(svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectacular
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@@ -16,35 +16,20 @@ int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
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// 4 = dig down-left
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// 5 = dig up-right
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int x1, x2, x3;
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int y1, y2, y3;
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uint x1 = TileX(tile_a);
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uint x2 = TileX(tile_b);
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uint x3 = TileX(tile_c);
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x1 = TileX(tile_a);
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x2 = TileX(tile_b);
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x3 = TileX(tile_c);
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y1 = TileY(tile_a);
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y2 = TileY(tile_b);
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y3 = TileY(tile_c);
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uint y1 = TileY(tile_a);
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uint y2 = TileY(tile_b);
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uint y3 = TileY(tile_c);
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if (y1 == y2 && y2 == y3) return 0;
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if (x1 == x2 && x2 == x3) return 1;
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if (y2 > y1) {
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if (x2 > x3) return 2;
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else return 4;
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}
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if (x2 > x1) {
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if (y2 > y3) return 2;
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else return 5;
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}
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if (y1 > y2) {
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if (x2 > x3) return 5;
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else return 3;
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}
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if (x1 > x2) {
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if (y2 > y3) return 4;
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else return 3;
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}
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if (y2 > y1) return x2 > x3 ? 2 : 4;
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if (x2 > x1) return y2 > y3 ? 2 : 5;
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if (y1 > y2) return x2 > x3 ? 5 : 3;
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if (x1 > x2) return y2 > y3 ? 4 : 3;
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return 0;
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}
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@@ -87,11 +72,14 @@ DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
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return DIAGDIR_NE;
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}
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// This functions looks up if this vehicle is special for this AI
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// and returns his flag
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uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
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int i;
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for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
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uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v)
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{
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uint i;
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for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
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if (p->ainew.special_vehicles[i].veh_id == v->index) {
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return p->ainew.special_vehicles[i].flag;
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}
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@@ -101,16 +89,22 @@ uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
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return 0;
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}
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bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) {
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int i, new_id = -1;
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for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
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bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag)
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{
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int new_id = -1;
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uint i;
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for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
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if (p->ainew.special_vehicles[i].veh_id == v->index) {
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p->ainew.special_vehicles[i].flag |= flag;
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return true;
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}
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if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 &&
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p->ainew.special_vehicles[i].flag == 0)
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if (new_id == -1 &&
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p->ainew.special_vehicles[i].veh_id == 0 &&
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p->ainew.special_vehicles[i].flag == 0) {
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new_id = i;
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}
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}
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// Out of special_vehicle spots :s
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