur_tile_b = tile; @@ -3239,7 +3239,7 @@ static void AiStateDeleteRoadBlocks(Player *p) if (b->mode > 1) continue; DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } - } while (++aib,--num); + } while (++aib, --num); p->ai.state = AIS_0; } @@ -3326,7 +3326,7 @@ static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockDa for (; p->mode == 0; p++) { if (!HASBIT(avail_airports, p->attr)) return CMD_ERROR; - ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); + ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_AIRPORT); if (CmdFailed(ret)) return CMD_ERROR; total_cost += ret; } @@ -3408,14 +3408,14 @@ static void AiStateBuildDefaultAirportBlocks(Player *p) if (rule == -1) { // cannot build, terraform after a while if (p->ai.state_counter >= 600) { - AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + AiDoTerraformLand(aib->use_tile, Random() & 3, 3, (int8)p->ai.state_mode); } // also try the other terraform direction if (++p->ai.state_counter >= 1000) { p->ai.state_counter = 0; p->ai.state_mode = -p->ai.state_mode; } - } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { + } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) { // player has money, build it. int32 r; @@ -3428,7 +3428,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p) ); assert(!CmdFailed(r)); } - } while (++aib,--j); + } while (++aib, --j); } while (--i); // check if we're done with all of them @@ -3436,7 +3436,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p) j = p->ai.num_build_rec; do { if (aib->cur_building_rule == 255) return; - } while (++aib,--j); + } while (++aib, --j); // yep, all are done. switch state. p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES; @@ -3650,7 +3650,7 @@ pos_3: } } } else { - static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A}; + static const byte _depot_bits[] = {0x19, 0x16, 0x25, 0x2A}; DiagDirection dir = GetRailDepotDirection(tile); @@ -3795,13 +3795,13 @@ static void AiHandleTakeover(Player *p) // Ask the guy with the highest performance hist. FOR_ALL_PLAYERS(pp) { if (pp->is_active && - !(asked&1) && + !(asked & 1) && pp->bankrupt_asked == 0 && best_val < pp->old_economy[1].performance_history) { best_val = pp->old_economy[1].performance_history; best_pl = pp; } - asked>>=1; + asked >>= 1; } // Asked all players? @@ -3843,7 +3843,7 @@ static void AiAdjustLoan(const Player* p) // Increase loan if (p->current_loan < _economy.max_loan && p->num_valid_stat_ent >= 2 && - -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) { + -(p->old_economy[0].expenses + p->old_economy[1].expenses) < base * 60) { DoCommand(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN); } } @@ -3872,7 +3872,7 @@ void AiDoGameLoop(Player *p) // to the patch-setting // Also, it takes into account the setting if the service-interval is in days // or in % - _ai_service_interval = _patches.servint_ispercent?80:180; + _ai_service_interval = _patches.servint_ispercent ? 80 : 180; if (IsHumanPlayer(_current_player)) return; @@ -3883,7 +3883,7 @@ void AiDoGameLoop(Player *p) { static byte old_state = 99; static bool hasdots = false; - char *_ai_state_names[]={ + char *_ai_state_names[] = { "AiCase0", "AiCase1", "AiStateVehLoop", diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp index 62ae8b6d0..218a4c0e8 100644 --- a/src/ai/trolly/build.cpp +++ b/src/ai/trolly/build.cpp @@ -123,7 +123,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla } // Bridge code if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { - cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); + cost += AiNew_Build_Bridge(p, route[part], route[part - 1], flag); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { @@ -173,7 +173,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla } // Bridge code if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { - cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); + cost += AiNew_Build_Bridge(p, route[part], route[part + 1], flag); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index bb1357c6d..7e888f629 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -220,9 +220,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // Check if the rating in a city is high enough // If not, take a chance if we want to continue - if (t->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false; + if (t->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false; - if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false; + if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1, AI_CHECKCITY_CITY_CHANCE)) return false; // Check if we have build a station in this town the last 6 months // else we don't do it. This is done, because stat updates can be slow @@ -275,7 +275,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) int count = 0; int j = 0; - if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1,4)) return false; + if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false; // No limits on delevering stations! // Or for industry that does not give anything yet @@ -642,8 +642,8 @@ static void AiNew_State_FindStation(Player *p) int r; uint best; uint accepts[NUM_CARGO]; - TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; - uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4]; + TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4]; + uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4]; // To find a good spot we scan a range from the center, a get the point // where we get the most cargo and where it is buildable. // TODO: also check for station of myself and make sure we are not @@ -961,13 +961,13 @@ static void AiNew_State_VerifyRoute(Player *p) // Now we can build the route, check the direction of the stations! if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) { - p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]); + p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length - 1], p->ainew.path_info.route[p->ainew.path_info.route_length - 2]); } if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) { p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]); } if (p->ainew.from_tile == AI_STATION_RANGE) - p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1]; + p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length - 1]; if (p->ainew.to_tile == AI_STATION_RANGE) p->ainew.to_tile = p->ainew.path_info.route[0]; |