(svn r14949) -Cleanup: pointer coding style

This commit is contained in:
rubidium
2009-01-10 00:31:47 +00:00
parent 86d50b6415
commit 28ea38ae55
126 changed files with 556 additions and 556 deletions

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@@ -53,7 +53,7 @@ static void AI_DequeueCommands(CompanyID company)
* Needed for SP; we need to delay DoCommand with 1 tick, because else events
* will make infinite loops (AIScript).
*/
static void AI_PutCommandInQueue(CompanyID company, TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback* callback, const char *text = NULL)
static void AI_PutCommandInQueue(CompanyID company, TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text = NULL)
{
AICommand *com;
@@ -83,7 +83,7 @@ static void AI_PutCommandInQueue(CompanyID company, TileIndex tile, uint32 p1, u
/**
* Executes a raw DoCommand for the AI.
*/
CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 cmd, CommandCallback* callback, const char *text)
CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 cmd, CommandCallback *callback, const char *text)
{
CompanyID old_local_company;
CommandCost res;

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@@ -48,7 +48,7 @@ void AI_RunGameLoop();
void AI_Initialize();
void AI_Uninitialize();
CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, const char *text = NULL);
CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback, const char *text = NULL);
CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback *callback, const char *text = NULL);
/** Is it allowed to start a new AI.
* This function checks some boundries to see if we should launch a new AI.

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@@ -326,7 +326,7 @@ static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
static void AiHandleReplaceTrain(Company *c)
{
const Vehicle* v = _companies_ai[c->index].cur_veh;
const Vehicle *v = _companies_ai[c->index].cur_veh;
BackuppedOrders orderbak;
EngineID veh;
@@ -356,7 +356,7 @@ static void AiHandleReplaceTrain(Company *c)
static void AiHandleReplaceRoadVeh(Company *c)
{
const Vehicle* v = _companies_ai[c->index].cur_veh;
const Vehicle *v = _companies_ai[c->index].cur_veh;
BackuppedOrders orderbak;
EngineID veh;
@@ -385,7 +385,7 @@ static void AiHandleReplaceRoadVeh(Company *c)
static void AiHandleReplaceAircraft(Company *c)
{
const Vehicle* v = _companies_ai[c->index].cur_veh;
const Vehicle *v = _companies_ai[c->index].cur_veh;
BackuppedOrders orderbak;
EngineID veh;
@@ -417,9 +417,9 @@ static void AiHandleReplaceShip(Company *c)
/* Ships are not implemented in this (broken) AI */
}
typedef EngineID CheckReplaceProc(const Company *c, const Vehicle* v);
typedef EngineID CheckReplaceProc(const Company *c, const Vehicle *v);
static CheckReplaceProc* const _veh_check_replace_proc[] = {
static CheckReplaceProc * const _veh_check_replace_proc[] = {
AiChooseTrainToReplaceWith,
AiChooseRoadVehToReplaceWith,
AiChooseShipToReplaceWith,
@@ -427,7 +427,7 @@ static CheckReplaceProc* const _veh_check_replace_proc[] = {
};
typedef void DoReplaceProc(Company *c);
static DoReplaceProc* const _veh_do_replace_proc[] = {
static DoReplaceProc * const _veh_do_replace_proc[] = {
AiHandleReplaceTrain,
AiHandleReplaceRoadVeh,
AiHandleReplaceShip,
@@ -436,7 +436,7 @@ static DoReplaceProc* const _veh_do_replace_proc[] = {
static void AiStateCheckReplaceVehicle(Company *c)
{
const Vehicle* v = _companies_ai[c->index].cur_veh;
const Vehicle *v = _companies_ai[c->index].cur_veh;
if (!v->IsValid() ||
v->owner != _current_company ||
@@ -451,7 +451,7 @@ static void AiStateCheckReplaceVehicle(Company *c)
static void AiStateDoReplaceVehicle(Company *c)
{
const Vehicle* v = _companies_ai[c->index].cur_veh;
const Vehicle *v = _companies_ai[c->index].cur_veh;
_companies_ai[c->index].state = AIS_VEH_LOOP;
// vehicle is not owned by the company anymore, something went very wrong.
@@ -483,8 +483,8 @@ static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
{
uint i;
CargoID cargo;
const Subsidy* s;
Industry* from;
const Subsidy *s;
Industry *from;
TileIndex to_xy;
// initially error
@@ -509,13 +509,13 @@ static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
fr->from = from = GetIndustry(s->from);
if (cargo == CT_GOODS || cargo == CT_FOOD) {
Town* to_tow = GetTown(s->to);
Town *to_tow = GetTown(s->to);
if (to_tow->population < (cargo == CT_FOOD ? 200U : 900U)) return; // error
fr->to = to_tow;
to_xy = to_tow->xy;
} else {
Industry* to_ind = GetIndustry(s->to);
Industry *to_ind = GetIndustry(s->to);
fr->to = to_ind;
to_xy = to_ind->xy;
@@ -527,7 +527,7 @@ static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
static void AiFindSubsidyPassengerRoute(FoundRoute *fr)
{
uint i;
const Subsidy* s;
const Subsidy *s;
Town *from, *to;
// initially error
@@ -554,7 +554,7 @@ static void AiFindSubsidyPassengerRoute(FoundRoute *fr)
static void AiFindRandomIndustryRoute(FoundRoute *fr)
{
Industry* i;
Industry *i;
uint32 r;
CargoID cargo;
@@ -578,7 +578,7 @@ static void AiFindRandomIndustryRoute(FoundRoute *fr)
if (cargo != CT_GOODS && cargo != CT_FOOD) {
// pick a dest, and see if it can receive
Industry* i2 = AiFindRandomIndustry();
Industry *i2 = AiFindRandomIndustry();
if (i2 == NULL || i == i2 ||
(i2->accepts_cargo[0] != cargo &&
i2->accepts_cargo[1] != cargo &&
@@ -590,7 +590,7 @@ static void AiFindRandomIndustryRoute(FoundRoute *fr)
fr->distance = DistanceManhattan(i->xy, i2->xy);
} else {
// pick a dest town, and see if it's big enough
Town* t = AiFindRandomTown();
Town *t = AiFindRandomTown();
if (t == NULL || t->population < (cargo == CT_FOOD ? 200U : 900U)) return;
@@ -601,8 +601,8 @@ static void AiFindRandomIndustryRoute(FoundRoute *fr)
static void AiFindRandomPassengerRoute(FoundRoute *fr)
{
Town* source;
Town* dest;
Town *source;
Town *dest;
// initially error
fr->distance = -1;
@@ -670,8 +670,8 @@ static bool AiCheckIfRouteIsGood(Company *c, FoundRoute *fr, byte bitmask)
}
if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) {
const Town* from = (const Town*)fr->from;
const Town* to = (const Town*)fr->to;
const Town *from = (const Town*)fr->from;
const Town *to = (const Town*)fr->to;
if (from->pct_pass_transported > 0x99 ||
to->pct_pass_transported > 0x99) {
@@ -684,7 +684,7 @@ static bool AiCheckIfRouteIsGood(Company *c, FoundRoute *fr, byte bitmask)
return false;
}
} else {
const Industry* i = (const Industry*)fr->from;
const Industry *i = (const Industry*)fr->from;
if (i->last_month_pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 ||
i->last_month_production[fr->cargo != i->produced_cargo[0]] == 0) {
@@ -1634,7 +1634,7 @@ static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, b
return true;
}
static CommandCost AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag)
static CommandCost AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData *p, RailType railtype, byte flag)
{
CommandCost ret;
CommandCost total_cost(EXPENSES_CONSTRUCTION);
@@ -1733,7 +1733,7 @@ clear_town_stuff:;
}
// Returns rule and cost
static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, CommandCost* cost)
static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, CommandCost *cost)
{
int i;
const AiDefaultRailBlock *p;
@@ -2545,7 +2545,7 @@ handle_nocash:
}
for (i = 0; _companies_ai[c->index].order_list_blocks[i] != 0xFF; i++) {
const AiBuildRec* aib = &_companies_ai[c->index].src + _companies_ai[c->index].order_list_blocks[i];
const AiBuildRec *aib = &_companies_ai[c->index].src + _companies_ai[c->index].order_list_blocks[i];
bool is_pass = (
_companies_ai[c->index].cargo_type == CT_PASSENGERS ||
_companies_ai[c->index].cargo_type == CT_MAIL ||
@@ -2578,11 +2578,11 @@ handle_nocash:
static void AiStateDeleteRailBlocks(Company *c)
{
const AiBuildRec* aib = &_companies_ai[c->index].src;
const AiBuildRec *aib = &_companies_ai[c->index].src;
uint num = _companies_ai[c->index].num_build_rec;
do {
const AiDefaultBlockData* b;
const AiDefaultBlockData *b;
if (aib->cur_building_rule == 255) continue;
for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) {
@@ -2718,7 +2718,7 @@ clear_town_stuff:;
// Make sure the blocks are not too close to each other
static bool AiCheckBlockDistances(Company *c, TileIndex tile)
{
const AiBuildRec* aib = &_companies_ai[c->index].src;
const AiBuildRec *aib = &_companies_ai[c->index].src;
uint num = _companies_ai[c->index].num_build_rec;
do {
@@ -3280,7 +3280,7 @@ static void AiStateBuildRoadVehicles(Company *c)
}
for (i = 0; _companies_ai[c->index].order_list_blocks[i] != 0xFF; i++) {
const AiBuildRec* aib = &_companies_ai[c->index].src + _companies_ai[c->index].order_list_blocks[i];
const AiBuildRec *aib = &_companies_ai[c->index].src + _companies_ai[c->index].order_list_blocks[i];
bool is_pass = (
_companies_ai[c->index].cargo_type == CT_PASSENGERS ||
_companies_ai[c->index].cargo_type == CT_MAIL ||
@@ -3306,11 +3306,11 @@ static void AiStateBuildRoadVehicles(Company *c)
static void AiStateDeleteRoadBlocks(Company *c)
{
const AiBuildRec* aib = &_companies_ai[c->index].src;
const AiBuildRec *aib = &_companies_ai[c->index].src;
uint num = _companies_ai[c->index].num_build_rec;
do {
const AiDefaultBlockData* b;
const AiDefaultBlockData *b;
if (aib->cur_building_rule == 255) continue;
for (b = _road_default_block_data[aib->cur_building_rule]->data; b->mode != 4; b++) {
@@ -3325,7 +3325,7 @@ static void AiStateDeleteRoadBlocks(Company *c)
static void AiStateAirportStuff(Company *c)
{
const Station* st;
const Station *st;
int i;
AiBuildRec *aib;
byte rule;
@@ -3419,7 +3419,7 @@ static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p,
for (; p->mode == 0; p++) {
TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
const AirportFTAClass* airport = GetAirport(p->attr);
const AirportFTAClass *airport = GetAirport(p->attr);
uint w = airport->size_x;
uint h = airport->size_y;
uint rad = _settings_game.station.modified_catchment ? airport->catchment : (uint)CA_UNMODIFIED;

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@@ -58,7 +58,7 @@ static bool IsRoad(TileIndex tile)
// Check if the current tile is in our end-area
static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
{
const Ai_PathFinderInfo* PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
const Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
// It is not allowed to have a station on the end of a bridge or tunnel ;)
if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
@@ -171,7 +171,7 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
// The h-value, simple calculation
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
{
const Ai_PathFinderInfo* PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
const Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
int r, r2;
if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {

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@@ -214,8 +214,8 @@ static void AiNew_State_ActionDone(Company *c)
static bool AiNew_Check_City_or_Industry(Company *c, int ic, byte type)
{
if (type == AI_CITY) {
const Town* t = GetTown(ic);
const Station* st;
const Town *t = GetTown(ic);
const Station *st;
uint count = 0;
int j = 0;
@@ -274,8 +274,8 @@ static bool AiNew_Check_City_or_Industry(Company *c, int ic, byte type)
return true;
}
if (type == AI_INDUSTRY) {
const Industry* i = GetIndustry(ic);
const Station* st;
const Industry *i = GetIndustry(ic);
const Station *st;
int count = 0;
int j = 0;
@@ -434,8 +434,8 @@ static void AiNew_State_LocateRoute(Company *c)
*/
if (_companies_ainew[c->index].from_type == AI_CITY && _companies_ainew[c->index].tbt == AI_BUS) {
const Town* town_from = GetTown(_companies_ainew[c->index].from_ic);
const Town* town_temp = GetTown(_companies_ainew[c->index].temp);
const Town *town_from = GetTown(_companies_ainew[c->index].from_ic);
const Town *town_temp = GetTown(_companies_ainew[c->index].temp);
uint distance = DistanceManhattan(town_from->xy, town_temp->xy);
int max_cargo;
@@ -461,8 +461,8 @@ static void AiNew_State_LocateRoute(Company *c)
return;
}
} else if (_companies_ainew[c->index].tbt == AI_TRUCK) {
const Industry* ind_from = GetIndustry(_companies_ainew[c->index].from_ic);
const Industry* ind_temp = GetIndustry(_companies_ainew[c->index].temp);
const Industry *ind_from = GetIndustry(_companies_ainew[c->index].from_ic);
const Industry *ind_temp = GetIndustry(_companies_ainew[c->index].temp);
bool found = false;
int max_cargo = 0;
uint i;
@@ -729,7 +729,7 @@ static void AiNew_State_FindPath(Company *c)
if (_companies_ainew[c->index].temp == -1) {
// Init path_info
if (_companies_ainew[c->index].from_tile == AI_STATION_RANGE) {
const Industry* i = GetIndustry(_companies_ainew[c->index].from_ic);
const Industry *i = GetIndustry(_companies_ainew[c->index].from_ic);
// For truck routes we take a range around the industry
_companies_ainew[c->index].path_info.start_tile_tl = i->xy - TileDiffXY(1, 1);
@@ -742,7 +742,7 @@ static void AiNew_State_FindPath(Company *c)
}
if (_companies_ainew[c->index].to_tile == AI_STATION_RANGE) {
const Industry* i = GetIndustry(_companies_ainew[c->index].to_ic);
const Industry *i = GetIndustry(_companies_ainew[c->index].to_ic);
_companies_ainew[c->index].path_info.end_tile_tl = i->xy - TileDiffXY(1, 1);
_companies_ainew[c->index].path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1);
@@ -1299,7 +1299,7 @@ static void AiNew_State_CheckAllVehicles(Company *c)
// Using the technique simular to the original AI
// Keeps things logical
// It really should be in the same order as the AI_STATE's are!
static AiNew_StateFunction* const _ainew_state[] = {
static AiNew_StateFunction * const _ainew_state[] = {
NULL,
AiNew_State_FirstTime,
AiNew_State_Nothing,