(svn r9672) -Cleanup: lots of coding style fixes around operands.

This commit is contained in:
rubidium
2007-04-18 22:10:36 +00:00
parent 0d32783f87
commit 7577954ced
62 changed files with 1051 additions and 1051 deletions

View File

@@ -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];