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[Stratagus-CVS] stratagus/src/ai new_ai.c
From: |
Jimmy Salmon |
Subject: |
[Stratagus-CVS] stratagus/src/ai new_ai.c |
Date: |
Sun, 30 Nov 2003 18:06:29 -0500 |
CVSROOT: /cvsroot/stratagus
Module name: stratagus
Branch:
Changes by: Jimmy Salmon <address@hidden> 03/11/30 18:06:27
Modified files:
src/ai : new_ai.c
Log message:
Fixed warning, some cleanup
Patches:
Index: stratagus/src/ai/new_ai.c
diff -u stratagus/src/ai/new_ai.c:1.97 stratagus/src/ai/new_ai.c:1.98
--- stratagus/src/ai/new_ai.c:1.97 Sun Nov 30 15:03:32 2003
+++ stratagus/src/ai/new_ai.c Sun Nov 30 18:06:27 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: new_ai.c,v 1.97 2003/11/30 20:03:32 jsalmon3 Exp $
+// $Id: new_ai.c,v 1.98 2003/11/30 23:06:27 jsalmon3 Exp $
//@{
@@ -168,17 +168,17 @@
global int AiTimeFactor = 100; /// Adjust the AI build times
global int AiCostFactor = 100; /// Adjust the AI costs
-global AiType *AiTypes; /// List of all AI types.
+global AiType* AiTypes; /// List of all AI types.
global AiHelper AiHelpers; /// AI helper variables
global int AiScriptActionNum = 0; /// number of action script ( FIXME :
initialized only once )
global AiScriptAction AiScriptActions[MaxAiScriptActions]; /// definitions
of action scripts
-global PlayerAi *AiPlayer; /// Current AI player
-global AiRunningScript *AiScript; /// Current AI script
+global PlayerAi* AiPlayer; /// Current AI player
+global AiRunningScript* AiScript; /// Current AI script
/**
** W*rCr*ft number to internal ai-type name.
*/
-global char **AiTypeWcNames;
+global char** AiTypeWcNames;
/*----------------------------------------------------------------------------
-- Lowlevel functions
@@ -187,11 +187,12 @@
local void debugForces(void)
{
#if defined(USE_GUILE) || defined(USE_SIOD)
- const AiActionEvaluation * aiaction;
- int force, i;
- int count[UnitTypeMax+1];
- int want[UnitTypeMax+1];
- char * str;
+ const AiActionEvaluation* aiaction;
+ int force;
+ int i;
+ int count[UnitTypeMax + 1];
+ int want[UnitTypeMax + 1];
+ char* str;
DebugLevel2Fn(" AI MEMORY (%d)\n" _C_ AiPlayer->EvaluationCount);
aiaction = AiPlayer->FirstEvaluation;
@@ -208,7 +209,7 @@
aiaction = aiaction->Next;
}
DebugLevel2Fn(" AI FORCES ! : completed A/D :
attacking/defending\n");
- for (force = 0; force < AI_MAX_FORCES; force++) {
+ for (force = 0; force < AI_MAX_FORCES; ++force) {
DebugLevel2("force %5d %c%c :" _C_
force _C_
(AiPlayer->Force[force].Role == AiForceRoleAttack ? 'A' : 'D') _C_
@@ -216,12 +217,12 @@
AiForceCountUnits(force, count);
- for (i = 0; i <= UnitTypeMax; i++) {
+ for (i = 0; i <= UnitTypeMax; ++i) {
want[i] = 0;
}
AiForceSubstractWant(force, want);
- for (i = 0; i < UnitTypeMax; i++) {
+ for (i = 0; i < UnitTypeMax; ++i) {
if (count[i] || want[i]) {
DebugLevel2(" %s(%d/%d)" _C_ UnitTypes[i]->Ident _C_ count[i]
_C_ (-want[i]));
}
@@ -248,7 +249,7 @@
{
#if defined(USE_GUILE) || defined(USE_SIOD)
int i;
- PlayerAi *pai;
+ PlayerAi* pai;
SCM value;
pai = AiPlayer;
@@ -258,7 +259,7 @@
debugForces();
}
- for (i = 0; i < AI_MAX_RUNNING_SCRIPTS; i++) {
+ for (i = 0; i < AI_MAX_RUNNING_SCRIPTS; ++i) {
AiScript = pai->Scripts + i;
if (!gh_null_p(AiScript->Script)) {
/*DebugLevel3Fn("%d.%d (%12s) @ %3d.%3d :" _C_ pai->Player->Player
_C_ i _C_ AiScript->ident _C_ AiScript->HotSpot_X _C_ AiScript->HotSpot_Y);
@@ -285,8 +286,8 @@
local void AiCheckUnits(void)
{
int counter[UnitTypeMax];
- const AiBuildQueue *queue;
- const int *unit_types_count;
+ const AiBuildQueue* queue;
+ const int* unit_types_count;
int i;
int j;
int n;
@@ -365,7 +366,7 @@
// create missing units
//
for (i = 0; i < AI_MAX_FORCES; ++i) {
- const AiUnitType *aiut;
+ const AiUnitType* aiut;
// Create units only for AiForceCreateFromScratch forces
if (AiPlayer->Force[i].PopulateMode != AiForcePopulateFromScratch) {
@@ -438,9 +439,9 @@
**
** @param file Output file.
*/
-local void SaveAiTypesWcName(CLFile * file)
+local void SaveAiTypesWcName(CLFile* file)
{
- char **cp;
+ char** cp;
int i;
//
@@ -469,8 +470,8 @@
** @param n Number of elements in table
** @param table unit-type table.
*/
-local void SaveAiHelperTable(CLFile * file, const char *name, int upgrade, int
n,
- AiUnitTypeTable * const *table)
+local void SaveAiHelperTable(CLFile* file, const char* name, int upgrade, int
n,
+ AiUnitTypeTable* const* table)
{
int t;
int i;
@@ -517,8 +518,8 @@
** @param n Number of elements in table
** @param table unit-type table.
*/
-local void SaveAiEquivTable(CLFile * file, const char *name, int n,
- AiUnitTypeTable * const *table)
+local void SaveAiEquivTable(CLFile* file, const char* name, int n,
+ AiUnitTypeTable* const* table)
{
int i;
int j;
@@ -547,8 +548,8 @@
** @param n Number of elements in table
** @param table unit-type table.
*/
-local void SaveAiCostTable(CLFile * file, const char *name, int n,
- AiUnitTypeTable * const *table)
+local void SaveAiCostTable(CLFile* file, const char* name, int n,
+ AiUnitTypeTable* const* table)
{
int t;
int i;
@@ -588,8 +589,8 @@
** @param n Number of elements in table
** @param table unit-type table.
*/
-local void SaveAiUnitLimitTable(CLFile * file, const char *name, int n,
- AiUnitTypeTable * const *table)
+local void SaveAiUnitLimitTable(CLFile* file, const char* name, int n,
+ AiUnitTypeTable* const* table)
{
int t;
int i;
@@ -626,7 +627,7 @@
**
** @param file Output file.
*/
-local void SaveAiHelper(CLFile * file)
+local void SaveAiHelper(CLFile* file)
{
CLprintf(file, "(define-ai-helper");
//
@@ -673,14 +674,14 @@
**
** @param file Output file
*/
-local void SaveAiScriptActions(CLFile * file)
+local void SaveAiScriptActions(CLFile* file)
{
#if defined(USE_GUILE) || defined(USE_SIOD)
- AiScriptAction *aiScriptAction;
+ AiScriptAction* aiScriptAction;
int i;
// FIXME : should import the built-in lambda as well ( really needed ? )
- for (i = 0; i < AiScriptActionNum; i++) {
+ for (i = 0; i < AiScriptActionNum; ++i) {
aiScriptAction = AiScriptActions + i;
CLprintf(file, "(define-ai-action '(%s%s)\n '",
@@ -700,7 +701,7 @@
** @param file Output file.
** @param aitype AI type to save.
*/
-local void SaveAiType(CLFile * file, const AiType * aitype)
+local void SaveAiType(CLFile* file, const AiType* aitype)
{
#if defined(USE_GUILE) || defined(USE_SIOD)
SCM list;
@@ -730,7 +731,7 @@
**
** @param file Output file.
*/
-local void SaveAiTypes(CLFile * file)
+local void SaveAiTypes(CLFile* file)
{
SaveAiType(file, AiTypes);
@@ -745,7 +746,7 @@
** @param plynr Player number.
** @param ai Player AI.
*/
-local void SaveAiPlayer(CLFile * file, unsigned plynr, PlayerAi * ai)
+local void SaveAiPlayer(CLFile* file, unsigned plynr, PlayerAi* ai)
{
#if defined(USE_GUILE) || defined(USE_SIOD)
IOOutFile = file;
@@ -764,7 +765,7 @@
**
** @param file Output file.
*/
-local void SaveAiPlayers(CLFile * file)
+local void SaveAiPlayers(CLFile* file)
{
unsigned p;
@@ -780,11 +781,11 @@
**
** @param file Output file.
*/
-global void SaveAi(CLFile * file)
+global void SaveAi(CLFile* file)
{
CLprintf(file, "\n;;; -----------------------------------------\n");
CLprintf(file,
- ";;; MODULE: AI $Id: new_ai.c,v 1.97 2003/11/30 20:03:32 jsalmon3 Exp
$\n\n");
+ ";;; MODULE: AI $Id: new_ai.c,v 1.98 2003/11/30 23:06:27 jsalmon3 Exp
$\n\n");
SaveAiTypesWcName(file);
SaveAiHelper(file);
@@ -800,12 +801,12 @@
**
** @param player The player structure pointer.
*/
-global void AiInit(Player * player)
+global void AiInit(Player* player)
{
int i;
- PlayerAi *pai;
- AiType *ait;
- char *ainame;
+ PlayerAi* pai;
+ AiType* ait;
+ char* ainame;
DebugLevel0Fn("%d - %s -" _C_ player->Player _C_ player->Name);
@@ -817,7 +818,7 @@
pai->Player = player;
ait = AiTypes;
- for (i = 0; i < AI_MAX_RUNNING_SCRIPTS; i++) {
+ for (i = 0; i < AI_MAX_RUNNING_SCRIPTS; ++i) {
pai->Scripts[i].ownForce = AI_GENERIC_FORCES + i;
pai->Scripts[i].HotSpot_X = -1;
pai->Scripts[i].HotSpot_Y = -1;
@@ -835,7 +836,7 @@
// Set autoattack to 1 as default
pai->AutoAttack = 1;
- for (i = 0; i < AI_GENERIC_FORCES; i++) {
+ for (i = 0; i < AI_GENERIC_FORCES; ++i) {
// First force defend, others are attacking...
pai->Force[i].Role = (i ? AiForceRoleAttack : AiForceRoleDefend);
@@ -926,12 +927,12 @@
{
int i;
int p;
- PlayerAi *pai;
- void *temp;
- AiType *aitype;
- AiBuildQueue *queue;
+ PlayerAi* pai;
+ void* temp;
+ AiType* aitype;
+ AiBuildQueue* queue;
AiExplorationRequest* request;
- char **cp;
+ char** cp;
for (p = 0; p < PlayerMax; ++p) {
if ((pai = Players[p].Ai)) {
@@ -939,8 +940,8 @@
// Free forces
//
for (i = 0; i < AI_MAX_FORCES; ++i) {
- AiUnitType *aut;
- AiUnit *aiunit;
+ AiUnitType* aut;
+ AiUnit* aiunit;
for (aut = pai->Force[i].UnitTypes; aut; aut = temp) {
temp = aut->Next;
@@ -1068,7 +1069,7 @@
}
// Free script action scm...
- for (i = 0; i < AiScriptActionNum; i++) {
+ for (i = 0; i < AiScriptActionNum; ++i) {
#if defined(USE_GUILE) || defined(USE_SIOD)
CclGcUnprotect(&AiScriptActions[i].Action);
#elif defined(USE_LUA)
@@ -1091,10 +1092,10 @@
** @param type Unit-type which is now available.
** @return True, if unit-type was found in list.
*/
-local int AiRemoveFromBuilded2(PlayerAi * pai, const UnitType * type)
+local int AiRemoveFromBuilded2(PlayerAi* pai, const UnitType* type)
{
- AiBuildQueue **queue;
- AiBuildQueue *next;
+ AiBuildQueue** queue;
+ AiBuildQueue* next;
//
// Search the unit-type order.
@@ -1119,7 +1120,7 @@
** @param pai Computer AI player.
** @param type Unit-type which is now available.
*/
-local void AiRemoveFromBuilded(PlayerAi * pai, const UnitType * type)
+local void AiRemoveFromBuilded(PlayerAi* pai, const UnitType* type)
{
int i;
int equivalents[UnitTypeMax+1];
@@ -1133,7 +1134,7 @@
// This could happen if an upgrade is ready, look for equivalent units.
//
equivalentsCount = AiFindUnitTypeEquiv(type, equivalents);
- for (i = 0; i < equivalentsCount; i++) {
+ for (i = 0; i < equivalentsCount; ++i) {
if (AiRemoveFromBuilded2(pai, UnitTypes[equivalents[i]])) {
return;
}
@@ -1155,9 +1156,9 @@
** @param type Unit-type which is now available.
** @return True if the unit-type could be reduced.
*/
-local int AiReduceMadeInBuilded2(const PlayerAi * pai, const UnitType * type)
+local int AiReduceMadeInBuilded2(const PlayerAi* pai, const UnitType* type)
{
- AiBuildQueue *queue;
+ AiBuildQueue* queue;
//
// Search the unit-type order.
//
@@ -1176,7 +1177,7 @@
** @param pai Computer AI player.
** @param type Unit-type which is now available.
*/
-local void AiReduceMadeInBuilded(const PlayerAi * pai, const UnitType * type)
+local void AiReduceMadeInBuilded(const PlayerAi* pai, const UnitType* type)
{
int i;
int equivs[UnitTypeMax + 1];
@@ -1209,10 +1210,10 @@
** @param attacker Pointer to attacker unit.
** @param defender Pointer to unit that is being attacked.
*/
-global void AiHelpMe(const Unit * attacker, Unit * defender)
+global void AiHelpMe(const Unit* attacker, Unit* defender)
{
- PlayerAi *pai;
- AiUnit *aiunit;
+ PlayerAi* pai;
+ AiUnit* aiunit;
int force;
DebugLevel0Fn("%d: %d(%s) attacked at %d,%d\n" _C_
@@ -1252,7 +1253,7 @@
**
** @param unit Pointer to unit.
*/
-global void AiUnitKilled(Unit * unit)
+global void AiUnitKilled(Unit* unit)
{
DebugLevel1Fn("%d: %d(%s) killed\n" _C_
unit->Player->Player _C_ UnitNumber(unit) _C_ unit->Type->Ident);
@@ -1290,7 +1291,7 @@
** @param unit Pointer to unit that builds the building.
** @param what Pointer to unit building that was built.
*/
-global void AiWorkComplete(Unit * unit, Unit * what)
+global void AiWorkComplete(Unit* unit, Unit* what)
{
if (unit) {
DebugLevel1Fn("%d: %d(%s) build %s at %d,%d completed\n" _C_
@@ -1312,7 +1313,7 @@
** @param unit Pointer to unit what builds the building.
** @param what Pointer to unit-type.
*/
-global void AiCanNotBuild(Unit * unit, const UnitType * what)
+global void AiCanNotBuild(Unit* unit, const UnitType* what)
{
DebugLevel0Fn("%d: %d(%s) Can't build %s at %d,%d\n" _C_
unit->Player->Player _C_ UnitNumber(unit) _C_ unit->Type->Ident
@@ -1329,7 +1330,7 @@
** @param unit Pointer to unit what builds the building.
** @param what Pointer to unit-type.
*/
-global void AiCanNotReach(Unit * unit, const UnitType * what)
+global void AiCanNotReach(Unit* unit, const UnitType* what)
{
DebugLevel3Fn("%d: %d(%s) Can't reach %s at %d,%d\n" _C_
unit->Player->Player _C_ UnitNumber(unit) _C_ unit->Type->Ident _C_
@@ -1342,15 +1343,22 @@
local void AiMoveUnitInTheWay(Unit* unit)
{
- static int
dirs[8][2]={{-1,-1},{-1,0},{-1,1},{0,1},{1,1},{1,0},{1,-1},{0,-1}};
- int ux0,uy0,ux1,uy1;
- int bx0,by0,bx1,by1;
- int x,y;
+ static int dirs[8][2] =
{{-1,-1},{-1,0},{-1,1},{0,1},{1,1},{1,0},{1,-1},{0,-1}};
+ int ux0;
+ int uy0;
+ int ux1;
+ int uy1;
+ int bx0;
+ int by0;
+ int bx1;
+ int by1;
+ int x;
+ int y;
int trycount,i;
- Unit * blocker;
- UnitType * unittype;
- UnitType * blockertype;
- Unit * movableunits[16];
+ Unit* blocker;
+ UnitType* unittype;
+ UnitType* blockertype;
+ Unit* movableunits[16];
int movablepos[16][2];
int movablenb;
@@ -1409,9 +1417,9 @@
// Check for collision
#define int_min(a,b) ((a)<(b)?(a):(b))
#define int_max(a,b) ((a)>(b)?(a):(b))
- if (!((ux0 == bx1 + 1 || ux1 == bx0 - 1) &&
+ if (!((ux0 == bx1 + 1 || ux1 == bx0 - 1) &&
(int_max(by0, uy0) <= int_min(by1, uy1)))
- && !((uy0 == by1 + 1 || uy1 == by0 - 1) &&
+ && !((uy0 == by1 + 1 || uy1 == by0 - 1) &&
(int_max(bx0, ux0) <= int_min(bx1, ux1)))) {
continue;
}
@@ -1428,7 +1436,7 @@
while (trycount > 0) {
i = (i + 1) &7;
trycount--;
-
+
x = blocker->X + dirs[i][0];
y = blocker->Y + dirs[i][1];
@@ -1468,39 +1476,39 @@
** 1 if exists (unit may still be null if no one ready)
**
*/
-local int FindTransporterOnZone(int waterzone,ZoneSet * destzones,
- int x,int y,unsigned int unitType,
- Unit ** bestunit)
-{
- static ZoneSet TransporterZones={0};
- Unit ** allunits;
- Unit * unit;
+local int FindTransporterOnZone(int waterzone, ZoneSet* destzones,
+ int x, int y, unsigned unitType, Unit** bestunit)
+{
+ static ZoneSet TransporterZones = {0};
+ Unit** allunits;
+ Unit* unit;
int i;
int unitdst;
int unitok;
int result;
int bestunitdst;
- int unitX,unitY;
-
+ int unitX;
+ int unitY;
+
result = 0;
*bestunit = 0;
bestunitdst = -1;
unitdst = -1;
-
+
// Travel through all units
allunits = AiPlayer->Player->Units;
- for (i = 0; i < AiPlayer->Player->TotalNumUnits; i++) {
+ for (i = 0; i < AiPlayer->Player->TotalNumUnits; ++i) {
unit = allunits[i];
if (UnitUnusable(unit)) {
continue;
}
- if (unit->Type->UnitType != unitType || !unit->Type->Transporter) {
+ if ((unsigned)unit->Type->UnitType != unitType ||
!unit->Type->Transporter) {
continue;
}
result = 1;
-
+
if (unit->InsideCount >= unit->Type->MaxOnBoard) {
continue;
}
@@ -1524,17 +1532,17 @@
unit->Orders[unit->OrderCount - 1].Action == UnitActionUnload &&
unit->InsideCount + unit->OrderCount - (unit->OrderFlush ? 1 : 0)
<= unit->Type->MaxOnBoard) {
-
+
// Check that it will unload in the dest zone
ZoneSetClear(&TransporterZones);
- ZoneSetAddCell(&TransporterZones,
+ ZoneSetAddCell(&TransporterZones,
unit->Orders[unit->OrderCount - 1].X,
unit->Orders[unit->OrderCount - 1].Y);
-
+
unitok = ZoneSetHasIntersect(&TransporterZones, destzones);
if (unitok) {
if (unit->Orders[unit->OrderFlush ? 1 : 0].Goal) {
unitX = unit->Orders[unit->OrderFlush ? 1 : 0].Goal->X;
- unitY = unit->Orders[unit->OrderFlush ? 1 : 0].Goal->Y;
+ unitY = unit->Orders[unit->OrderFlush ? 1 : 0].Goal->Y;
} else {
unitX = unit->Orders[unit->OrderFlush ? 1 : 0].X;
unitY = unit->Orders[unit->OrderFlush ? 1 : 0].Y;
@@ -1558,11 +1566,13 @@
return result;
}
-local void HelpWithTransporter(Unit * unit, Unit * transporter, int
transporterzone, int destzone)
+local void HelpWithTransporter(Unit* unit, Unit* transporter, int
transporterzone, int destzone)
{
- int x,y;
+ int x;
+ int y;
+
// Order temp;
-
+
if (UnitIdle(transporter)) {
CommandFollow(transporter, unit, FlushCommands);
ZoneFindConnexion(destzone, transporterzone, unit->X, unit->Y, &x, &y);
@@ -1583,19 +1593,23 @@
** @param unit Pointer to unit what builds the building.
** @param what Pointer to unit-type.
*/
-global void AiCanNotMove(Unit * unit)
+global void AiCanNotMove(Unit* unit)
{
#ifdef MAP_REGIONS
AiTransportRequest* aitr;
#endif
- int gx,gy,gw,gh;
- int minrange, maxrange;
-
+ int gx;
+ int gy;
+ int gw;
+ int gh;
+ int minrange;
+ int maxrange;
+
DebugLevel2Fn("%s at %d %d\n" _C_ unit->Type->Ident _C_ unit->X _C_
unit->Y);
AiPlayer = unit->Player->Ai;
-
+
if (unit->Orders[0].Goal) {
gw=unit->Orders[0].Goal->Type->TileWidth;
gh=unit->Orders[0].Goal->Type->TileHeight;
@@ -1614,7 +1628,7 @@
gx=unit->Orders[0].X;
gy=unit->Orders[0].Y;
}
-
+
if (PlaceReachable(unit, gx, gy, gw, gh, minrange, maxrange) ||
unit->Type->UnitType == UnitTypeFly) {
// Path probably closed by unit here
DebugLevel2Fn("Place reacheable, move unit in the way.\n");
@@ -1630,7 +1644,7 @@
}
aitr = aitr->Next;
}
-
+
aitr = malloc(sizeof(AiTransportRequest));
aitr->Next = AiPlayer->TransportRequests;
aitr->Unit = unit;
@@ -1645,20 +1659,25 @@
}
#ifdef MAP_REGIONS
-local void HandleTransportRequests(AiTransportRequest * aitr)
+local void HandleTransportRequests(AiTransportRequest* aitr)
{
- static ZoneSet UnitZones={0};
- static ZoneSet DestZones={0};
+ static ZoneSet UnitZones = {0};
+ static ZoneSet DestZones = {0};
- Unit * transporter;
+ Unit* transporter;
int zonepath[MaxZoneNumber];
int zonepathlen;
- int gx,gy,gw,gh,maxrange,minrange;
-
+ int gx;
+ int gy;
+ int gw;
+ int gh;
+ int maxrange;
+ int minrange;
+
if (aitr->Unit->Removed) {
return;
}
-
+
if (aitr->Order.Goal) {
// Check for dead goal here (?)
if (aitr->Order.Goal->Removed) {
@@ -1696,7 +1715,7 @@
// Can go, nothing to do.
return;
}
-
+
if (!ZoneSetFindPath(&UnitZones, &DestZones, zonepath, &zonepathlen)) {
DebugLevel2Fn("no way over there.\n");
return;
@@ -1723,7 +1742,7 @@
** @param unit Point to unit.
** @param what Pointer to unit-type.
*/
-global void AiNeedMoreSupply(Unit * unit, const UnitType * what __attribute__
((unused)))
+global void AiNeedMoreSupply(Unit* unit, const UnitType* what
__attribute__((unused)))
{
DebugLevel3Fn("%d: %d(%s) need more farms %s at %d,%d\n" _C_
unit->Player->Player _C_ UnitNumber(unit) _C_ unit->Type->Ident _C_
@@ -1731,7 +1750,7 @@
DebugCheck(unit->Player->Type == PlayerPerson);
- ((PlayerAi *) unit->Player->Ai)->NeedSupply = 1;
+ ((PlayerAi*)unit->Player->Ai)->NeedSupply = 1;
}
/**
@@ -1740,7 +1759,7 @@
** @param unit Pointer to unit making.
** @param what Pointer to new ready trained unit.
*/
-global void AiTrainingComplete(Unit * unit, Unit * what)
+global void AiTrainingComplete(Unit* unit, Unit* what)
{
DebugLevel1Fn("%d: %d(%s) training %s at %d,%d completed\n" _C_
unit->Player->Player _C_ UnitNumber(unit) _C_ unit->Type->Ident _C_
@@ -1761,8 +1780,8 @@
** @param unit Pointer to unit working.
** @param what Pointer to the new unit-type.
*/
-global void AiUpgradeToComplete(Unit * unit __attribute__ ((unused)),
- const UnitType * what __attribute__ ((unused)))
+global void AiUpgradeToComplete(Unit* unit __attribute__((unused)),
+ const UnitType* what __attribute__((unused)))
{
DebugLevel1Fn("%d: %d(%s) upgrade-to %s at %d,%d completed\n" _C_
unit->Player->Player _C_ UnitNumber(unit) _C_ unit->Type->Ident _C_
@@ -1777,8 +1796,8 @@
** @param unit Pointer to unit working.
** @param what Pointer to the new upgrade.
*/
-global void AiResearchComplete(Unit * unit __attribute__ ((unused)),
- const Upgrade * what __attribute__ ((unused)))
+global void AiResearchComplete(Unit* unit __attribute__((unused)),
+ const Upgrade* what __attribute__((unused)))
{
DebugLevel1Fn("%d: %d(%s) research %s at %d,%d completed\n" _C_
unit->Player->Player _C_ UnitNumber(unit) _C_ unit->Type->Ident _C_
@@ -1794,12 +1813,13 @@
**
** @param player The player structure pointer.
*/
-global void AiEachCycle(Player * player __attribute__ ((unused)))
+global void AiEachCycle(Player* player __attribute__((unused)))
{
- AiTransportRequest * aitr, * next;
-
+ AiTransportRequest* aitr;
+ AiTransportRequest* next;
+
AiPlayer = player->Ai;
-
+
aitr = AiPlayer->TransportRequests;
while (aitr) {
next = aitr->Next;
@@ -1824,7 +1844,7 @@
**
** @param player The player structure pointer.
*/
-global void AiEachSecond(Player * player)
+global void AiEachSecond(Player* player)
{
#ifdef TIMEIT
u_int64_t sv = rdtsc();