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[Stratagus-CVS] stratagus/src/ai ai_force.c
From: |
address@hidden |
Subject: |
[Stratagus-CVS] stratagus/src/ai ai_force.c |
Date: |
23 Dec 2003 11:17:23 +1100 |
CVSROOT: /home/strat
Module name: stratagus
Changes by: <address@hidden> 03/12/23 11:17:23
Modified files:
src/ai : ai_force.c
Log message:
Clean up
Patches:
Index: stratagus/src/ai/ai_force.c
diff -u stratagus/src/ai/ai_force.c:1.45 stratagus/src/ai/ai_force.c:1.46
--- stratagus/src/ai/ai_force.c:1.45 Sat Dec 20 16:02:00 2003
+++ stratagus/src/ai/ai_force.c Tue Dec 23 11:17:22 2003
@@ -26,7 +26,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Id: ai_force.c,v 1.45 2003/12/20 05:02:00 jsalmon3 Exp $
+// $Id: ai_force.c,v 1.46 2003/12/23 00:17:22 jsalmon3 Exp $
//@{
@@ -65,7 +65,7 @@
{
int i;
- for (i = 0; i <= UnitTypeMax; i++) {
+ for (i = 0; i <= UnitTypeMax; ++i) {
UnitTypeEquivs[i] = i;
}
}
@@ -136,7 +136,7 @@
** @param unittype The unittype to find equivalence for
** @param usabelTypes int array which will hold the result. (Size
UnitTypeMax+1)
**
-** @return the number of unittype found
+** @return the number of unittype found
*/
global int AiFindAvailableUnitTypeEquiv(const UnitType* unittype, int*
usableTypes)
{
@@ -156,9 +156,9 @@
if (!CheckDependByIdent(AiPlayer->Player,
UnitTypes[usableTypes[i]]->Ident)) {
// Not available, remove it
usableTypes[i] = usableTypes[usableTypesCount - 1];
- usableTypesCount--;
+ --usableTypesCount;
} else {
- i++;
+ ++i;
}
}
@@ -166,9 +166,9 @@
playerid = AiPlayer->Player->Player;
// We won't have usableTypesCount>4, so simple sort should do it
- for (i = 0; i < usableTypesCount-1; i++) {
+ for (i = 0; i < usableTypesCount - 1; ++i) {
bestlevel = UnitTypes[usableTypes[i]]->Priority;
- for (j = i + 1; j < usableTypesCount; j++) {
+ for (j = i + 1; j < usableTypesCount; ++j) {
curlevel = UnitTypes[usableTypes[j]]->Priority;
if (curlevel > bestlevel) {
@@ -182,7 +182,7 @@
}
}
DebugLevel3Fn("prefered order for %s is " _C_ unittype->Ident);
- for (i = 0; i < usableTypesCount; i++) {
+ for (i = 0; i < usableTypesCount; ++i) {
DebugLevel3(" %s" _C_ UnitTypes[usableTypes[i]]->Ident);
}
DebugLevel3("\n");
@@ -203,15 +203,15 @@
int type;
AiUnit* aiunit;
- memset(countByType, 0, sizeof (int) * (UnitTypeMax + 1));
+ memset(countByType, 0, sizeof(int) * (UnitTypeMax + 1));
aiunit = AiPlayer->Force[force].Units;
while (aiunit) {
- if ((!aiunit->Unit->Destroyed) &&
- (aiunit->Unit->HP) && (aiunit->Unit->Orders[0].Action
!= UnitActionDie)) {
+ if (!aiunit->Unit->Destroyed && aiunit->Unit->HP &&
+ aiunit->Unit->Orders[0].Action !=
UnitActionDie) {
type = UnitTypeEquivs[aiunit->Unit->Type->Type];
- DebugCheck((type < 0) || (type > UnitTypeMax));
+ DebugCheck(type < 0 || type > UnitTypeMax);
countByType[type]++;
}
aiunit = aiunit->Next;
@@ -235,7 +235,7 @@
missing = 0;
aitype = AiPlayer->Force[force].UnitTypes;
while (aitype) {
- type=UnitTypeEquivs[aitype->Type->Type];
+ type = UnitTypeEquivs[aitype->Type->Type];
countByType[type] -= aitype->Want;
if (countByType[type] < 0) {
missing -= countByType[type];
@@ -249,7 +249,7 @@
/**
** Complete dst force with units from src force.
**
-** @todo FIXME : should check that unit can reach dst force's hotspot.
+** @todo FIXME: should check that unit can reach dst force's hotspot.
**
** @param src the force from which units are taken
** @param dst the force into which units go
@@ -289,7 +289,7 @@
AiPlayer->Force[dst].Units = aiunit;
counter[type]++;
- missing--;
+ --missing;
if (!missing) {
AiPlayer->Force[dst].Completed = 1;
@@ -305,7 +305,7 @@
/**
** Complete dst force with overflow units in src force.
**
-** @todo FIXME : should check that unit can reach dst force's hotspot.
+** @todo FIXME: should check that unit can reach dst force's hotspot.
**
** @param src the force from which units are taken
** @param dst the force into which units go
@@ -387,7 +387,8 @@
*prev = aiunit->Next;
free(aiunit);
continue;
- } else if (!aiunit->Unit->HP || aiunit->Unit->Orders[0].Action
== UnitActionDie) {
+ } else if (!aiunit->Unit->HP ||
+ aiunit->Unit->Orders[0].Action ==
UnitActionDie) {
RefsDecrease(aiunit->Unit);
*prev = aiunit->Next;
free(aiunit);
@@ -490,7 +491,7 @@
** @param force Force to be checked.
** @param type Type to check.
**
-** @return Returns true if it fits & update completed flag, false
otherwise.
+** @return True if it fits & update completed flag, false otherwise.
*/
local int AiCheckBelongsToForce(int force, const UnitType* type)
{
@@ -514,7 +515,7 @@
if (counter[realtype] < 0) {
// Ok we will put this unit in this force !
// Just one missing ?
- if ((counter[realtype] == -1) && (missing == 1)) {
+ if (counter[realtype] == -1 && missing == 1) {
AiPlayer->Force[force].Completed = 1;
}
return 1;
@@ -568,7 +569,7 @@
global void AiForceComplete(int force)
{
int j;
- int overflowonly;;
+ int overflowonly;
for (j = 0; j < AI_MAX_FORCES; ++j) {
// Don't complete with self ...
@@ -583,13 +584,12 @@
// Honor "populate from attack"
if ((AiPlayer->Force[force].PopulateMode ==
AiForcePopulateFromAttack) &&
- (!AiPlayer->Force[j].Role == AiForceRoleAttack)) {
-
+ (!AiPlayer->Force[j].Role ==
AiForceRoleAttack)) {
// Use overflow from force 0...
if (j == 0) {
overflowonly = 1;
} else {
- continue;
+ continue;
}
} else {
overflowonly = 0;
@@ -612,9 +612,9 @@
** Enrole a unit in the specific force.
** Does not take equivalence into account
**
-** @todo FIXME : currently iterate all units (slow)
-** FIXME : should take units which are closer to the hotspot.
-** FIXME : should ensure that units can move to the hotspot.
+** @todo FIXME: currently iterate all units (slow)
+** FIXME: should take units which are closer to the hotspot.
+** FIXME: should ensure that units can move to the hotspot.
**
** @param force the force to put units on
** @param ut the searched unittype
@@ -640,7 +640,7 @@
}
// Don't populate attack force with defend reserve.
if ((AiPlayer->Force[src_force].Role == AiForceRoleDefend) &&
- (AiPlayer->Force[force].PopulateMode ==
AiForcePopulateFromAttack)) {
+ (AiPlayer->Force[force].PopulateMode ==
AiForcePopulateFromAttack)) {
continue;
}
@@ -668,8 +668,10 @@
}
/**
-** Make sure that current force requirement are superior to actual assigned
unit count
+** Make sure that current force requirement are superior to actual assigned
+** unit count
**
+** @param force FIXME: docu
*/
local void AiFinalizeForce(int force)
{
@@ -738,7 +740,7 @@
for (id = 0; id < unittypescount; id++) {
// Search in equivalents
equivalentscount =
AiFindAvailableUnitTypeEquiv(UnitTypes[unittypes[id]], equivalents);
- for (equivalentid = 0; equivalentid < equivalentscount;
equivalentid++) {
+ for (equivalentid = 0; equivalentid < equivalentscount;
++equivalentid) {
ut = UnitTypes[equivalents[equivalentid]];
if (!(ut->CanTarget & (1 << maxPower))) {
continue;
@@ -757,7 +759,7 @@
continue;
}
- // FIXME : don't always use the right unittype
here...
+ // FIXME: don't always use the right unittype
here...
curpower[maxPower] -= (maxadd - lefttoadd) *
unittypeforce;
forceUpdated = 1;
@@ -853,7 +855,8 @@
}
/**
-** Try to group units in a force. Units are grouped arround the closest units
of the hotspot.
+** Try to group units in a force. Units are grouped around the closest
+** units of the hotspot.
**
** @param force the force to send home.
*/
@@ -1011,7 +1014,7 @@
/**
** Entry point of force manager, perodic called.
**
-** @todo FIXME : is this really needed anymore
+** @todo FIXME: is this really needed anymore
*/
global void AiForceManager(void)
{
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