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-rw-r--r--ai/default/default.c76
1 files changed, 38 insertions, 38 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index 8daaf239e..c183caafc 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -655,7 +655,7 @@ static void AiWantLongIndustryRoute(Player *p)
FoundRoute fr;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
if (IS_INT_INSIDE(fr.distance, 60, 90+1))
@@ -761,7 +761,7 @@ static void AiWantMediumIndustryRoute(Player *p)
FoundRoute fr;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
@@ -833,7 +833,7 @@ static void AiWantShortIndustryRoute(Player *p)
FoundRoute fr;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
@@ -905,7 +905,7 @@ static void AiWantMailRoute(Player *p)
FoundRoute fr;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyPassengerRoute(&fr);
@@ -1010,7 +1010,7 @@ static void AiWantPassengerRoute(Player *p)
FoundRoute fr;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyPassengerRoute(&fr);
@@ -1102,7 +1102,7 @@ static void AiWantLongRoadIndustryRoute(Player *p)
FoundRoute fr;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
@@ -1162,7 +1162,7 @@ static void AiWantMediumRoadIndustryRoute(Player *p)
FoundRoute fr;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyIndustryRoute(&fr);
@@ -1222,7 +1222,7 @@ static void AiWantLongRoadPassengerRoute(Player *p)
FoundRoute fr;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyPassengerRoute(&fr);
@@ -1285,7 +1285,7 @@ static void AiWantPassengerRouteInsideTown(Player *p)
Town *t;
i = 60;
- for(;;) {
+ for (;;) {
// Find a town big enough
t = AiFindRandomTown();
if (t != NULL && t->population >= 700)
@@ -1357,7 +1357,7 @@ static void AiWantPassengerAircraftRoute(Player *p)
int i;
i = 60;
- for(;;) {
+ for (;;) {
// look for one from the subsidy list
AiFindSubsidyPassengerRoute(&fr);
@@ -1416,7 +1416,7 @@ static void AiWantOilRigAircraftRoute(Player *p)
Industry *in;
i = 60;
- for(;;) {
+ for (;;) {
// Find a town
t = AiFindRandomTown();
if (t != NULL) {
@@ -1498,7 +1498,7 @@ static void AiStateWantNewRoute(Player *p)
}
i = 200;
- for(;;) {
+ for (;;) {
r = (uint16)Random();
if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh &&
@@ -1536,7 +1536,7 @@ static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, b
uint values[NUM_CARGO];
int rad;
- for(;p->mode != 4;p++) if (p->mode == 1) {
+ for (;p->mode != 4;p++) if (p->mode == 1) {
TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
uint w;
uint h;
@@ -1576,7 +1576,7 @@ static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData
int rating = 0;
int i,j,k;
- for(;;) {
+ for (;;) {
// This will seldomly overflow for valid reasons. Mask it to be on the safe side.
uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
@@ -1965,7 +1965,7 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
tile_new = tile;
// Allow bridges directly over bottom tiles
flag = arf->ti.z == 0;
- for(;;) {
+ for (;;) {
if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible!
tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2));
FindLandscapeHeightByTile(&arf->ti, tile_new);
@@ -2118,7 +2118,7 @@ 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) {
@@ -2169,7 +2169,7 @@ static void AiBuildRailConstruct(Player *p)
}
if (arf.best_tile != 0) {
- for(i=0; i!=2; i++)
+ for (i=0; i!=2; i++)
AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
}
}
@@ -2274,7 +2274,7 @@ static void AiBuildRail(Player *p)
} else if (p->ai.state_mode == 2) {
// 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) {
@@ -2314,7 +2314,7 @@ static void AiStateBuildRail(Player *p)
num = p->ai.num_build_rec;
aib = &p->ai.src;
- for(;;) {
+ for (;;) {
cmd = aib->buildcmd_a;
aib->buildcmd_a = 255;
if (cmd != 255) break;
@@ -2382,7 +2382,7 @@ static void AiStateBuildRailVeh(Player *p)
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
cargo = p->ai.cargo_type;
- for(i=0;;) {
+ for (i=0;;) {
if (p->ai.wagon_list[i] == INVALID_VEHICLE) {
veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo];
cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
@@ -2403,7 +2403,7 @@ static void AiStateBuildRailVeh(Player *p)
handle_nocash:
// after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
if (++p->ai.state_counter == 1000) {
- for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
+ for (i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
assert(!CmdFailed(cost));
}
@@ -2426,11 +2426,11 @@ handle_nocash:
}
// Move the wagons onto the train
- for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
+ for (i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
- 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 ||
@@ -2495,7 +2495,7 @@ static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, by
rad = 4;
}
- for(;;p++) {
+ for (;;p++) {
if (p->mode == 4) {
return true;
} else if (p->mode == 1) {
@@ -2523,7 +2523,7 @@ static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo
_want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS;
- for(i=0; (p = _road_default_block_data[i]) != NULL; i++) {
+ for (i=0; (p = _road_default_block_data[i]) != NULL; i++) {
if (p->dir == direction) {
*cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0);
if (!CmdFailed(*cost) && AiCheckRoadResources(tile, p->data, cargo))
@@ -2542,7 +2542,7 @@ static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData
int rating = 0;
int roadflag = 0;
- for(;p->mode != 4;p++) {
+ for (;p->mode != 4;p++) {
uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
_cleared_town = NULL;
@@ -2855,7 +2855,7 @@ static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile,
tile_new = tile;
// Allow bridges directly over bottom tiles
flag = arf->ti.z == 0;
- for(;;) {
+ for (;;) {
if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible!
tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2));
FindLandscapeHeightByTile(&arf->ti, tile_new);
@@ -2999,7 +2999,7 @@ static void AiBuildRoadConstruct(Player *p)
if (arf.best_ptr == NULL) {
// Terraform some
do_some_terraform:
- 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) {
@@ -3025,7 +3025,7 @@ do_some_terraform:
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--) {
+ for (i = 10; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (!CmdFailed(cost) && cost < (p->player_money >> 5))
@@ -3054,7 +3054,7 @@ do_some_terraform:
}
if (arf.best_tile != 0) {
- for(i=0; i!=2; i++)
+ for (i=0; i!=2; i++)
AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
}
}
@@ -3074,7 +3074,7 @@ static void AiBuildRoad(Player *p)
} else if (p->ai.state_mode == 2) {
// 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) {
@@ -3124,7 +3124,7 @@ static void AiStateBuildRoad(Player *p)
num = p->ai.num_build_rec;
aib = &p->ai.src;
- for(;;) {
+ for (;;) {
cmd = aib->buildcmd_a;
aib->buildcmd_a = 255;
if (cmd != 255) break;
@@ -3173,7 +3173,7 @@ static void AiStateBuildRoadVehicles(Player *p)
int i;
ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data;
- for(;ptr->mode != 0;ptr++) {}
+ for (;ptr->mode != 0;ptr++) {}
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
@@ -3336,7 +3336,7 @@ static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockDa
{
int32 total_cost = 0, ret;
- for(;p->mode == 0;p++) {
+ for (;p->mode == 0;p++) {
if (!HASBIT(_avail_aircraft, p->attr))
return CMD_ERROR;
ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
@@ -3359,7 +3359,7 @@ static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p,
rad = 4;
}
- for(;p->mode==0;p++) {
+ for (;p->mode==0;p++) {
TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
w = _airport_size_x[p->attr];
@@ -3379,7 +3379,7 @@ static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli,
{
int i;
const AiDefaultBlockData *p;
- for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) {
+ for (i=0; (p = _airport_default_block_data[i]) != NULL; i++) {
// If we are doing a helicopter service, avoid building
// airports where they can't land.
if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY)
@@ -3490,7 +3490,7 @@ static void AiStateBuildAircraftVehicles(Player *p)
uint 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));
@@ -3503,7 +3503,7 @@ static void AiStateBuildAircraftVehicles(Player *p)
if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
loco_id = _new_aircraft_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;