(svn r6045) -Cleanup: align all table-like structures using spaces, i.e. whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.

This commit is contained in:
rubidium
2006-08-22 14:38:37 +00:00
parent 7ba3ea5f29
commit 908d3bcfe6
97 changed files with 5385 additions and 5386 deletions

View File

@@ -12,7 +12,7 @@ typedef struct PlayerEconomyEntry {
int32 income;
int32 expenses;
int32 delivered_cargo;
int32 performance_history; // player score (scale 0-1000)
int32 performance_history; // player score (scale 0-1000)
int64 company_value;
} PlayerEconomyEntry;
@@ -31,7 +31,7 @@ typedef struct AiBuildRec {
typedef struct PlayerAI {
byte state;
byte tick; // Used to determine how often to move
byte tick; // Used to determine how often to move
uint32 state_counter; // Can hold tile index!
uint16 timeout_counter;
@@ -72,17 +72,17 @@ typedef struct PlayerAI {
typedef struct Ai_PathFinderInfo {
TileIndex start_tile_tl; // tl = top-left
TileIndex start_tile_br; // br = bottom-right
TileIndex end_tile_tl; // tl = top-left
TileIndex end_tile_br; // br = bottom-right
byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
TileIndex end_tile_tl; // tl = top-left
TileIndex end_tile_br; // br = bottom-right
byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
TileIndex route[500];
byte route_extra[500]; // Some extra information about the route like bridge/tunnel
byte route_extra[500]; // Some extra information about the route like bridge/tunnel
int route_length;
int position; // Current position in the build-path, needed to build the path
int position; // Current position in the build-path, needed to build the path
bool rail_or_road; // true = rail, false = road
bool rail_or_road; // true = rail, false = road
} Ai_PathFinderInfo;
// The amount of memory reserved for the AI-special-vehicles
@@ -98,12 +98,12 @@ typedef struct PlayerAiNew {
uint tick;
uint idle;
int temp; // A value used in more than one function, but it just temporary
// The use is pretty simple: with this we can 'think' about stuff
// in more than one tick, and more than one AI. A static will not
// do, because they are not saved. This way, the AI is almost human ;)
int counter; // For the same reason as temp, we have counter. It can count how
// long we are trying something, and just abort if it takes too long
int temp; // A value used in more than one function, but it just temporary
// The use is pretty simple: with this we can 'think' about stuff
// in more than one tick, and more than one AI. A static will not
// do, because they are not saved. This way, the AI is almost human ;)
int counter; // For the same reason as temp, we have counter. It can count how
// long we are trying something, and just abort if it takes too long
// Pathfinder stuff
Ai_PathFinderInfo path_info;
@@ -133,13 +133,13 @@ typedef struct PlayerAiNew {
TileIndex depot_tile;
byte depot_direction;
byte amount_veh; // How many vehicles we are going to build in this route
byte cur_veh; // How many vehicles did we bought?
VehicleID veh_id; // Used when bought a vehicle
byte amount_veh; // How many vehicles we are going to build in this route
byte cur_veh; // How many vehicles did we bought?
VehicleID veh_id; // Used when bought a vehicle
VehicleID veh_main_id; // The ID of the first vehicle, for shared copy
int from_ic; // ic = industry/city. This is the ID of them
byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
int from_ic; // ic = industry/city. This is the ID of them
byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
int to_ic;
byte to_type;