(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
This commit is contained in:
47
players.c
47
players.c
@@ -266,7 +266,7 @@ void GetNameOfOwner(PlayerID owner, TileIndex tile)
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if (owner >= 8)
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SetDParam(0, STR_0150_SOMEONE);
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else {
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Player *p = GetPlayer(owner);
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const Player* p = GetPlayer(owner);
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SetDParam(0, p->name_1);
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SetDParam(1, p->name_2);
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}
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@@ -479,8 +479,7 @@ Player *DoStartupNewPlayer(bool is_ai)
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Player *p;
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p = AllocatePlayer();
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if (p == NULL)
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return NULL;
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if (p == NULL) return NULL;
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// Make a color
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p->player_color = GeneratePlayerColor();
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@@ -531,15 +530,19 @@ static void MaybeStartNewPlayer(void)
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// count number of competitors
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n = 0;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai)
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n++;
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if (p->is_active && p->is_ai) n++;
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}
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// when there's a lot of computers in game, the probability that a new one starts is lower
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if (n < (uint)_opt.diff.max_no_competitors)
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if (n < (_network_server ? InteractiveRandomRange(_opt.diff.max_no_competitors + 2) : RandomRange(_opt.diff.max_no_competitors + 2)) )
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/* Send a command to all clients to start up a new AI. Works fine for Multiplayer and Singleplayer */
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DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
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if (n < (uint)_opt.diff.max_no_competitors &&
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n < (_network_server ?
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InteractiveRandomRange(_opt.diff.max_no_competitors + 2) :
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RandomRange(_opt.diff.max_no_competitors + 2)
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)) {
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/* Send a command to all clients to start up a new AI.
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* Works fine for Multiplayer and Singleplayer */
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DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
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}
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// The next AI starts like the difficulty setting said, with +2 month max
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_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1;
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@@ -548,10 +551,10 @@ static void MaybeStartNewPlayer(void)
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void InitializePlayers(void)
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{
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int i;
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uint i;
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memset(_players, 0, sizeof(_players));
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for (i = 0; i != MAX_PLAYERS; i++)
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_players[i].index=i;
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for (i = 0; i != MAX_PLAYERS; i++) _players[i].index = i;
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_cur_player_tick_index = 0;
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}
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@@ -559,8 +562,7 @@ void OnTick_Players(void)
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{
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Player *p;
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if (_game_mode == GM_EDITOR)
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return;
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if (_game_mode == GM_EDITOR) return;
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p = GetPlayer(_cur_player_tick_index);
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_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
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@@ -816,15 +818,20 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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p = DoStartupNewPlayer(false);
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#ifdef ENABLE_NETWORK
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if (_networking && !_network_server && _local_player == OWNER_SPECTATOR)
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if (_networking && !_network_server && _local_player == OWNER_SPECTATOR) {
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/* In case we are a client joining a server... */
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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}
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#endif /* ENABLE_NETWORK */
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if (p != NULL) {
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if (_local_player == OWNER_SPECTATOR && (!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) {
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if (_local_player == OWNER_SPECTATOR &&
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(!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) {
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/* Check if we do not want to be a spectator in network */
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if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_SPECTATOR || _ai.network_client) {
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if (!_networking ||
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(_network_server && !_network_dedicated) ||
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_network_playas != OWNER_SPECTATOR ||
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_ai.network_client) {
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if (_ai.network_client) {
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/* As ai-network-client, we have our own rulez (disable GUI and stuff) */
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_ai.network_playas = p->index;
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@@ -982,8 +989,7 @@ int8 SaveHighScoreValue(const Player *p)
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uint16 score = p->old_economy[0].performance_history;
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/* Exclude cheaters from the honour of being in the highscore table */
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if (CheatHasBeenUsed())
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return -1;
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if (CheatHasBeenUsed()) return -1;
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for (i = 0; i < lengthof(_highscore_table[0]); i++) {
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/* You are in the TOP5. Move all values one down and save us there */
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@@ -1247,8 +1253,9 @@ static void SaveLoad_PLYR(Player* p)
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// Write AI?
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if (!IS_HUMAN_PLAYER(p->index)) {
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SlObject(&p->ai, _player_ai_desc);
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for (i = 0; i != p->ai.num_build_rec; i++)
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for (i = 0; i != p->ai.num_build_rec; i++) {
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SlObject(&p->ai.src + i, _player_ai_build_rec_desc);
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}
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}
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// Write economy
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