(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.
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40
player.h
40
player.h
@@ -12,7 +12,7 @@ typedef struct PlayerEconomyEntry {
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int32 income;
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int32 expenses;
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int32 delivered_cargo;
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int32 performance_history; // player score (scale 0-1000)
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int32 performance_history; // player score (scale 0-1000)
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int64 company_value;
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} PlayerEconomyEntry;
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@@ -31,7 +31,7 @@ typedef struct AiBuildRec {
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typedef struct PlayerAI {
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byte state;
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byte tick; // Used to determine how often to move
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byte tick; // Used to determine how often to move
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uint32 state_counter; // Can hold tile index!
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uint16 timeout_counter;
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@@ -72,17 +72,17 @@ typedef struct PlayerAI {
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typedef struct Ai_PathFinderInfo {
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TileIndex start_tile_tl; // tl = top-left
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TileIndex start_tile_br; // br = bottom-right
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TileIndex end_tile_tl; // tl = top-left
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TileIndex end_tile_br; // br = bottom-right
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byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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TileIndex end_tile_tl; // tl = top-left
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TileIndex end_tile_br; // br = bottom-right
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byte start_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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byte end_direction; // 0 to 3 or AI_PATHFINDER_NO_DIRECTION
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TileIndex route[500];
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byte route_extra[500]; // Some extra information about the route like bridge/tunnel
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byte route_extra[500]; // Some extra information about the route like bridge/tunnel
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int route_length;
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int position; // Current position in the build-path, needed to build the path
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int position; // Current position in the build-path, needed to build the path
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bool rail_or_road; // true = rail, false = road
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bool rail_or_road; // true = rail, false = road
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} Ai_PathFinderInfo;
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// The amount of memory reserved for the AI-special-vehicles
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@@ -98,12 +98,12 @@ typedef struct PlayerAiNew {
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uint tick;
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uint idle;
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int temp; // A value used in more than one function, but it just temporary
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// The use is pretty simple: with this we can 'think' about stuff
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// in more than one tick, and more than one AI. A static will not
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// do, because they are not saved. This way, the AI is almost human ;)
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int counter; // For the same reason as temp, we have counter. It can count how
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// long we are trying something, and just abort if it takes too long
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int temp; // A value used in more than one function, but it just temporary
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// The use is pretty simple: with this we can 'think' about stuff
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// in more than one tick, and more than one AI. A static will not
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// do, because they are not saved. This way, the AI is almost human ;)
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int counter; // For the same reason as temp, we have counter. It can count how
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// long we are trying something, and just abort if it takes too long
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// Pathfinder stuff
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Ai_PathFinderInfo path_info;
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@@ -133,13 +133,13 @@ typedef struct PlayerAiNew {
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TileIndex depot_tile;
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byte depot_direction;
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byte amount_veh; // How many vehicles we are going to build in this route
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byte cur_veh; // How many vehicles did we bought?
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VehicleID veh_id; // Used when bought a vehicle
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byte amount_veh; // How many vehicles we are going to build in this route
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byte cur_veh; // How many vehicles did we bought?
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VehicleID veh_id; // Used when bought a vehicle
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VehicleID veh_main_id; // The ID of the first vehicle, for shared copy
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int from_ic; // ic = industry/city. This is the ID of them
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byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
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int from_ic; // ic = industry/city. This is the ID of them
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byte from_type; // AI_NO_TYPE/AI_CITY/AI_INDUSTRY
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int to_ic;
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byte to_type;
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