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-rw-r--r--src/ai/ai.h4
-rw-r--r--src/ai/default/default.cpp90
-rw-r--r--src/ai/trolly/build.cpp4
-rw-r--r--src/ai/trolly/trolly.cpp14
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];