(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 41cf2fa69b
commit 80c259f64f
62 changed files with 1051 additions and 1051 deletions

View File

@@ -516,7 +516,7 @@ static void AiFindSubsidyPassengerRoute(FoundRoute *fr)
{
uint i;
const Subsidy* s;
Town *from,*to;
Town *from, *to;
// initially error
fr->distance = -1;
@@ -1561,7 +1561,7 @@ static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, b
return false;
if (cargo != CT_MAIL)
return true;
return !!((values[cargo]>>1) & ~7);
return !!((values[cargo] >> 1) & ~7);
}
}
@@ -1574,7 +1574,7 @@ static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData*
int32 total_cost = 0;
Town *t = NULL;
int rating = 0;
int i,j,k;
int i, j, k;
for (;;) {
// This will seldomly overflow for valid reasons. Mask it to be on the safe side.
@@ -1588,7 +1588,7 @@ static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData*
ret = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT);
} else {
// Station
ret = DoCommand(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION);
ret = DoCommand(c, (p->attr & 1) | (p->attr >> 4) << 8 | (p->attr >> 1 & 7) << 16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION);
}
if (CmdFailed(ret)) return CMD_ERROR;
@@ -1610,7 +1610,7 @@ clear_town_stuff:;
// Build the rail
for (i = 0; i != 6; i++, j >>= 1) {
if (j&1) {
if (j & 1) {
k = i;
ret = DoCommand(c, railtype, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(ret)) return CMD_ERROR;
@@ -1642,7 +1642,7 @@ clear_town_stuff:;
total_cost += ret + _price.build_rail;
if (flag & DC_EXEC) {
DoCommand(c, railtype, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL);
DoCommand(c, railtype, p->attr & 1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL);
}
goto clear_town_stuff;
@@ -1784,7 +1784,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p)
if (rule == -1) {
// cannot build, terraform after a while
if (p->ai.state_counter >= 600) {
AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
AiDoTerraformLand(aib->use_tile, Random() & 3, 3, (int8)p->ai.state_mode);
}
// also try the other terraform direction
if (++p->ai.state_counter >= 1000) {
@@ -1804,7 +1804,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p)
);
assert(!CmdFailed(r));
}
} while (++aib,--j);
} while (++aib, --j);
}
// check if we're done with all of them
@@ -1812,7 +1812,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p)
j = p->ai.num_build_rec;
do {
if (aib->cur_building_rule == 255) return;
} while (++aib,--j);
} while (++aib, --j);
// yep, all are done. switch state to the rail building state.
p->ai.state = AIS_BUILD_RAIL;
@@ -1857,7 +1857,7 @@ static bool AiDoFollowTrack(const Player* p)
arpfd.tile2 = p->ai.cur_tile_a;
arpfd.flag = false;
arpfd.count = 0;
FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, (DiagDirection)(p->ai.cur_dir_a^2),
FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, (DiagDirection)(p->ai.cur_dir_a ^ 2),
(TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd);
return arpfd.count > 8;
}
@@ -2001,8 +2001,8 @@ static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile,
if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) {
AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0] & 3);
if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
}
}
@@ -2017,7 +2017,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
// Reached destination?
if (tile == arf->final_tile) {
if (arf->final_dir != (dir^2)) {
if (arf->final_dir != (dir ^ 2)) {
if (arf->recursive_mode != 2) arf->recursive_mode = 1;
} else if (arf->recursive_mode != 2) {
arf->recursive_mode = 2;
@@ -2063,17 +2063,17 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
p += 2;
} while (!(p[0]&0x80));
} while (!(p[0] & 0x80));
}
AiCheckBuildRailBridgeHere(arf, tile, p);
AiCheckBuildRailTunnelHere(arf, tile, p+1);
AiCheckBuildRailTunnelHere(arf, tile, p + 1);
arf->depth--;
}
static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16};
static const byte _dir_table_3[] = {0x25, 0x2A, 0x19, 0x16};
static void AiBuildRailConstruct(Player *p)
{
@@ -2324,23 +2324,23 @@ static void AiStateBuildRail(Player *p)
}
// Find first edge to build from.
tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir);
tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd & 3, &dir);
p->ai.start_tile_a = tile;
p->ai.cur_tile_a = tile;
p->ai.start_dir_a = dir;
p->ai.cur_dir_a = dir;
DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir & 1) ? 1 : 0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
assert(TILE_MASK(tile) != 0xFF00);
// Find second edge to build to
aib = (&p->ai.src) + ((cmd >> 4)&0xF);
tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir);
aib = (&p->ai.src) + ((cmd >> 4) & 0xF);
tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd >> 2) & 3, &dir);
p->ai.start_tile_b = tile;
p->ai.cur_tile_b = tile;
p->ai.start_dir_b = dir;
p->ai.cur_dir_b = dir;
DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir & 1) ? 1 : 0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
assert(TILE_MASK(tile) != 0xFF00);
@@ -2503,7 +2503,7 @@ static void AiStateDeleteRailBlocks(Player *p)
for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) {
DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
} while (++aib,--num);
} while (++aib, --num);
p->ai.state = AIS_0;
}
@@ -2682,14 +2682,14 @@ static void AiStateBuildDefaultRoadBlocks(Player *p)
if (rule == -1) {
// cannot build, terraform after a while
if (p->ai.state_counter >= 600) {
AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
AiDoTerraformLand(aib->use_tile, Random() & 3, 3, (int8)p->ai.state_mode);
}
// also try the other terraform direction
if (++p->ai.state_counter >= 1000) {
p->ai.state_counter = 0;
p->ai.state_mode = -p->ai.state_mode;
}
} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) {
int32 r;
// player has money, build it.
@@ -2702,7 +2702,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p)
);
assert(!CmdFailed(r));
}
} while (++aib,--j);
} while (++aib, --j);
}
// check if we're done with all of them
@@ -2710,7 +2710,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p)
j = p->ai.num_build_rec;
do {
if (aib->cur_building_rule == 255) return;
} while (++aib,--j);
} while (++aib, --j);
// yep, all are done. switch state to the rail building state.
p->ai.state = AIS_BUILD_ROAD;
@@ -2901,8 +2901,8 @@ static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile,
if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) {
AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0] & 3);
if (arf->depth == 1) AiCheckRoadPathBetter(arf, p);
}
}
@@ -2918,7 +2918,7 @@ static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir)
// Reached destination?
if (tile == arf->final_tile) {
if ((arf->final_dir^2) == dir) {
if ((arf->final_dir ^ 2) == dir) {
arf->recursive_mode = 2;
arf->cur_best_depth = arf->depth;
}
@@ -2962,7 +2962,7 @@ static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir)
}
AiCheckBuildRoadBridgeHere(arf, tile, p);
AiCheckBuildRoadTunnelHere(arf, tile, p+1);
AiCheckBuildRoadTunnelHere(arf, tile, p + 1);
arf->depth--;
}
@@ -3020,7 +3020,7 @@ do_some_terraform:
tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a));
if (arf.best_ptr[0]&0x80) {
if (arf.best_ptr[0] & 0x80) {
int i;
int32 bridge_len;
p->ai.cur_tile_a = arf.bridge_end_tile;
@@ -3042,7 +3042,7 @@ do_some_terraform:
DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
p->ai.state_counter = 0;
} else if (arf.best_ptr[0]&0x40) {
} else if (arf.best_ptr[0] & 0x40) {
// tunnel
DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
p->ai.cur_tile_a = _build_tunnel_endtile;
@@ -3148,7 +3148,7 @@ static void AiStateBuildRoad(Player *p)
p->ai.cur_dir_a = dir;
// Find second edge to build to
aib = (&p->ai.src) + (cmd&0xF);
aib = (&p->ai.src) + (cmd & 0xF);
tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
p->ai.start_tile_b = tile;
p->ai.cur_tile_b = tile;
@@ -3239,7 +3239,7 @@ static void AiStateDeleteRoadBlocks(Player *p)
if (b->mode > 1) continue;
DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
} while (++aib,--num);
} while (++aib, --num);
p->ai.state = AIS_0;
}
@@ -3326,7 +3326,7 @@ static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockDa
for (; p->mode == 0; p++) {
if (!HASBIT(avail_airports, p->attr)) return CMD_ERROR;
ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_AIRPORT);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost += ret;
}
@@ -3408,14 +3408,14 @@ static void AiStateBuildDefaultAirportBlocks(Player *p)
if (rule == -1) {
// cannot build, terraform after a while
if (p->ai.state_counter >= 600) {
AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
AiDoTerraformLand(aib->use_tile, Random() & 3, 3, (int8)p->ai.state_mode);
}
// also try the other terraform direction
if (++p->ai.state_counter >= 1000) {
p->ai.state_counter = 0;
p->ai.state_mode = -p->ai.state_mode;
}
} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) {
// player has money, build it.
int32 r;
@@ -3428,7 +3428,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p)
);
assert(!CmdFailed(r));
}
} while (++aib,--j);
} while (++aib, --j);
} while (--i);
// check if we're done with all of them
@@ -3436,7 +3436,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p)
j = p->ai.num_build_rec;
do {
if (aib->cur_building_rule == 255) return;
} while (++aib,--j);
} while (++aib, --j);
// yep, all are done. switch state.
p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES;
@@ -3650,7 +3650,7 @@ pos_3:
}
}
} else {
static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A};
static const byte _depot_bits[] = {0x19, 0x16, 0x25, 0x2A};
DiagDirection dir = GetRailDepotDirection(tile);
@@ -3795,13 +3795,13 @@ static void AiHandleTakeover(Player *p)
// Ask the guy with the highest performance hist.
FOR_ALL_PLAYERS(pp) {
if (pp->is_active &&
!(asked&1) &&
!(asked & 1) &&
pp->bankrupt_asked == 0 &&
best_val < pp->old_economy[1].performance_history) {
best_val = pp->old_economy[1].performance_history;
best_pl = pp;
}
asked>>=1;
asked >>= 1;
}
// Asked all players?
@@ -3843,7 +3843,7 @@ static void AiAdjustLoan(const Player* p)
// Increase loan
if (p->current_loan < _economy.max_loan &&
p->num_valid_stat_ent >= 2 &&
-(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) {
-(p->old_economy[0].expenses + p->old_economy[1].expenses) < base * 60) {
DoCommand(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN);
}
}
@@ -3872,7 +3872,7 @@ void AiDoGameLoop(Player *p)
// to the patch-setting
// Also, it takes into account the setting if the service-interval is in days
// or in %
_ai_service_interval = _patches.servint_ispercent?80:180;
_ai_service_interval = _patches.servint_ispercent ? 80 : 180;
if (IsHumanPlayer(_current_player)) return;
@@ -3883,7 +3883,7 @@ void AiDoGameLoop(Player *p)
{
static byte old_state = 99;
static bool hasdots = false;
char *_ai_state_names[]={
char *_ai_state_names[] = {
"AiCase0",
"AiCase1",
"AiStateVehLoop",