(svn r12761) -Codechange: lots of minor whitespace coding style fixes around operators.
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@@ -3995,11 +3995,11 @@ void AiDoGameLoop(Player *p)
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if (_players_ai[p->index].state != old_state) {
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if (hasdots)
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printf("\n");
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hasdots=false;
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hasdots = false;
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printf("AiState: %s\n", _ai_state_names[old_state=_players_ai[p->index].state]);
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} else {
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printf(".");
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hasdots=true;
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hasdots = true;
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}
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}
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#endif
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@@ -342,7 +342,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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// For now, we check both sides for this tile.. terraforming gives fuzzy result
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if (tileh == InclinedSlope(dir)) {
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// Now simply check if a tunnel can be build
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ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
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ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road ? 0 : 0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
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tileh = GetTileSlope(_build_tunnel_endtile, NULL);
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if (CmdSucceeded(ret) && IsInclinedSlope(tileh)) {
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aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
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@@ -796,7 +796,7 @@ static void AiNew_State_FindDepot(Player *p)
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_players_ainew[p->index].depot_tile = 0;
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for (i=2;i<_players_ainew[p->index].path_info.route_length-2;i++) {
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for (i = 2; i < _players_ainew[p->index].path_info.route_length - 2; i++) {
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tile = _players_ainew[p->index].path_info.route[i];
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for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
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TileIndex t = tile + TileOffsByDiagDir(j);
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@@ -819,9 +819,9 @@ static void AiNew_State_FindDepot(Player *p)
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while (i > 1 && i < _players_ainew[p->index].path_info.route_length - 2) {
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i += g;
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g *= -1;
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(g < 0?g--:g++);
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(g < 0 ? g-- : g++);
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if (_players_ainew[p->index].path_info.route_extra[i] != 0 || _players_ainew[p->index].path_info.route_extra[i+1] != 0) {
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if (_players_ainew[p->index].path_info.route_extra[i] != 0 || _players_ainew[p->index].path_info.route_extra[i + 1] != 0) {
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// Bridge or tunnel.. we can't place a depot there
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continue;
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}
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@@ -949,7 +949,7 @@ static void AiNew_State_VerifyRoute(Player *p)
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_players_ainew[p->index].cur_veh = 0;
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// Check how much it it going to cost us..
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for (i=0;i<res;i++) {
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for (i = 0; i < res; i++) {
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_players_ainew[p->index].new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST).GetCost();
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}
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