(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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@@ -68,14 +68,15 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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if (type2 != 0) break;
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}
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}
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// There is only one bridge that can be build..
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// There is only one bridge that can be built
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if (type2 == 0 && type != 0) type2 = type;
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// Now, simply, build the bridge!
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if (p->ainew.tbt == AI_TRAIN)
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return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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if (p->ainew.tbt == AI_TRAIN) {
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return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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} else {
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return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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}
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}
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@@ -102,7 +103,10 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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// the first pieces and the last piece
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if (part < 1) part = 1;
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// When we are done, stop it
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if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
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if (part >= PathFinderInfo->route_length - 1) {
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PathFinderInfo->position = -2;
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return 0;
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}
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if (PathFinderInfo->rail_or_road) {
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@@ -112,7 +116,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be built!");
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return 0;
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}
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return cost;
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@@ -123,7 +127,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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PathFinderInfo->position++;
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// TODO: problems!
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if (CmdFailed(cost)) {
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be built!");
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return 0;
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}
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return cost;
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@@ -131,7 +135,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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// Build normal rail
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// Keep it doing till we go an other way
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if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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if (route_extra[part - 1] == 0 && route_extra[part] == 0) {
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while (route_extra[part] == 0) {
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// Get the current direction
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dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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