[Freeciv-Dev] PATCH: optimized ai/aihand.c
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Hi,
removed compiler warnings from ai/aihand.c:
/ai/aihand.c 112: inline function does not use formal parameter "pplayer"
/ai/aihand.c 129: inline function does not use formal parameter "pplayer"
/ai/aihand.c 134: inline function does not use formal parameter "pplayer"
/ai/aihand.c 269: dead assignment eliminated "sad"
/ai/aihand.c 471: dead assignment eliminated "goal"
- removed assignments to sad, goal
- removed older UNUSED marked obsolete stuff
- marked the three currently unused functions with UNUSED
- rearranged the functions to make prototypes for static functions obsolete
Patch file looks not very clear, but I found not option to make it look
nicer.
Ciao
____ _ _ ____ _ _ _ _ ____
| | | | | | \ / | | | the cool Gremlin from Bischofswerda
| __ | ____| | \/ | | | WWW: http://home.pages.de/~stoecker/
| | | | | | | | PGP key available on www page.
|____| _|_ |____| _|_ _|_ |____| I hope AMIGA never ends to make fun!
diff -ur ../../freeciv-cvs/freeciv/ai/aihand.c ./ai/aihand.c
--- ../../freeciv-cvs/freeciv/ai/aihand.c Wed Sep 20 08:56:44 2000
+++ ./ai/aihand.c Wed Sep 20 10:15:13 2000
@@ -96,64 +96,35 @@
-- I don't know who wrote this, but I've gone a different direction -- Syela
*/
-static void ai_before_work(struct player *pplayer);
-static void ai_manage_taxes(struct player *pplayer);
-static void ai_manage_government(struct player *pplayer);
-static void ai_manage_diplomacy(struct player *pplayer);
-static void ai_manage_spaceship(struct player *pplayer);
-static void ai_after_work(struct player *pplayer);
-
+#ifdef UNUSED
/**************************************************************************
- Main AI routine.
+ update advisors/structures
**************************************************************************/
-
-void ai_do_first_activities(struct player *pplayer)
+static void ai_before_work(struct player *pplayer)
{
- ai_before_work(pplayer);
- ai_manage_units(pplayer); /* STOP. Everything else is at end of turn. */
-}
-void ai_do_last_activities(struct player *pplayer)
-{
-/* ai_manage_units(pplayer); very useful to include this! -- Syela */
-/* I finally realized how stupid it was to call manage_units in
update_player_ac
-instead of right before it. Managing units before end-turn reset now. --
Syela */
- calculate_tech_turns(pplayer); /* has to be here thanks to the above */
- ai_manage_cities(pplayer);
- /* manage cities will establish our tech_wants. */
- /* if I were upgrading units, which I'm not, I would do it here -- Syela */
- freelog(LOG_DEBUG, "Managing %s's taxes.", pplayer->name);
- ai_manage_taxes(pplayer);
- freelog(LOG_DEBUG, "Managing %s's government.", pplayer->name);
- ai_manage_government(pplayer);
- ai_manage_diplomacy(pplayer);
- ai_manage_tech(pplayer);
- freelog(LOG_DEBUG, "Managing %s's spaceship.", pplayer->name);
- ai_manage_spaceship(pplayer);
- freelog(LOG_DEBUG, "Managing %s's taxes.", pplayer->name);
- ai_after_work(pplayer);
- freelog(LOG_DEBUG, "Done with %s.", pplayer->name);
}
/**************************************************************************
- update advisors/structures
+ well am not sure what will happend here yet, maybe some more analysis
**************************************************************************/
-
-static void ai_before_work(struct player *pplayer)
+static void ai_after_work(struct player *pplayer)
{
- ; /* all instances of fnord and references thereto have been deleted. --
Syela */
-}
+}
/**************************************************************************
Trade tech and stuff, this one will probably be blank for a long time.
**************************************************************************/
-
static void ai_manage_diplomacy(struct player *pplayer)
{
}
+#endif /* UNUSED */
+/**************************************************************************
+ handle spaceship related stuff
+**************************************************************************/
static void ai_manage_spaceship(struct player *pplayer)
{
if (game.spacerace) {
@@ -169,75 +140,6 @@
}
/**************************************************************************
- well am not sure what will happend here yet, maybe some more analysis
-**************************************************************************/
-
-static void ai_after_work(struct player *pplayer)
-{
-
-}
-
-
-/**************************************************************************
-...
-**************************************************************************/
-#ifdef UNUSED
-int ai_calc_city_buy(struct city *pcity)
-{
- int val;
- if (pcity->is_building_unit) { /* add wartime stuff here */
- return ((pcity->size*10)/(2*city_get_defenders(pcity)+1))
-;
- } else { /* crude function, add some value stuff */
- if (pcity->currently_building==B_CAPITAL)
- return 0;
- val = ((pcity->size*20)/(city_get_buildings(pcity)+1));
- val = val * (30 - pcity->shield_prod); /* yes it'll become negative if >
30 */
- return val;
- }
-}
-#endif /* UNUSED */
-
-/**************************************************************************
-.. Spend money
-**************************************************************************/
-#ifdef UNUSED
-void ai_spend_gold(struct player *pplayer, int gold)
-{ /* obsoleted by Syela */
- struct city *pc2=NULL;
- int maxwant, curwant;
- maxwant = 0;
- city_list_iterate(pplayer->cities, pcity)
- if ((curwant = ai_calc_city_buy(pcity)) > maxwant) {
- maxwant = curwant;
- pc2 = pcity;
- }
- city_list_iterate_end;
-
- if (!pc2) return;
- if (pc2->is_building_unit) {
- if (city_buy_cost(pc2) > gold)
- return;
- pplayer->economic.gold -= city_buy_cost(pc2);
- pc2->shield_stock = unit_value(pc2->currently_building);
- } else {
- if (city_buy_cost(pc2) < gold) {
- pplayer->economic.gold -= city_buy_cost(pc2);
- pc2->shield_stock = improvement_value(pc2->currently_building);
- return;
- }
- /* we don't have to end the build, we just pool in some $ */
- if (is_wonder(pc2->currently_building))
- pc2->shield_stock +=(gold/4);
- else
- pc2->shield_stock +=(gold/2);
- pplayer->economic.gold -= gold;
- }
-}
-#endif /* UNUSED */
-
-
-/**************************************************************************
.. Set tax/science/luxury rates. Tax Rates > 40 indicates a crisis.
total rewrite by Syela
**************************************************************************/
@@ -245,7 +147,7 @@
{
struct government *g = get_gov_pplayer(pplayer);
int gnow = pplayer->economic.gold;
- int sad = 0, trade = 0, m, n, i, expense = 0, tot;
+ int trade = 0, m, n, i, expense = 0, tot;
int waste[40]; /* waste with N elvises */
int elvises[11] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
int hhjj[11] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
@@ -266,7 +168,6 @@
pcity->ppl_elvis = 0; pcity->ppl_taxman = 0; pcity->ppl_scientist = 0;
add_adjust_workers(pcity); /* less wasteful than auto_arrange, required */
city_refresh(pcity);
- sad += pcity->ppl_unhappy[4];
trade += pcity->trade_prod * city_tax_bonus(pcity) / 100;
freelog(LOG_DEBUG, "%s has %d trade.", pcity->name, pcity->trade_prod);
for (i = 0; i < game.num_impr_types; i++)
@@ -460,15 +361,13 @@
city_list_iterate_end;
}
-/* --------------------------GOVERNMENT--------------------------------- */
-
/**************************************************************************
change the government form, if it can and there is a good reason
**************************************************************************/
#ifndef NEW_GOV_EVAL
static void ai_manage_government(struct player *pplayer)
{
- int goal = get_nation_by_plr(pplayer)->goals.government;
+ int goal;
int subgoal;
int failsafe;
@@ -575,3 +474,42 @@
return;
}
#endif /* NEW_GOV_EVAL */
+
+/**************************************************************************
+ Main AI routine.
+**************************************************************************/
+
+void ai_do_first_activities(struct player *pplayer)
+{
+#ifdef UNUSED
+ ai_before_work(pplayer);
+#endif
+ ai_manage_units(pplayer); /* STOP. Everything else is at end of turn. */
+}
+
+void ai_do_last_activities(struct player *pplayer)
+{
+/* ai_manage_units(pplayer); very useful to include this! -- Syela */
+/* I finally realized how stupid it was to call manage_units in
update_player_ac
+instead of right before it. Managing units before end-turn reset now. --
Syela */
+ calculate_tech_turns(pplayer); /* has to be here thanks to the above */
+ ai_manage_cities(pplayer);
+ /* manage cities will establish our tech_wants. */
+ /* if I were upgrading units, which I'm not, I would do it here -- Syela */
+ freelog(LOG_DEBUG, "Managing %s's taxes.", pplayer->name);
+ ai_manage_taxes(pplayer);
+ freelog(LOG_DEBUG, "Managing %s's government.", pplayer->name);
+ ai_manage_government(pplayer);
+#ifdef UNUSED
+ ai_manage_diplomacy(pplayer);
+#endif
+ ai_manage_tech(pplayer);
+ freelog(LOG_DEBUG, "Managing %s's spaceship.", pplayer->name);
+ ai_manage_spaceship(pplayer);
+ freelog(LOG_DEBUG, "Managing %s's taxes.", pplayer->name);
+#ifdef UNUSED
+ ai_after_work(pplayer);
+#endif
+ freelog(LOG_DEBUG, "Done with %s.", pplayer->name);
+}
+
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