(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.

This commit is contained in:
tron
2006-06-10 08:37:41 +00:00
parent 15c945c926
commit 0a72639c2d
44 changed files with 438 additions and 448 deletions

View File

@@ -266,7 +266,7 @@ void GetNameOfOwner(PlayerID owner, TileIndex tile)
if (owner >= 8)
SetDParam(0, STR_0150_SOMEONE);
else {
Player *p = GetPlayer(owner);
const Player* p = GetPlayer(owner);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
}
@@ -479,8 +479,7 @@ Player *DoStartupNewPlayer(bool is_ai)
Player *p;
p = AllocatePlayer();
if (p == NULL)
return NULL;
if (p == NULL) return NULL;
// Make a color
p->player_color = GeneratePlayerColor();
@@ -531,15 +530,19 @@ static void MaybeStartNewPlayer(void)
// count number of competitors
n = 0;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai)
n++;
if (p->is_active && p->is_ai) n++;
}
// when there's a lot of computers in game, the probability that a new one starts is lower
if (n < (uint)_opt.diff.max_no_competitors)
if (n < (_network_server ? InteractiveRandomRange(_opt.diff.max_no_competitors + 2) : RandomRange(_opt.diff.max_no_competitors + 2)) )
/* Send a command to all clients to start up a new AI. Works fine for Multiplayer and Singleplayer */
DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
if (n < (uint)_opt.diff.max_no_competitors &&
n < (_network_server ?
InteractiveRandomRange(_opt.diff.max_no_competitors + 2) :
RandomRange(_opt.diff.max_no_competitors + 2)
)) {
/* Send a command to all clients to start up a new AI.
* Works fine for Multiplayer and Singleplayer */
DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
}
// The next AI starts like the difficulty setting said, with +2 month max
_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1;
@@ -548,10 +551,10 @@ static void MaybeStartNewPlayer(void)
void InitializePlayers(void)
{
int i;
uint i;
memset(_players, 0, sizeof(_players));
for (i = 0; i != MAX_PLAYERS; i++)
_players[i].index=i;
for (i = 0; i != MAX_PLAYERS; i++) _players[i].index = i;
_cur_player_tick_index = 0;
}
@@ -559,8 +562,7 @@ void OnTick_Players(void)
{
Player *p;
if (_game_mode == GM_EDITOR)
return;
if (_game_mode == GM_EDITOR) return;
p = GetPlayer(_cur_player_tick_index);
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
@@ -816,15 +818,20 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
p = DoStartupNewPlayer(false);
#ifdef ENABLE_NETWORK
if (_networking && !_network_server && _local_player == OWNER_SPECTATOR)
if (_networking && !_network_server && _local_player == OWNER_SPECTATOR) {
/* In case we are a client joining a server... */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
}
#endif /* ENABLE_NETWORK */
if (p != NULL) {
if (_local_player == OWNER_SPECTATOR && (!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) {
if (_local_player == OWNER_SPECTATOR &&
(!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) {
/* Check if we do not want to be a spectator in network */
if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_SPECTATOR || _ai.network_client) {
if (!_networking ||
(_network_server && !_network_dedicated) ||
_network_playas != OWNER_SPECTATOR ||
_ai.network_client) {
if (_ai.network_client) {
/* As ai-network-client, we have our own rulez (disable GUI and stuff) */
_ai.network_playas = p->index;
@@ -982,8 +989,7 @@ int8 SaveHighScoreValue(const Player *p)
uint16 score = p->old_economy[0].performance_history;
/* Exclude cheaters from the honour of being in the highscore table */
if (CheatHasBeenUsed())
return -1;
if (CheatHasBeenUsed()) return -1;
for (i = 0; i < lengthof(_highscore_table[0]); i++) {
/* You are in the TOP5. Move all values one down and save us there */
@@ -1247,8 +1253,9 @@ static void SaveLoad_PLYR(Player* p)
// Write AI?
if (!IS_HUMAN_PLAYER(p->index)) {
SlObject(&p->ai, _player_ai_desc);
for (i = 0; i != p->ai.num_build_rec; i++)
for (i = 0; i != p->ai.num_build_rec; i++) {
SlObject(&p->ai.src + i, _player_ai_build_rec_desc);
}
}
// Write economy