diff --git a/ai/default/default.c b/ai/default/default.c --- a/ai/default/default.c +++ b/ai/default/default.c @@ -655,7 +655,7 @@ static void AiWantLongIndustryRoute(Play FoundRoute fr; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 60, 90+1)) @@ -761,7 +761,7 @@ static void AiWantMediumIndustryRoute(Pl FoundRoute fr; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); @@ -833,7 +833,7 @@ static void AiWantShortIndustryRoute(Pla FoundRoute fr; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); @@ -905,7 +905,7 @@ static void AiWantMailRoute(Player *p) FoundRoute fr; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); @@ -1010,7 +1010,7 @@ static void AiWantPassengerRoute(Player FoundRoute fr; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); @@ -1102,7 +1102,7 @@ static void AiWantLongRoadIndustryRoute( FoundRoute fr; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); @@ -1162,7 +1162,7 @@ static void AiWantMediumRoadIndustryRout FoundRoute fr; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); @@ -1222,7 +1222,7 @@ static void AiWantLongRoadPassengerRoute FoundRoute fr; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); @@ -1285,7 +1285,7 @@ static void AiWantPassengerRouteInsideTo Town *t; i = 60; - for(;;) { + for (;;) { // Find a town big enough t = AiFindRandomTown(); if (t != NULL && t->population >= 700) @@ -1357,7 +1357,7 @@ static void AiWantPassengerAircraftRoute int i; i = 60; - for(;;) { + for (;;) { // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); @@ -1416,7 +1416,7 @@ static void AiWantOilRigAircraftRoute(Pl Industry *in; i = 60; - for(;;) { + for (;;) { // Find a town t = AiFindRandomTown(); if (t != NULL) { @@ -1498,7 +1498,7 @@ static void AiStateWantNewRoute(Player * } i = 200; - for(;;) { + for (;;) { r = (uint16)Random(); if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh && @@ -1536,7 +1536,7 @@ static bool AiCheckTrackResources(TileIn uint values[NUM_CARGO]; int rad; - for(;p->mode != 4;p++) if (p->mode == 1) { + for (;p->mode != 4;p++) if (p->mode == 1) { TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); uint w; uint h; @@ -1576,7 +1576,7 @@ static int32 AiDoBuildDefaultRailTrack(T int rating = 0; int i,j,k; - for(;;) { + for (;;) { // This will seldomly overflow for valid reasons. Mask it to be on the safe side. uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); @@ -1965,7 +1965,7 @@ static inline void AiCheckBuildRailBridg tile_new = tile; // Allow bridges directly over bottom tiles flag = arf->ti.z == 0; - for(;;) { + for (;;) { if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); FindLandscapeHeightByTile(&arf->ti, tile_new); @@ -2118,7 +2118,7 @@ static void AiBuildRailConstruct(Player // Didn't find anything to build? if (arf.best_ptr == NULL) { // Terraform some - for(i=0; i!=5; i++) + for (i=0; i!=5; i++) AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); if (++p->ai.state_counter == 21) { @@ -2169,7 +2169,7 @@ static void AiBuildRailConstruct(Player } if (arf.best_tile != 0) { - for(i=0; i!=2; i++) + for (i=0; i!=2; i++) AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); } } @@ -2274,7 +2274,7 @@ static void AiBuildRail(Player *p) } else if (p->ai.state_mode == 2) { // Terraform some and then try building again. - for(i=0; i!=4; i++) + for (i=0; i!=4; i++) AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); if (++p->ai.state_counter == 4) { @@ -2314,7 +2314,7 @@ static void AiStateBuildRail(Player *p) num = p->ai.num_build_rec; aib = &p->ai.src; - for(;;) { + for (;;) { cmd = aib->buildcmd_a; aib->buildcmd_a = 255; if (cmd != 255) break; @@ -2382,7 +2382,7 @@ static void AiStateBuildRailVeh(Player * tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); cargo = p->ai.cargo_type; - for(i=0;;) { + for (i=0;;) { if (p->ai.wagon_list[i] == INVALID_VEHICLE) { veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo]; cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); @@ -2403,7 +2403,7 @@ static void AiStateBuildRailVeh(Player * handle_nocash: // after a while, if AI still doesn't have cash, get out of this block by selling the wagons. if (++p->ai.state_counter == 1000) { - for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { + for (i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); assert(!CmdFailed(cost)); } @@ -2426,11 +2426,11 @@ handle_nocash: } // Move the wagons onto the train - for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { + for (i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); } - for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { + for (i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL || @@ -2495,7 +2495,7 @@ static bool AiCheckRoadResources(TileInd rad = 4; } - for(;;p++) { + for (;;p++) { if (p->mode == 4) { return true; } else if (p->mode == 1) { @@ -2523,7 +2523,7 @@ static int AiFindBestDefaultRoadBlock(Ti _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS; - for(i=0; (p = _road_default_block_data[i]) != NULL; i++) { + for (i=0; (p = _road_default_block_data[i]) != NULL; i++) { if (p->dir == direction) { *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0); if (!CmdFailed(*cost) && AiCheckRoadResources(tile, p->data, cargo)) @@ -2542,7 +2542,7 @@ static int32 AiDoBuildDefaultRoadBlock(T int rating = 0; int roadflag = 0; - for(;p->mode != 4;p++) { + for (;p->mode != 4;p++) { uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); _cleared_town = NULL; @@ -2855,7 +2855,7 @@ static inline void AiCheckBuildRoadBridg tile_new = tile; // Allow bridges directly over bottom tiles flag = arf->ti.z == 0; - for(;;) { + for (;;) { if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); FindLandscapeHeightByTile(&arf->ti, tile_new); @@ -2999,7 +2999,7 @@ static void AiBuildRoadConstruct(Player if (arf.best_ptr == NULL) { // Terraform some do_some_terraform: - for(i=0; i!=5; i++) + for (i=0; i!=5; i++) AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); if (++p->ai.state_counter == 21) { @@ -3025,7 +3025,7 @@ do_some_terraform: unnecessary to check for worse bridge (i=0), since AI will always build that. AI is so fucked up that fixing this small thing will probably not solve a thing */ - for(i = 10; i != 0; i--) { + for (i = 10; i != 0; i--) { if (CheckBridge_Stuff(i, bridge_len)) { int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); if (!CmdFailed(cost) && cost < (p->player_money >> 5)) @@ -3054,7 +3054,7 @@ do_some_terraform: } if (arf.best_tile != 0) { - for(i=0; i!=2; i++) + for (i=0; i!=2; i++) AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); } } @@ -3074,7 +3074,7 @@ static void AiBuildRoad(Player *p) } else if (p->ai.state_mode == 2) { // Terraform some and then try building again. - for(i=0; i!=4; i++) + for (i=0; i!=4; i++) AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); if (++p->ai.state_counter == 4) { @@ -3124,7 +3124,7 @@ static void AiStateBuildRoad(Player *p) num = p->ai.num_build_rec; aib = &p->ai.src; - for(;;) { + for (;;) { cmd = aib->buildcmd_a; aib->buildcmd_a = 255; if (cmd != 255) break; @@ -3173,7 +3173,7 @@ static void AiStateBuildRoadVehicles(Pla int i; ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data; - for(;ptr->mode != 0;ptr++) {} + for (;ptr->mode != 0;ptr++) {} tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile); @@ -3336,7 +3336,7 @@ static int32 AiDoBuildDefaultAirportBloc { int32 total_cost = 0, ret; - for(;p->mode == 0;p++) { + for (;p->mode == 0;p++) { if (!HASBIT(_avail_aircraft, p->attr)) return CMD_ERROR; ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); @@ -3359,7 +3359,7 @@ static bool AiCheckAirportResources(Tile rad = 4; } - for(;p->mode==0;p++) { + for (;p->mode==0;p++) { TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); w = _airport_size_x[p->attr]; @@ -3379,7 +3379,7 @@ static int AiFindBestDefaultAirportBlock { int i; const AiDefaultBlockData *p; - for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) { + for (i=0; (p = _airport_default_block_data[i]) != NULL; i++) { // If we are doing a helicopter service, avoid building // airports where they can't land. if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY) @@ -3490,7 +3490,7 @@ static void AiStateBuildAircraftVehicles uint loco_id; ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; - for(;ptr->mode!=0;ptr++) {} + for (;ptr->mode!=0;ptr++) {} tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); @@ -3503,7 +3503,7 @@ static void AiStateBuildAircraftVehicles if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return; loco_id = _new_aircraft_id; - for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { + for (i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); Order order;