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[Merge] lp:~widelands-dev/widelands/clang-for-ai-files into lp:widelands

 

TiborB has proposed merging lp:~widelands-dev/widelands/clang-for-ai-files into lp:widelands.

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/clang-for-ai-files/+merge/244508

This is simple reformatting with clang-format on three files as requested by SirVer here: https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271/comments/601220
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/clang-for-ai-files into lp:widelands.
=== modified file 'src/economy/portdock.cc'
--- src/economy/portdock.cc	2014-11-28 16:40:55 +0000
+++ src/economy/portdock.cc	2014-12-11 21:38:11 +0000
@@ -46,20 +46,16 @@
 	return g_portdock_descr;
 }
 
-
 PortdockDescr::PortdockDescr(char const* const _name, char const* const _descname)
-	:
-	MapObjectDescr(MapObjectType::PORTDOCK, _name, _descname)
-{
+   : MapObjectDescr(MapObjectType::PORTDOCK, _name, _descname) {
 }
 
-PortDock::PortDock(Warehouse* wh) :
-	PlayerImmovable(g_portdock_descr),
-	m_fleet(nullptr),
-	m_warehouse(wh),
-	m_need_ship(false),
-	m_expedition_ready(false)
-{
+PortDock::PortDock(Warehouse* wh)
+   : PlayerImmovable(g_portdock_descr),
+     m_fleet(nullptr),
+     m_warehouse(wh),
+     m_need_ship(false),
+     m_expedition_ready(false) {
 }
 
 PortDock::~PortDock() {
@@ -76,8 +72,7 @@
  *
  * @note This only works properly when called before @ref init
  */
-void PortDock::add_position(Coords where)
-{
+void PortDock::add_position(Coords where) {
 	m_dockpoints.push_back(where);
 }
 
@@ -90,29 +85,23 @@
  *
  * @warning This should only be called via @ref Fleet itself.
  */
-void PortDock::set_fleet(Fleet * fleet)
-{
+void PortDock::set_fleet(Fleet* fleet) {
 	m_fleet = fleet;
 }
 
-int32_t PortDock::get_size() const
-{
+int32_t PortDock::get_size() const {
 	return SMALL;
 }
 
-bool PortDock::get_passable() const
-{
+bool PortDock::get_passable() const {
 	return true;
 }
 
-PortDock::PositionList PortDock::get_positions
-	(const EditorGameBase &) const
-{
+PortDock::PositionList PortDock::get_positions(const EditorGameBase&) const {
 	return m_dockpoints;
 }
 
-Flag & PortDock::base_flag()
-{
+Flag& PortDock::base_flag() {
 	return m_warehouse->base_flag();
 }
 
@@ -120,8 +109,7 @@
  * Return the dock that has the given flag as its base, or 0 if no dock of our fleet
  * has the given flag.
  */
-PortDock * PortDock::get_dock(Flag & flag) const
-{
+PortDock* PortDock::get_dock(Flag& flag) const {
 	if (m_fleet)
 		return m_fleet->get_dock(flag);
 	return nullptr;
@@ -133,8 +121,7 @@
  * Called by @ref Warehouse::set_economy, and responsible for forwarding the
  * change to @ref Fleet.
  */
-void PortDock::set_economy(Economy * e)
-{
+void PortDock::set_economy(Economy* e) {
 	if (e == get_economy())
 		return;
 
@@ -152,18 +139,14 @@
 		m_expedition_bootstrap->set_economy(e);
 }
 
-
-void PortDock::draw
-		(const EditorGameBase &, RenderTarget &, const FCoords&, const Point&)
-{
+void PortDock::draw(const EditorGameBase&, RenderTarget&, const FCoords&, const Point&) {
 	// do nothing
 }
 
-void PortDock::init(EditorGameBase & egbase)
-{
+void PortDock::init(EditorGameBase& egbase) {
 	PlayerImmovable::init(egbase);
 
-	for (const Coords& coords: m_dockpoints) {
+	for (const Coords& coords : m_dockpoints) {
 		set_position(egbase, coords);
 	}
 
@@ -174,16 +157,14 @@
  * Create our initial singleton @ref Fleet. The fleet code ensures
  * that we merge with a larger fleet when possible.
  */
-void PortDock::init_fleet(EditorGameBase & egbase)
-{
-	Fleet * fleet = new Fleet(owner());
+void PortDock::init_fleet(EditorGameBase& egbase) {
+	Fleet* fleet = new Fleet(owner());
 	fleet->add_port(egbase, this);
 	fleet->init(egbase);
 	// Note: the Fleet calls our set_fleet automatically
 }
 
-void PortDock::cleanup(EditorGameBase & egbase)
-{
+void PortDock::cleanup(EditorGameBase& egbase) {
 	if (egbase.objects().object_still_available(m_warehouse)) {
 		// Transfer all our wares into the warehouse.
 		if (upcast(Game, game, &egbase)) {
@@ -212,7 +193,7 @@
 	if (m_fleet)
 		m_fleet->remove_port(egbase, this);
 
-	for (const Coords& coords: m_dockpoints) {
+	for (const Coords& coords : m_dockpoints) {
 		unset_position(egbase, coords);
 	}
 
@@ -227,8 +208,7 @@
 /**
  * Add the flags of all ports that can be reached via this dock.
  */
-void PortDock::add_neighbours(std::vector<RoutingNodeNeighbour> & neighbours)
-{
+void PortDock::add_neighbours(std::vector<RoutingNodeNeighbour>& neighbours) {
 	if (m_fleet && m_fleet->active())
 		m_fleet->add_neighbours(*this, neighbours);
 }
@@ -236,8 +216,7 @@
 /**
  * The given @p ware enters the dock, waiting to be transported away.
  */
-void PortDock::add_shippingitem(Game & game, WareInstance & ware)
-{
+void PortDock::add_shippingitem(Game& game, WareInstance& ware) {
 	m_waiting.push_back(ShippingItem(ware));
 	ware.set_location(game, this);
 	ware.update(game);
@@ -247,15 +226,14 @@
  * The given @p ware, which is assumed to be inside the dock, has updated
  * its route.
  */
-void PortDock::update_shippingitem(Game & game, WareInstance & ware)
-{
+void PortDock::update_shippingitem(Game& game, WareInstance& ware) {
 	for (std::vector<ShippingItem>::iterator item_iter = m_waiting.begin();
-		  item_iter != m_waiting.end();
-		  ++item_iter) {
+	     item_iter != m_waiting.end();
+	     ++item_iter) {
 
 		if (item_iter->m_object.serial() == ware.serial()) {
 			_update_shippingitem(game, item_iter);
-				return;
+			return;
 		}
 	}
 }
@@ -263,8 +241,7 @@
 /**
  * The given @p worker enters the dock, waiting to be transported away.
  */
-void PortDock::add_shippingitem(Game & game, Worker & worker)
-{
+void PortDock::add_shippingitem(Game& game, Worker& worker) {
 	m_waiting.push_back(ShippingItem(worker));
 	worker.set_location(this);
 	update_shippingitem(game, worker);
@@ -274,24 +251,22 @@
  * The given @p worker, which is assumed to be inside the dock, has
  * updated its route.
  */
-void PortDock::update_shippingitem(Game & game, Worker & worker)
-{
+void PortDock::update_shippingitem(Game& game, Worker& worker) {
 	for (std::vector<ShippingItem>::iterator item_iter = m_waiting.begin();
-		  item_iter != m_waiting.end();
-		  ++item_iter) {
+	     item_iter != m_waiting.end();
+	     ++item_iter) {
 
 		if (item_iter->m_object.serial() == worker.serial()) {
 			_update_shippingitem(game, item_iter);
-				return;
+			return;
 		}
 	}
 }
 
-void PortDock::_update_shippingitem(Game & game, std::vector<ShippingItem>::iterator it)
-{
+void PortDock::_update_shippingitem(Game& game, std::vector<ShippingItem>::iterator it) {
 	it->update_destination(game, *this);
 
-	PortDock * dst = it->get_destination(game);
+	PortDock* dst = it->get_destination(game);
 	assert(dst != this);
 
 	// Destination might have vanished or be in another economy altogether.
@@ -312,8 +287,7 @@
  * A ship has arrived at the dock. Clear all items designated for this dock,
  * and load the ship.
  */
-void PortDock::ship_arrived(Game & game, Ship & ship)
-{
+void PortDock::ship_arrived(Game& game, Ship& ship) {
 	std::vector<ShippingItem> items_brought_by_ship;
 	ship.withdraw_items(game, *this, items_brought_by_ship);
 
@@ -330,7 +304,8 @@
 			// Load the ship
 			std::vector<Worker*> workers;
 			std::vector<WareInstance*> wares;
-			m_expedition_bootstrap->get_waiting_workers_and_wares(game, owner().tribe(), &workers, &wares);
+			m_expedition_bootstrap->get_waiting_workers_and_wares(
+			   game, owner().tribe(), &workers, &wares);
 
 			for (Worker* worker : workers) {
 				ship.add_item(game, ShippingItem(*worker));
@@ -375,8 +350,7 @@
 	m_fleet->update(game);
 }
 
-void PortDock::set_need_ship(Game & game, bool need)
-{
+void PortDock::set_need_ship(Game& game, bool need) {
 	molog("set_need_ship(%s)\n", need ? "true" : "false");
 
 	if (need == m_need_ship)
@@ -393,13 +367,12 @@
 /**
  * Return the number of wares or workers of the given type that are waiting at the dock.
  */
-uint32_t PortDock::count_waiting(WareWorker waretype, WareIndex wareindex)
-{
+uint32_t PortDock::count_waiting(WareWorker waretype, WareIndex wareindex) {
 	uint32_t count = 0;
 
 	for (ShippingItem& shipping_item : m_waiting) {
-		WareInstance * ware;
-		Worker * worker;
+		WareInstance* ware;
+		Worker* worker;
 		shipping_item.get(owner().egbase(), &ware, &worker);
 
 		if (waretype == wwWORKER) {
@@ -414,7 +387,6 @@
 	return count;
 }
 
-
 /// \returns whether an expedition was started or is even ready
 bool PortDock::expedition_started() {
 	return (m_expedition_bootstrap.get() != nullptr) || m_expedition_ready;
@@ -425,19 +397,18 @@
 	assert(!m_expedition_bootstrap);
 	m_expedition_bootstrap.reset(new ExpeditionBootstrap(this));
 	m_expedition_bootstrap->start();
-
 }
 
 ExpeditionBootstrap* PortDock::expedition_bootstrap() {
 	return m_expedition_bootstrap.get();
 }
 
-void PortDock::expedition_bootstrap_complete(Game & game) {
+void PortDock::expedition_bootstrap_complete(Game& game) {
 	m_expedition_ready = true;
 	get_fleet()->update(game);
 }
 
-void PortDock::cancel_expedition(Game & game) {
+void PortDock::cancel_expedition(Game& game) {
 	// Reset
 	m_expedition_ready = false;
 
@@ -445,38 +416,34 @@
 	m_expedition_bootstrap.reset(nullptr);
 }
 
-
-void PortDock::log_general_info(const EditorGameBase & egbase)
-{
+void PortDock::log_general_info(const EditorGameBase& egbase) {
 	PlayerImmovable::log_general_info(egbase);
 
 	Coords pos(m_warehouse->get_position());
-	molog
-		("PortDock for warehouse %u (at %i,%i) in fleet %u, need_ship: %s, waiting: %" PRIuS "\n",
-		 m_warehouse ? m_warehouse->serial() : 0, pos.x, pos.y,
-		 m_fleet ? m_fleet->serial() : 0,
-		 m_need_ship ? "true" : "false",
-		 m_waiting.size());
+	molog("PortDock for warehouse %u (at %i,%i) in fleet %u, need_ship: %s, waiting: %" PRIuS "\n",
+	      m_warehouse ? m_warehouse->serial() : 0,
+	      pos.x,
+	      pos.y,
+	      m_fleet ? m_fleet->serial() : 0,
+	      m_need_ship ? "true" : "false",
+	      m_waiting.size());
 
 	for (ShippingItem& shipping_item : m_waiting) {
-		molog
-			("  IT %u, destination %u\n",
-			 shipping_item.m_object.serial(),
-			 shipping_item.m_destination_dock.serial());
+		molog("  IT %u, destination %u\n",
+		      shipping_item.m_object.serial(),
+		      shipping_item.m_destination_dock.serial());
 	}
 }
 
 #define PORTDOCK_SAVEGAME_VERSION 3
 
-PortDock::Loader::Loader() : m_warehouse(0)
-{
+PortDock::Loader::Loader() : m_warehouse(0) {
 }
 
-void PortDock::Loader::load(FileRead & fr, uint8_t version)
-{
+void PortDock::Loader::load(FileRead& fr, uint8_t version) {
 	PlayerImmovable::Loader::load(fr);
 
-	PortDock & pd = get<PortDock>();
+	PortDock& pd = get<PortDock>();
 
 	m_warehouse = fr.unsigned_32();
 	uint16_t nrdockpoints = fr.unsigned_16();
@@ -507,11 +474,10 @@
 	}
 }
 
-void PortDock::Loader::load_pointers()
-{
+void PortDock::Loader::load_pointers() {
 	PlayerImmovable::Loader::load_pointers();
 
-	PortDock & pd = get<PortDock>();
+	PortDock& pd = get<PortDock>();
 	pd.m_warehouse = &mol().get<Warehouse>(m_warehouse);
 
 	pd.m_waiting.resize(m_waiting.size());
@@ -520,11 +486,10 @@
 	}
 }
 
-void PortDock::Loader::load_finish()
-{
+void PortDock::Loader::load_finish() {
 	PlayerImmovable::Loader::load_finish();
 
-	PortDock & pd = get<PortDock>();
+	PortDock& pd = get<PortDock>();
 
 	if (pd.m_warehouse->get_portdock() != &pd) {
 		log("Inconsistent PortDock <> Warehouse link\n");
@@ -537,9 +502,7 @@
 		pd.init_fleet(egbase());
 }
 
-MapObject::Loader * PortDock::load
-	(EditorGameBase & egbase, MapObjectLoader & mol, FileRead & fr)
-{
+MapObject::Loader* PortDock::load(EditorGameBase& egbase, MapObjectLoader& mol, FileRead& fr) {
 	std::unique_ptr<Loader> loader(new Loader);
 
 	try {
@@ -551,15 +514,14 @@
 			loader->load(fr, version);
 		} else
 			throw GameDataError("unknown/unhandled version %u", version);
-	} catch (const std::exception & e) {
+	} catch (const std::exception& e) {
 		throw wexception("loading portdock: %s", e.what());
 	}
 
 	return loader.release();
 }
 
-void PortDock::save(EditorGameBase & egbase, MapObjectSaver & mos, FileWrite & fw)
-{
+void PortDock::save(EditorGameBase& egbase, MapObjectSaver& mos, FileWrite& fw) {
 	fw.unsigned_8(HeaderPortDock);
 	fw.unsigned_8(PORTDOCK_SAVEGAME_VERSION);
 
@@ -567,7 +529,7 @@
 
 	fw.unsigned_32(mos.get_object_file_index(*m_warehouse));
 	fw.unsigned_16(m_dockpoints.size());
-	for (const Coords& coords: m_dockpoints) {
+	for (const Coords& coords : m_dockpoints) {
 		write_coords_32(&fw, coords);
 	}
 
@@ -583,4 +545,4 @@
 	fw.unsigned_8(m_expedition_ready ? 1 : 0);
 }
 
-} // namespace Widelands
+}  // namespace Widelands

=== modified file 'src/logic/ship.cc'
--- src/logic/ship.cc	2014-11-30 18:49:38 +0000
+++ src/logic/ship.cc	2014-12-11 21:38:11 +0000
@@ -49,24 +49,24 @@
 
 namespace Widelands {
 
-ShipDescr::ShipDescr
-	(const char * given_name, const char * gdescname,
-	 const std::string & directory, Profile & prof, Section & global_s,
-	 const TribeDescr & gtribe)
-	:
-	BobDescr(MapObjectType::SHIP, given_name, gdescname, &gtribe)
-{
-	{ //  global options
-		Section & idle_s = prof.get_safe_section("idle");
+ShipDescr::ShipDescr(const char* given_name,
+                     const char* gdescname,
+                     const std::string& directory,
+                     Profile& prof,
+                     Section& global_s,
+                     const TribeDescr& gtribe)
+   : BobDescr(MapObjectType::SHIP, given_name, gdescname, &gtribe) {
+	{  //  global options
+		Section& idle_s = prof.get_safe_section("idle");
 		add_animation("idle", g_gr->animations().load(directory, idle_s));
 	}
 	m_sail_anims.parse(*this, directory, prof, "sail");
 
-	Section * sinking_s = prof.get_section("sinking");
+	Section* sinking_s = prof.get_section("sinking");
 	if (sinking_s)
 		add_animation("sinking", g_gr->animations().load(directory, *sinking_s));
 
-	m_capacity     = global_s.get_natural("capacity", 20);
+	m_capacity = global_s.get_natural("capacity", 20);
 	m_vision_range = global_s.get_natural("vision_range", 7);
 }
 
@@ -74,18 +74,12 @@
 	return MOVECAPS_SWIM;
 }
 
-Bob & ShipDescr::create_object() const {
+Bob& ShipDescr::create_object() const {
 	return *new Ship(*this);
 }
 
-
-Ship::Ship(const ShipDescr & gdescr) :
-	Bob(gdescr),
-	m_window(nullptr),
-	m_fleet(nullptr),
-	m_economy(nullptr),
-	m_ship_state(TRANSPORT)
-{
+Ship::Ship(const ShipDescr& gdescr)
+   : Bob(gdescr), m_window(nullptr), m_fleet(nullptr), m_economy(nullptr), m_ship_state(TRANSPORT) {
 }
 
 Ship::~Ship() {
@@ -104,11 +98,11 @@
 	return m_fleet;
 }
 
-void Ship::init_auto_task(Game & game) {
+void Ship::init_auto_task(Game& game) {
 	start_task_ship(game);
 }
 
-void Ship::init(EditorGameBase & egbase) {
+void Ship::init(EditorGameBase& egbase) {
 	Bob::init(egbase);
 	init_fleet(egbase);
 }
@@ -118,15 +112,15 @@
  * The fleet code will automatically merge us into a larger
  * fleet, if one is reachable.
  */
-void Ship::init_fleet(EditorGameBase & egbase) {
+void Ship::init_fleet(EditorGameBase& egbase) {
 	assert(get_owner() != nullptr);
-	Fleet * fleet = new Fleet(*get_owner());
+	Fleet* fleet = new Fleet(*get_owner());
 	fleet->add_ship(this);
 	fleet->init(egbase);
 	// fleet calls the set_fleet function appropriately
 }
 
-void Ship::cleanup(EditorGameBase & egbase) {
+void Ship::cleanup(EditorGameBase& egbase) {
 	if (m_fleet) {
 		m_fleet->remove_ship(egbase, this);
 	}
@@ -142,52 +136,48 @@
 /**
  * This function is to be called only by @ref Fleet.
  */
-void Ship::set_fleet(Fleet * fleet) {
+void Ship::set_fleet(Fleet* fleet) {
 	m_fleet = fleet;
 }
 
-void Ship::wakeup_neighbours(Game & game) {
+void Ship::wakeup_neighbours(Game& game) {
 	FCoords position = get_position();
 	Area<FCoords> area(position, 1);
-	std::vector<Bob *> ships;
+	std::vector<Bob*> ships;
 	game.map().find_bobs(area, &ships, FindBobShip());
 
-	for
-		(std::vector<Bob *>::const_iterator it = ships.begin();
-		 it != ships.end(); ++it)
-	{
+	for (std::vector<Bob*>::const_iterator it = ships.begin(); it != ships.end(); ++it) {
 		if (*it == this)
 			continue;
 
-		static_cast<Ship *>(*it)->ship_wakeup(game);
+		static_cast<Ship*>(*it)->ship_wakeup(game);
 	}
 }
 
-
 /**
  * Standard behaviour of ships.
  *
  * ivar1 = helper flag for coordination of mutual evasion of ships
  */
 const Bob::Task Ship::taskShip = {
-	"ship",
-	static_cast<Bob::Ptr>(&Ship::ship_update),
-	nullptr,
-	nullptr,
-	true // unique task
+   "ship",
+   static_cast<Bob::Ptr>(&Ship::ship_update),
+   nullptr,
+   nullptr,
+	true  // unique task
 };
 
-void Ship::start_task_ship(Game & game) {
+void Ship::start_task_ship(Game& game) {
 	push_task(game, taskShip);
 	top_state().ivar1 = 0;
 }
 
-void Ship::ship_wakeup(Game & game) {
+void Ship::ship_wakeup(Game& game) {
 	if (get_state(taskShip))
 		send_signal(game, "wakeup");
 }
 
-void Ship::ship_update(Game & game, Bob::State & state) {
+void Ship::ship_update(Game& game, Bob::State& state) {
 	// Handle signals
 	std::string signal = get_signal();
 	if (!signal.empty()) {
@@ -211,44 +201,43 @@
 	}
 
 	switch (m_ship_state) {
-		case TRANSPORT:
-			if (ship_update_transport(game, state))
-				return;
-			break;
-		case EXP_FOUNDPORTSPACE:
-		case EXP_SCOUTING:
-		case EXP_WAITING:
-			ship_update_expedition(game, state);
-			break;
-		case EXP_COLONIZING:
-			break;
-		case SINK_REQUEST:
-			if (descr().is_animation_known("sinking")) {
-				m_ship_state = SINK_ANIMATION;
-				start_task_idle(game, descr().get_animation("sinking"), 3000);
-				return;
-			}
-			log("Oh no... this ship has no sinking animation :(!\n");
-			// fall trough
-		case SINK_ANIMATION:
-			// The sink animation has been played, so finally remove the ship from the map
-			pop_task(game);
-			remove(game);
-			return;
-		default:
-			assert(false); // never here
+	case TRANSPORT:
+		if (ship_update_transport(game, state))
+			return;
+		break;
+	case EXP_FOUNDPORTSPACE:
+	case EXP_SCOUTING:
+	case EXP_WAITING:
+		ship_update_expedition(game, state);
+		break;
+	case EXP_COLONIZING:
+		break;
+	case SINK_REQUEST:
+		if (descr().is_animation_known("sinking")) {
+			m_ship_state = SINK_ANIMATION;
+			start_task_idle(game, descr().get_animation("sinking"), 3000);
+			return;
+		}
+		log("Oh no... this ship has no sinking animation :(!\n");
+	// fall trough
+	case SINK_ANIMATION:
+		// The sink animation has been played, so finally remove the ship from the map
+		pop_task(game);
+		remove(game);
+		return;
+	default:
+		assert(false);  // never here
 	}
 
 	// if the real update function failed (e.g. nothing to transport), the ship goes idle
 	ship_update_idle(game, state);
 }
 
-
 /// updates a ships tasks in transport mode \returns false if failed to update tasks
-bool Ship::ship_update_transport(Game & game, Bob::State &) {
-	Map & map = game.map();
+bool Ship::ship_update_transport(Game& game, Bob::State&) {
+	Map& map = game.map();
 
-	PortDock * dst = get_destination(game);
+	PortDock* dst = get_destination(game);
 	if (!dst) {
 		molog("ship_update: No destination anymore.\n");
 		if (m_items.empty())
@@ -277,7 +266,7 @@
 
 	molog("ship_update: Go to dock %u\n", dst->serial());
 
-	PortDock * lastdock = m_lastdock.get(game);
+	PortDock* lastdock = m_lastdock.get(game);
 	if (lastdock && lastdock != dst) {
 		molog("ship_update: Have lastdock %u\n", lastdock->serial());
 
@@ -332,10 +321,9 @@
 	return true;
 }
 
-
 /// updates a ships tasks in expedition mode
-void Ship::ship_update_expedition(Game & game, Bob::State &) {
-	Map & map = game.map();
+void Ship::ship_update_expedition(Game& game, Bob::State&) {
+	Map& map = game.map();
 
 	assert(m_expedition);
 
@@ -343,30 +331,30 @@
 	FCoords position = get_position();
 	for (Direction dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) {
 		m_expedition->swimable[dir - 1] =
-			map.get_neighbour(position, dir).field->nodecaps() & MOVECAPS_SWIM;
+		   map.get_neighbour(position, dir).field->nodecaps() & MOVECAPS_SWIM;
 	}
 
 	if (m_ship_state == EXP_SCOUTING) {
 		// Check surrounding fields for port buildspaces
-		std::unique_ptr<std::list<Coords> > temp_port_buildspaces(new std::list<Coords>());
-		MapRegion<Area<Coords> > mr(map, Area<Coords>(position, descr().vision_range()));
+		std::unique_ptr<std::list<Coords>> temp_port_buildspaces(new std::list<Coords>());
+		MapRegion<Area<Coords>> mr(map, Area<Coords>(position, descr().vision_range()));
 		bool new_port_space = false;
 		do {
 			if (map.is_port_space(mr.location())) {
 				FCoords fc = map.get_fcoords(mr.location());
 
-				// Check whether the maximum theoretical possible NodeCap of the field is of the size big
+				// Check whether the maximum theoretical possible NodeCap of the field is of the size
+				// big
 				// and whether it can theoretically be a port space
-				if
-					((map.get_max_nodecaps(game.world(), fc) & BUILDCAPS_SIZEMASK) != BUILDCAPS_BIG
-					 ||
-					 map.find_portdock(fc).empty())
-				{
+				if ((map.get_max_nodecaps(game.world(), fc) & BUILDCAPS_SIZEMASK) != BUILDCAPS_BIG ||
+				    map.find_portdock(fc).empty()) {
 					continue;
 				}
 
-				// NOTE This is the place to handle enemy territory and "clearing a port space from the enemy".
-				// NOTE There is a simple check for the current land owner to avoid placement of ports into enemy
+				// NOTE This is the place to handle enemy territory and "clearing a port space from the
+				// enemy".
+				// NOTE There is a simple check for the current land owner to avoid placement of ports
+				// into enemy
 				// NOTE territory, as "clearing" is not yet implemented.
 				// NOTE further it checks, whether there is a Player_immovable on one of the fields.
 				// TODO(unknown): handle this more gracefully concering opposing players
@@ -378,7 +366,7 @@
 						invalid = true;
 						continue;
 					}
-					BaseImmovable * baim = coord.field->get_immovable();
+					BaseImmovable* baim = coord.field->get_immovable();
 					if (baim)
 						if (is_a(PlayerImmovable, baim)) {
 							invalid = true;
@@ -387,60 +375,60 @@
 
 					// Check all neighboured fields that will be used by the port
 					switch (step) {
-						case 0:
-							map.get_ln(fc, &coord);
-							break;
-						case 1:
-							map.get_tln(fc, &coord);
-							break;
-						case 2:
-							map.get_trn(fc, &coord);
-							break;
-						case 3:
-							// Flag coordinate
-							map.get_brn(fc, &coord);
-							break;
-						default:
-							break;
+					case 0:
+						map.get_ln(fc, &coord);
+						break;
+					case 1:
+						map.get_tln(fc, &coord);
+						break;
+					case 2:
+						map.get_trn(fc, &coord);
+						break;
+					case 3:
+						// Flag coordinate
+						map.get_brn(fc, &coord);
+						break;
+					default:
+						break;
 					}
 				}
 				// Now check whether there is a flag in the surroundings of the flag position
 				FCoords neighb;
 				map.get_ln(coord, &neighb);
 				for (uint8_t step = 0; !invalid && step < 5; ++step) {
-					BaseImmovable * baim = neighb.field->get_immovable();
+					BaseImmovable* baim = neighb.field->get_immovable();
 					if (baim)
 						if (is_a(Flag, baim)) {
 							invalid = true;
 							continue;
 						}
-					// Check all neighboured fields but not the one already checked for a PlayerImmovable.
+					// Check all neighboured fields but not the one already checked for a
+					// PlayerImmovable.
 					switch (step) {
-						case 0:
-							map.get_bln(coord, &neighb);
-							break;
-						case 1:
-							map.get_brn(coord, &neighb);
-							break;
-						case 2:
-							map.get_rn(coord, &neighb);
-							break;
-						case 3:
-							map.get_trn(coord, &neighb);
-							break;
-						default:
-							break;
+					case 0:
+						map.get_bln(coord, &neighb);
+						break;
+					case 1:
+						map.get_brn(coord, &neighb);
+						break;
+					case 2:
+						map.get_rn(coord, &neighb);
+						break;
+					case 3:
+						map.get_trn(coord, &neighb);
+						break;
+					default:
+						break;
 					}
 				}
 				if (invalid)
 					continue;
 
 				bool pbs_saved = false;
-				for
-					(std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin();
-					 it != m_expedition->seen_port_buildspaces->end() && !pbs_saved;
-					 ++it)
-				{
+				for (std::list<Coords>::const_iterator it =
+				        m_expedition->seen_port_buildspaces->begin();
+				     it != m_expedition->seen_port_buildspaces->end() && !pbs_saved;
+				     ++it) {
 					// Check if the ship knows this port space already from its last check
 					if (*it == mr.location()) {
 						temp_port_buildspaces->push_back(mr.location());
@@ -465,7 +453,7 @@
 	}
 }
 
-void Ship::ship_update_idle(Game & game, Bob::State & state) {
+void Ship::ship_update_idle(Game& game, Bob::State& state) {
 	if (state.ivar1) {
 		// We've just completed one step, so give neighbours
 		// a chance to move away first
@@ -475,214 +463,221 @@
 		return;
 	}
 
-	// If we are waiting for the next transport job, check if we should move away from ships and shores
+	// If we are waiting for the next transport job, check if we should move away from ships and
+	// shores
 	switch (m_ship_state) {
-		case TRANSPORT: {
-			FCoords position = get_position();
-			Map & map = game.map();
-			unsigned int dirs[LAST_DIRECTION + 1];
-			unsigned int dirmax = 0;
-
+	case TRANSPORT: {
+		FCoords position = get_position();
+		Map& map = game.map();
+		unsigned int dirs[LAST_DIRECTION + 1];
+		unsigned int dirmax = 0;
+
+		for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) {
+			FCoords node = dir ? map.get_neighbour(position, dir) : position;
+			dirs[dir] = node.field->nodecaps() & MOVECAPS_WALK ? 10 : 0;
+
+			Area<FCoords> area(node, 0);
+			std::vector<Bob*> ships;
+			map.find_bobs(area, &ships, FindBobShip());
+
+			for (std::vector<Bob*>::const_iterator it = ships.begin(); it != ships.end(); ++it) {
+				if (*it == this)
+					continue;
+
+				dirs[dir] += 3;
+			}
+
+			dirmax = std::max(dirmax, dirs[dir]);
+		}
+
+		if (dirmax) {
+			unsigned int prob[LAST_DIRECTION + 1];
+			unsigned int totalprob = 0;
+
+			// The probability for moving into a given direction is also
+			// affected by the "close" directions.
 			for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) {
-				FCoords node = dir ? map.get_neighbour(position, dir) : position;
-				dirs[dir] = node.field->nodecaps() & MOVECAPS_WALK ? 10 : 0;
-
-				Area<FCoords> area(node, 0);
-				std::vector<Bob *> ships;
-				map.find_bobs(area, &ships, FindBobShip());
-
-				for (std::vector<Bob *>::const_iterator it = ships.begin(); it != ships.end(); ++it) {
-					if (*it == this)
-						continue;
-
-					dirs[dir] += 3;
-				}
-
-				dirmax = std::max(dirmax, dirs[dir]);
-			}
-
-			if (dirmax) {
-				unsigned int prob[LAST_DIRECTION + 1];
-				unsigned int totalprob = 0;
-
-				// The probability for moving into a given direction is also
-				// affected by the "close" directions.
-				for (Direction dir = 0; dir <= LAST_DIRECTION; ++dir) {
-					prob[dir] = 10 * dirmax - 10 * dirs[dir];
-
-					if (dir > 0) {
-						unsigned int delta = std::min(prob[dir], dirs[(dir % 6) + 1] + dirs[1 + ((dir - 1) % 6)]);
-						prob[dir] -= delta;
-					}
-
-					totalprob += prob[dir];
-				}
-
-				if (totalprob == 0) {
-					start_task_idle(game, descr().main_animation(), 1500);
-					return;
-				}
-
-				unsigned int rnd = game.logic_rand() % totalprob;
-				Direction dir = 0;
-				while (rnd >= prob[dir]) {
-					rnd -= prob[dir];
-					++dir;
-				}
-
-				if (dir == 0 || dir > LAST_DIRECTION) {
-					start_task_idle(game, descr().main_animation(), 1500);
-					return;
-				}
-
-				FCoords neighbour = map.get_neighbour(position, dir);
-				if (!(neighbour.field->nodecaps() & MOVECAPS_SWIM)) {
-					start_task_idle(game, descr().main_animation(), 1500);
-					return;
-				}
-
-				state.ivar1 = 1;
-				start_task_move(game, dir, descr().get_sail_anims(), false);
-				return;
-			}
-			// No desire to move around, so sleep
-			start_task_idle(game, descr().main_animation(), -1);
+				prob[dir] = 10 * dirmax - 10 * dirs[dir];
+
+				if (dir > 0) {
+					unsigned int delta =
+					   std::min(prob[dir], dirs[(dir % 6) + 1] + dirs[1 + ((dir - 1) % 6)]);
+					prob[dir] -= delta;
+				}
+
+				totalprob += prob[dir];
+			}
+
+			if (totalprob == 0) {
+				start_task_idle(game, descr().main_animation(), 1500);
+				return;
+			}
+
+			unsigned int rnd = game.logic_rand() % totalprob;
+			Direction dir = 0;
+			while (rnd >= prob[dir]) {
+				rnd -= prob[dir];
+				++dir;
+			}
+
+			if (dir == 0 || dir > LAST_DIRECTION) {
+				start_task_idle(game, descr().main_animation(), 1500);
+				return;
+			}
+
+			FCoords neighbour = map.get_neighbour(position, dir);
+			if (!(neighbour.field->nodecaps() & MOVECAPS_SWIM)) {
+				start_task_idle(game, descr().main_animation(), 1500);
+				return;
+			}
+
+			state.ivar1 = 1;
+			start_task_move(game, dir, descr().get_sail_anims(), false);
 			return;
 		}
-		case EXP_SCOUTING: {
-			if (m_expedition->island_exploration) { // Exploration of the island
-				if (exp_close_to_coast()) {
-					if (m_expedition->direction == 0) {
-						// Make sure we know the location of the coast and use it as initial direction we come from
-						m_expedition->direction = WALK_SE;
-						for (uint8_t secure = 0; exp_dir_swimable(m_expedition->direction); ++secure) {
-							assert(secure < 6);
-							m_expedition->direction = get_cw_neighbour(m_expedition->direction);
-						}
-						m_expedition->direction = get_backward_dir(m_expedition->direction);
-						// Save the position - this is where we start
-						m_expedition->exploration_start = get_position();
-					} else {
-						// Check whether the island was completely surrounded
-						if (get_position() == m_expedition->exploration_start) {
-							std::string msg_head = _("Island Circumnavigated");
-							std::string msg_body = _("An expedition ship sailed around its"
-										 " island without any events.");
-							send_message(game, "exp_island", msg_head, msg_body,
-								"ship_explore_island_cw.png");
-							m_ship_state = EXP_WAITING;
-							return start_task_idle(game, descr().main_animation(), 1500);
-						}
+		// No desire to move around, so sleep
+		start_task_idle(game, descr().main_animation(), -1);
+		return;
+	}
+	case EXP_SCOUTING: {
+		if (m_expedition->island_exploration) {  // Exploration of the island
+			if (exp_close_to_coast()) {
+				if (m_expedition->direction == 0) {
+					// Make sure we know the location of the coast and use it as initial direction we
+					// come from
+					m_expedition->direction = WALK_SE;
+					for (uint8_t secure = 0; exp_dir_swimable(m_expedition->direction); ++secure) {
+						assert(secure < 6);
+						m_expedition->direction = get_cw_neighbour(m_expedition->direction);
 					}
-					// The ship is supposed to follow the coast as close as possible, therefore the check for
-					// a swimable field begins at the neighbour field of the direction we came from.
 					m_expedition->direction = get_backward_dir(m_expedition->direction);
-					if (m_expedition->clockwise) {
-						do {
-							m_expedition->direction = get_ccw_neighbour(m_expedition->direction);
-						} while (!exp_dir_swimable(m_expedition->direction));
-					} else {
-						do {
-							m_expedition->direction = get_cw_neighbour(m_expedition->direction);
-						} while (!exp_dir_swimable(m_expedition->direction));
-					}
-					state.ivar1 = 1;
-					return start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false);
-				} else {
-					// The ship got the command to scout around an island, but is not close to any island
-					// Most likely the command was send as the ship was on an exploration and just leaving
-					// the island - therefore we try to find the island again.
-					FCoords position = get_position();
-					Map & map = game.map();
-					for (uint8_t dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) {
-						FCoords neighbour = map.get_neighbour(position, dir);
-						for (uint8_t sur = FIRST_DIRECTION; sur <= LAST_DIRECTION; ++sur)
-							if (!(map.get_neighbour(neighbour, sur).field->nodecaps() & MOVECAPS_SWIM)) {
-								// Okay we found the next coast, so now the ship should go there.
-								// However, we do neither save the position as starting position, nor do we save
-								// the direction we currently go. So the ship can start exploring normally
-								state.ivar1 = 1;
-								return start_task_move(game, dir, descr().get_sail_anims(), false);
-							}
-					}
-					// if we are here, it seems something really strange happend.
-					log("WARNING: ship was not able to start exploration. Entering WAIT mode.");
-					m_ship_state = EXP_WAITING;
-					return start_task_idle(game, descr().main_animation(), 1500);
-				}
-			} else { // scouting towards a specific direction
-				if (exp_dir_swimable(m_expedition->direction)) {
-					// the scouting direction is still free to move
-					state.ivar1 = 1;
-					start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false);
-					return;
-				}
-				// coast reached
+					// Save the position - this is where we start
+					m_expedition->exploration_start = get_position();
+				} else {
+					// Check whether the island was completely surrounded
+					if (get_position() == m_expedition->exploration_start) {
+						std::string msg_head = _("Island Circumnavigated");
+						std::string msg_body = _("An expedition ship sailed around its"
+						                         " island without any events.");
+						send_message(
+						   game, "exp_island", msg_head, msg_body, "ship_explore_island_cw.png");
+						m_ship_state = EXP_WAITING;
+						return start_task_idle(game, descr().main_animation(), 1500);
+					}
+				}
+				// The ship is supposed to follow the coast as close as possible, therefore the check
+				// for
+				// a swimable field begins at the neighbour field of the direction we came from.
+				m_expedition->direction = get_backward_dir(m_expedition->direction);
+				if (m_expedition->clockwise) {
+					do {
+						m_expedition->direction = get_ccw_neighbour(m_expedition->direction);
+					} while (!exp_dir_swimable(m_expedition->direction));
+				} else {
+					do {
+						m_expedition->direction = get_cw_neighbour(m_expedition->direction);
+					} while (!exp_dir_swimable(m_expedition->direction));
+				}
+				state.ivar1 = 1;
+				return start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false);
+			} else {
+				// The ship got the command to scout around an island, but is not close to any island
+				// Most likely the command was send as the ship was on an exploration and just leaving
+				// the island - therefore we try to find the island again.
+				FCoords position = get_position();
+				Map& map = game.map();
+				for (uint8_t dir = FIRST_DIRECTION; dir <= LAST_DIRECTION; ++dir) {
+					FCoords neighbour = map.get_neighbour(position, dir);
+					for (uint8_t sur = FIRST_DIRECTION; sur <= LAST_DIRECTION; ++sur)
+						if (!(map.get_neighbour(neighbour, sur).field->nodecaps() & MOVECAPS_SWIM)) {
+							// Okay we found the next coast, so now the ship should go there.
+							// However, we do neither save the position as starting position, nor do we
+							// save
+							// the direction we currently go. So the ship can start exploring normally
+							state.ivar1 = 1;
+							return start_task_move(game, dir, descr().get_sail_anims(), false);
+						}
+				}
+				// if we are here, it seems something really strange happend.
+				log("WARNING: ship was not able to start exploration. Entering WAIT mode.");
 				m_ship_state = EXP_WAITING;
-				start_task_idle(game, descr().main_animation(), 1500);
-				// Send a message to the player, that a new coast was reached
-				std::string msg_head = _("Coast Reached");
-				std::string msg_body =
-					_("An expedition ship reached a coast and is waiting for further commands.");
-				send_message(game, "exp_coast", msg_head, msg_body, "ship_explore_island_cw.png");
+				return start_task_idle(game, descr().main_animation(), 1500);
+			}
+		} else {  // scouting towards a specific direction
+			if (exp_dir_swimable(m_expedition->direction)) {
+				// the scouting direction is still free to move
+				state.ivar1 = 1;
+				start_task_move(game, m_expedition->direction, descr().get_sail_anims(), false);
 				return;
 			}
-		}
-		case EXP_COLONIZING: {
-			assert(m_expedition->seen_port_buildspaces && !m_expedition->seen_port_buildspaces->empty());
-			BaseImmovable * baim = game.map()[m_expedition->seen_port_buildspaces->front()].get_immovable();
-			assert(baim);
-			upcast(ConstructionSite, cs, baim);
-
-			for (int i = m_items.size() - 1; i >= 0; --i) {
-				WareInstance * ware;
-				Worker * worker;
-				m_items.at(i).get(game, &ware, &worker);
-				if (ware) {
-					// no, we don't transfer the wares, we create new ones out of air and remove the old ones ;)
-					WaresQueue & wq = cs->waresqueue(ware->descr_index());
-					const uint32_t max = wq.get_max_fill();
-					const uint32_t cur = wq.get_filled();
-					assert(max > cur);
-					wq.set_filled(cur + 1);
-					m_items.at(i).remove(game);
-					m_items.resize(i);
-					break;
-				} else {
-					assert(worker);
-					worker->set_economy(nullptr);
-					worker->set_location(cs);
-					worker->set_position(game, cs->get_position());
-					worker->reset_tasks(game);
-					PartiallyFinishedBuilding::request_builder_callback
-						(game, *cs->get_builder_request(), worker->descr().worker_index(), worker, *cs);
-					m_items.resize(i);
-				}
-			}
-			if (m_items.empty()) {
-				m_ship_state = TRANSPORT; // That's it, expedition finished
-
-				init_fleet(game);
-				m_expedition.reset(nullptr);
-
-				if (upcast(InteractiveGameBase, igb, game.get_ibase()))
-					refresh_window(*igb);
-			}
-			return start_task_idle(game, descr().main_animation(), 1500); // unload the next item
-		}
-
-		default: {
-			// wait for input
+			// coast reached
+			m_ship_state = EXP_WAITING;
 			start_task_idle(game, descr().main_animation(), 1500);
+			// Send a message to the player, that a new coast was reached
+			std::string msg_head = _("Coast Reached");
+			std::string msg_body =
+			   _("An expedition ship reached a coast and is waiting for further commands.");
+			send_message(game, "exp_coast", msg_head, msg_body, "ship_explore_island_cw.png");
 			return;
 		}
 	}
+	case EXP_COLONIZING: {
+		assert(m_expedition->seen_port_buildspaces && !m_expedition->seen_port_buildspaces->empty());
+		BaseImmovable* baim =
+		   game.map()[m_expedition->seen_port_buildspaces->front()].get_immovable();
+		assert(baim);
+		upcast(ConstructionSite, cs, baim);
+
+		for (int i = m_items.size() - 1; i >= 0; --i) {
+			WareInstance* ware;
+			Worker* worker;
+			m_items.at(i).get(game, &ware, &worker);
+			if (ware) {
+				// no, we don't transfer the wares, we create new ones out of air and remove the old
+				// ones ;)
+				WaresQueue& wq = cs->waresqueue(ware->descr_index());
+				const uint32_t max = wq.get_max_fill();
+				const uint32_t cur = wq.get_filled();
+				assert(max > cur);
+				wq.set_filled(cur + 1);
+				m_items.at(i).remove(game);
+				m_items.resize(i);
+				break;
+			} else {
+				assert(worker);
+				worker->set_economy(nullptr);
+				worker->set_location(cs);
+				worker->set_position(game, cs->get_position());
+				worker->reset_tasks(game);
+				PartiallyFinishedBuilding::request_builder_callback(
+				   game, *cs->get_builder_request(), worker->descr().worker_index(), worker, *cs);
+				m_items.resize(i);
+			}
+		}
+		if (m_items.empty()) {
+			m_ship_state = TRANSPORT;  // That's it, expedition finished
+
+			init_fleet(game);
+			m_expedition.reset(nullptr);
+
+			if (upcast(InteractiveGameBase, igb, game.get_ibase()))
+				refresh_window(*igb);
+		}
+		return start_task_idle(game, descr().main_animation(), 1500);  // unload the next item
+	}
+
+	default: {
+		// wait for input
+		start_task_idle(game, descr().main_animation(), 1500);
+		return;
+	}
+	}
 
 	// never here
-	assert (false);
+	assert(false);
 }
 
-void Ship::set_economy(Game & game, Economy * e) {
+void Ship::set_economy(Game& game, Economy* e) {
 	// Do not check here that the economy actually changed, because on loading
 	// we rely that wares really get reassigned our economy.
 
@@ -697,23 +692,23 @@
  *
  * @note This is supposed to be called only from the scheduling code of @ref Fleet.
  */
-void Ship::set_destination(Game & game, PortDock & pd) {
+void Ship::set_destination(Game& game, PortDock& pd) {
 	molog("set_destination to %u (currently %" PRIuS " items)\n", pd.serial(), m_items.size());
 	m_destination = &pd;
 	send_signal(game, "wakeup");
 }
 
-void Ship::add_item(Game & game, const ShippingItem & item) {
+void Ship::add_item(Game& game, const ShippingItem& item) {
 	assert(m_items.size() < descr().get_capacity());
 
 	m_items.push_back(item);
 	m_items.back().set_location(game, this);
 }
 
-void Ship::withdraw_items(Game & game, PortDock & pd, std::vector<ShippingItem> & items) {
+void Ship::withdraw_items(Game& game, PortDock& pd, std::vector<ShippingItem>& items) {
 	uint32_t dst = 0;
 	for (uint32_t src = 0; src < m_items.size(); ++src) {
-		PortDock * destination = m_items[src].get_destination(game);
+		PortDock* destination = m_items[src].get_destination(game);
 		if (!destination || destination == &pd) {
 			items.push_back(m_items[src]);
 		} else {
@@ -726,8 +721,8 @@
 /**
  * Find a path to the dock @p pd and follow it without using precomputed paths.
  */
-void Ship::start_task_movetodock(Game & game, PortDock & pd) {
-	Map & map = game.map();
+void Ship::start_task_movetodock(Game& game, PortDock& pd) {
+	Map& map = game.map();
 	StepEvalAStar se(pd.get_warehouse()->get_position());
 	se.m_swim = true;
 	se.m_conservative = false;
@@ -753,7 +748,7 @@
 }
 
 /// Prepare everything for the coming exploration
-void Ship::start_task_expedition(Game & game) {
+void Ship::start_task_expedition(Game& game) {
 	// Now we are waiting
 	m_ship_state = EXP_WAITING;
 	// Initialize a new, yet empty expedition
@@ -773,8 +768,8 @@
 	set_economy(game, m_expedition->economy.get());
 
 	for (int i = m_items.size() - 1; i >= 0; --i) {
-		WareInstance * ware;
-		Worker * worker;
+		WareInstance* ware;
+		Worker* worker;
 		m_items.at(i).get(game, &ware, &worker);
 		if (worker) {
 			worker->reset_tasks(game);
@@ -792,7 +787,7 @@
 
 /// Initializes / changes the direction of scouting to @arg direction
 /// @note only called via player command
-void Ship::exp_scout_direction(Game &, uint8_t direction) {
+void Ship::exp_scout_direction(Game&, uint8_t direction) {
 	assert(m_expedition);
 	m_ship_state = EXP_SCOUTING;
 	m_expedition->direction = direction;
@@ -801,7 +796,7 @@
 
 /// Initializes the construction of a port at @arg c
 /// @note only called via player command
-void Ship::exp_construct_port (Game &, const Coords& c) {
+void Ship::exp_construct_port(Game&, const Coords& c) {
 	assert(m_expedition);
 	BuildingIndex port_idx = get_owner()->tribe().safe_building_index("port");
 	get_owner()->force_csite(c, port_idx);
@@ -810,7 +805,7 @@
 
 /// Initializes / changes the direction the island exploration in @arg clockwise direction
 /// @note only called via player command
-void Ship::exp_explore_island (Game &, bool clockwise) {
+void Ship::exp_explore_island(Game&, bool clockwise) {
 	assert(m_expedition);
 	m_ship_state = EXP_SCOUTING;
 	m_expedition->clockwise = clockwise;
@@ -820,7 +815,7 @@
 
 /// Cancels a currently running expedition
 /// @note only called via player command
-void Ship::exp_cancel (Game & game) {
+void Ship::exp_cancel(Game& game) {
 	// Running colonization has the highest priority before cancelation
 	// + cancelation only works if an expedition is actually running
 	if ((m_ship_state == EXP_COLONIZING) || !state_is_expedition())
@@ -834,7 +829,7 @@
 	// Theres nothing to be done for wares - they already changed
 	// economy with us and the warehouse will make sure that they are
 	// getting used.
-	Worker * worker;
+	Worker* worker;
 	for (ShippingItem& item : m_items) {
 		item.get(game, nullptr, &worker);
 		if (worker) {
@@ -859,7 +854,7 @@
 
 /// Sinks the ship
 /// @note only called via player command
-void Ship::sink_ship (Game & game) {
+void Ship::sink_ship(Game& game) {
 	// Running colonization has the highest priority + a sink request is only valid once
 	if (!state_is_sinkable())
 		return;
@@ -869,25 +864,22 @@
 	close_window();
 }
 
-void Ship::log_general_info(const EditorGameBase & egbase)
-{
+void Ship::log_general_info(const EditorGameBase& egbase) {
 	Bob::log_general_info(egbase);
 
-	molog
-		("Fleet: %u, destination: %u, lastdock: %u, carrying: %" PRIuS "\n",
-		 m_fleet? m_fleet->serial() : 0,
-		 m_destination.serial(), m_lastdock.serial(),
-		 m_items.size());
+	molog("Fleet: %u, destination: %u, lastdock: %u, carrying: %" PRIuS "\n",
+	      m_fleet ? m_fleet->serial() : 0,
+	      m_destination.serial(),
+	      m_lastdock.serial(),
+	      m_items.size());
 
 	for (const ShippingItem& shipping_item : m_items) {
-		molog
-			("  IT %u, destination %u\n",
-			 shipping_item.m_object.serial(),
-			 shipping_item.m_destination_dock.serial());
+		molog("  IT %u, destination %u\n",
+		      shipping_item.m_object.serial(),
+		      shipping_item.m_destination_dock.serial());
 	}
 }
 
-
 /**
  * Send a message to the owning player.
  *
@@ -895,31 +887,31 @@
  *
  * \param msgsender a computer-readable description of why the message was sent
  * \param title user-visible title of the message
- * \param description user-visible message body, will be placed in an appropriate rich-text paragraph
+ * \param description user-visible message body, will be placed in an appropriate rich-text
+ *paragraph
  * \param picture picture name relative to the pics directory
  */
-void Ship::send_message
-	(Game & game, const std::string & msgsender,
-	 const std::string & title, const std::string & description,
-	 const std::string & picture)
-{
+void Ship::send_message(Game& game,
+                        const std::string& msgsender,
+                        const std::string& title,
+                        const std::string& description,
+                        const std::string& picture) {
 	std::string rt_description;
 	if (picture.size() > 3) {
-		rt_description  = "<rt image=pics/";
+		rt_description = "<rt image=pics/";
 		rt_description += picture;
 		rt_description += "><p font-size=14 font-face=DejaVuSerif>";
 	} else
-		rt_description  = "<rt><p font-size=14 font-face=DejaVuSerif>";
+		rt_description = "<rt><p font-size=14 font-face=DejaVuSerif>";
 	rt_description += description;
 	rt_description += "</p></rt>";
 
-	Message * msg = new Message
-		(msgsender, game.get_gametime(), title, rt_description, get_position(), m_serial);
+	Message* msg =
+	   new Message(msgsender, game.get_gametime(), title, rt_description, get_position(), m_serial);
 
 	get_owner()->add_message(game, *msg);
 }
 
-
 /*
 ==============================
 
@@ -930,20 +922,16 @@
 
 #define SHIP_SAVEGAME_VERSION 4
 
-Ship::Loader::Loader() :
-	m_lastdock(0),
-	m_destination(0)
-{
+Ship::Loader::Loader() : m_lastdock(0), m_destination(0) {
 }
 
-const Bob::Task * Ship::Loader::get_task(const std::string & name)
-{
-	if (name == "shipidle" || name == "ship") return &taskShip;
+const Bob::Task* Ship::Loader::get_task(const std::string& name) {
+	if (name == "shipidle" || name == "ship")
+		return &taskShip;
 	return Bob::Loader::get_task(name);
 }
 
-void Ship::Loader::load(FileRead & fr, uint8_t version)
-{
+void Ship::Loader::load(FileRead& fr, uint8_t version) {
 	Bob::Loader::load(fr);
 
 	if (version >= 2) {
@@ -952,15 +940,8 @@
 			m_ship_state = fr.unsigned_8();
 
 			// Expedition specific data
-			if
-				(m_ship_state == EXP_SCOUTING
-				 ||
-				 m_ship_state == EXP_WAITING
-				 ||
-				 m_ship_state == EXP_FOUNDPORTSPACE
-				 ||
-				 m_ship_state == EXP_COLONIZING)
-			{
+			if (m_ship_state == EXP_SCOUTING || m_ship_state == EXP_WAITING ||
+			    m_ship_state == EXP_FOUNDPORTSPACE || m_ship_state == EXP_COLONIZING) {
 				m_expedition.reset(new Expedition());
 				// Currently seen port build spaces
 				m_expedition->seen_port_buildspaces.reset(new std::list<Coords>());
@@ -992,11 +973,10 @@
 	}
 }
 
-void Ship::Loader::load_pointers()
-{
+void Ship::Loader::load_pointers() {
 	Bob::Loader::load_pointers();
 
-	Ship & ship = get<Ship>();
+	Ship& ship = get<Ship>();
 
 	if (m_lastdock)
 		ship.m_lastdock = &mol().get<PortDock>(m_lastdock);
@@ -1009,11 +989,10 @@
 	}
 }
 
-void Ship::Loader::load_finish()
-{
+void Ship::Loader::load_finish() {
 	Bob::Loader::load_finish();
 
-	Ship & ship = get<Ship>();
+	Ship& ship = get<Ship>();
 
 	// restore the state the ship is in
 	ship.m_ship_state = m_ship_state;
@@ -1023,7 +1002,8 @@
 		ship.m_expedition.swap(m_expedition);
 		ship.m_expedition->economy.reset(new Economy(*ship.get_owner()));
 		ship.m_economy = ship.m_expedition->economy.get();
-	} else assert(m_ship_state == TRANSPORT);
+	} else
+		assert(m_ship_state == TRANSPORT);
 
 	// Workers load code set their economy to the economy of their location
 	// (which is a PlayerImmovable), that means that workers on ships do not get
@@ -1034,10 +1014,7 @@
 	ship.set_economy(dynamic_cast<Game&>(egbase()), ship.m_economy);
 }
 
-
-MapObject::Loader * Ship::load
-	(EditorGameBase & egbase, MapObjectLoader & mol, FileRead & fr)
-{
+MapObject::Loader* Ship::load(EditorGameBase& egbase, MapObjectLoader& mol, FileRead& fr) {
 	std::unique_ptr<Loader> loader(new Loader);
 
 	try {
@@ -1047,32 +1024,28 @@
 		if (1 <= version && version <= SHIP_SAVEGAME_VERSION) {
 			std::string owner = fr.c_string();
 			std::string name = fr.c_string();
-			const ShipDescr * descr = nullptr;
+			const ShipDescr* descr = nullptr;
 
 			egbase.manually_load_tribe(owner);
 
-			if (const TribeDescr * tribe = egbase.get_tribe(owner))
-				descr = dynamic_cast<const ShipDescr *>
-					(tribe->get_bob_descr(name));
+			if (const TribeDescr* tribe = egbase.get_tribe(owner))
+				descr = dynamic_cast<const ShipDescr*>(tribe->get_bob_descr(name));
 
 			if (!descr)
-				throw GameDataError
-					("undefined ship %s/%s", owner.c_str(), name.c_str());
+				throw GameDataError("undefined ship %s/%s", owner.c_str(), name.c_str());
 
 			loader->init(egbase, mol, descr->create_object());
 			loader->load(fr, version);
 		} else
 			throw GameDataError("unknown/unhandled version %u", version);
-	} catch (const std::exception & e) {
+	} catch (const std::exception& e) {
 		throw wexception("loading ship: %s", e.what());
 	}
 
 	return loader.release();
 }
 
-void Ship::save
-	(EditorGameBase & egbase, MapObjectSaver & mos, FileWrite & fw)
-{
+void Ship::save(EditorGameBase& egbase, MapObjectSaver& mos, FileWrite& fw) {
 	fw.unsigned_8(HeaderShip);
 	fw.unsigned_8(SHIP_SAVEGAME_VERSION);
 
@@ -1089,11 +1062,9 @@
 		// currently seen port buildspaces
 		assert(m_expedition->seen_port_buildspaces);
 		fw.unsigned_8(m_expedition->seen_port_buildspaces->size());
-		for
-			(std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin();
-			 it != m_expedition->seen_port_buildspaces->end();
-			 ++it)
-		{
+		for (std::list<Coords>::const_iterator it = m_expedition->seen_port_buildspaces->begin();
+		     it != m_expedition->seen_port_buildspaces->end();
+		     ++it) {
 			write_coords_32(&fw, *it);
 		}
 		// swimability of the directions
@@ -1118,4 +1089,4 @@
 	}
 }
 
-} // namespace Widelands
+}  // namespace Widelands

=== modified file 'src/logic/warehouse.cc'
--- src/logic/warehouse.cc	2014-12-04 09:18:03 +0000
+++ src/logic/warehouse.cc	2014-12-11 21:38:11 +0000
@@ -50,7 +50,7 @@
 
 namespace Widelands {
 
-namespace  {
+namespace {
 
 static const uint32_t WORKER_WITHOUT_COST_SPAWN_INTERVAL = 2500;
 
@@ -68,19 +68,17 @@
 
 }  // namespace
 
-WarehouseSupply::~WarehouseSupply()
-{
+WarehouseSupply::~WarehouseSupply() {
 	if (m_economy) {
-		log
-			("WarehouseSupply::~WarehouseSupply: Warehouse %u still belongs to "
-			 "an economy",
-			 m_warehouse->serial());
+		log("WarehouseSupply::~WarehouseSupply: Warehouse %u still belongs to "
+		    "an economy",
+		    m_warehouse->serial());
 		set_economy(nullptr);
 	}
 
 	// We're removed from the Economy. Therefore, the wares can simply
 	// be cleared out. The global inventory will be okay.
-	m_wares  .clear();
+	m_wares.clear();
 	m_workers.clear();
 }
 
@@ -96,10 +94,8 @@
 	m_workers.set_nrwares(i);
 }
 
-
 /// Add and remove our wares and the Supply to the economies as necessary.
-void WarehouseSupply::set_economy(Economy * const e)
-{
+void WarehouseSupply::set_economy(Economy* const e) {
 	if (e == m_economy)
 		return;
 
@@ -126,87 +122,74 @@
 	}
 }
 
-
 /// Add wares and update the economy.
-void WarehouseSupply::add_wares(WareIndex const id, uint32_t const count)
-{
+void WarehouseSupply::add_wares(WareIndex const id, uint32_t const count) {
 	if (!count)
 		return;
 
-	if (m_economy) // No economies in the editor
+	if (m_economy)  // No economies in the editor
 		m_economy->add_wares(id, count);
 	m_wares.add(id, count);
 }
 
-
 /// Remove wares and update the economy.
-void WarehouseSupply::remove_wares(WareIndex const id, uint32_t const count)
-{
+void WarehouseSupply::remove_wares(WareIndex const id, uint32_t const count) {
 	if (!count)
 		return;
 
 	m_wares.remove(id, count);
-	if (m_economy) // No economies in the editor
+	if (m_economy)  // No economies in the editor
 		m_economy->remove_wares(id, count);
 }
 
-
 /// Add workers and update the economy.
-void WarehouseSupply::add_workers(WareIndex const id, uint32_t const count)
-{
+void WarehouseSupply::add_workers(WareIndex const id, uint32_t const count) {
 	if (!count)
 		return;
 
-	if (m_economy) // No economies in the editor
+	if (m_economy)  // No economies in the editor
 		m_economy->add_workers(id, count);
 	m_workers.add(id, count);
 }
 
-
 /**
  * Remove workers and update the economy.
  * Comments see add_workers
  */
-void WarehouseSupply::remove_workers(WareIndex const id, uint32_t const count)
-{
+void WarehouseSupply::remove_workers(WareIndex const id, uint32_t const count) {
 	if (!count)
 		return;
 
 	m_workers.remove(id, count);
-	if (m_economy) // No economies in the editor
+	if (m_economy)  // No economies in the editor
 		m_economy->remove_workers(id, count);
 }
 
 /// Return the position of the Supply, i.e. the owning Warehouse.
-PlayerImmovable * WarehouseSupply::get_position(Game &) {return m_warehouse;}
-
+PlayerImmovable* WarehouseSupply::get_position(Game&) {
+	return m_warehouse;
+}
 
 /// Warehouse supplies are never active.
-bool WarehouseSupply::is_active() const {return false;}
+bool WarehouseSupply::is_active() const {
+	return false;
+}
 
-bool WarehouseSupply::has_storage() const
-{
+bool WarehouseSupply::has_storage() const {
 	return true;
 }
 
-void WarehouseSupply::get_ware_type(WareWorker & /* type */, WareIndex & /* ware */) const
-{
-	throw wexception
-		("WarehouseSupply::get_ware_type: calling this is nonsensical");
+void WarehouseSupply::get_ware_type(WareWorker& /* type */, WareIndex& /* ware */) const {
+	throw wexception("WarehouseSupply::get_ware_type: calling this is nonsensical");
 }
 
-void WarehouseSupply::send_to_storage(Game &, Warehouse * /* wh */)
-{
+void WarehouseSupply::send_to_storage(Game&, Warehouse* /* wh */) {
 	throw wexception("WarehouseSupply::send_to_storage: should never be called");
 }
 
-uint32_t WarehouseSupply::nr_supplies
-	(const Game & game, const Request & req) const
-{
+uint32_t WarehouseSupply::nr_supplies(const Game& game, const Request& req) const {
 	if (req.get_type() == wwWORKER)
-		return
-			m_warehouse->count_workers
-				(game, req.get_index(), req.get_requirements());
+		return m_warehouse->count_workers(game, req.get_index(), req.get_requirements());
 
 	//  Calculate how many wares can be sent out - it might be that we need them
 	// ourselves. E.g. for hiring new soldiers.
@@ -216,18 +199,16 @@
 	// of *this* warehouse + 1 (+1 is important, as else the ware would directly
 	// be taken back to the warehouse as the request of the warehouse would be
 	// highered and would have the same value as the original request)
-	int32_t const y =
-		x + (req.get_priority(0) / 100)
-		- (m_warehouse->get_priority(wwWARE, req.get_index()) / 100) - 1;
+	int32_t const y = x + (req.get_priority(0) / 100) -
+	                  (m_warehouse->get_priority(wwWARE, req.get_index()) / 100) - 1;
 	// But the number should never be higher than the number of wares available
 	if (y > x)
 		return x;
 	return (x > 0) ? x : 0;
 }
 
-
 /// Launch a ware.
-WareInstance & WarehouseSupply::launch_ware(Game & game, const Request & req) {
+WareInstance& WarehouseSupply::launch_ware(Game& game, const Request& req) {
 	if (req.get_type() != wwWARE)
 		throw wexception("WarehouseSupply::launch_ware: called for non-ware request");
 	if (!m_wares.stock(req.get_index()))
@@ -237,29 +218,26 @@
 }
 
 /// Launch a ware as worker.
-Worker & WarehouseSupply::launch_worker(Game & game, const Request & req)
-{
-	return
-		m_warehouse->launch_worker
-			(game, req.get_index(), req.get_requirements());
+Worker& WarehouseSupply::launch_worker(Game& game, const Request& req) {
+	return m_warehouse->launch_worker(game, req.get_index(), req.get_requirements());
 }
 
-
 /*
 ==============================
 Warehouse Building
 ==============================
 */
 
-
 /// Warehouse Descr
-WarehouseDescr::WarehouseDescr
-	(char const* const _name, char const* const _descname,
-	 const std::string& directory, Profile& prof, Section& global_s, const TribeDescr& _tribe)
-	: BuildingDescr(MapObjectType::WAREHOUSE, _name, _descname, directory, prof, global_s, _tribe),
-	  m_conquers         (0),
-	  m_heal_per_second  (0)
-{
+WarehouseDescr::WarehouseDescr(char const* const _name,
+                               char const* const _descname,
+                               const std::string& directory,
+                               Profile& prof,
+                               Section& global_s,
+                               const TribeDescr& _tribe)
+   : BuildingDescr(MapObjectType::WAREHOUSE, _name, _descname, directory, prof, global_s, _tribe),
+     m_conquers(0),
+     m_heal_per_second(0) {
 	m_heal_per_second = global_s.get_safe_int("heal_per_second");
 	if ((m_conquers = prof.get_safe_section("global").get_positive("conquers", 0)))
 		m_workarea_info[m_conquers].insert(descname() + " conquer");
@@ -271,25 +249,21 @@
 ==============================
 */
 
-Warehouse::Warehouse(const WarehouseDescr & warehouse_descr) :
-	Building(warehouse_descr),
-	m_supply(new WarehouseSupply(this)),
-	m_next_military_act(0),
-	m_portdock(nullptr)
-{
+Warehouse::Warehouse(const WarehouseDescr& warehouse_descr)
+   : Building(warehouse_descr),
+     m_supply(new WarehouseSupply(this)),
+     m_next_military_act(0),
+     m_portdock(nullptr) {
 	uint8_t nr_worker_types_without_cost =
-		warehouse_descr.tribe().worker_types_without_cost().size();
-	m_next_worker_without_cost_spawn =
-		new uint32_t[nr_worker_types_without_cost];
+	   warehouse_descr.tribe().worker_types_without_cost().size();
+	m_next_worker_without_cost_spawn = new uint32_t[nr_worker_types_without_cost];
 	for (int i = 0; i < nr_worker_types_without_cost; ++i) {
 		m_next_worker_without_cost_spawn[i] = never();
 	}
 	m_next_stock_remove_act = 0;
 }
 
-
-Warehouse::~Warehouse()
-{
+Warehouse::~Warehouse() {
 	delete m_supply;
 	delete[] m_next_worker_without_cost_spawn;
 }
@@ -298,22 +272,19 @@
  * Try to bring the given \ref PlannedWorkers up to date with our game data.
  * Return \c false if \p pw cannot be salvaged.
  */
-bool Warehouse::_load_finish_planned_worker(PlannedWorkers & pw)
-{
+bool Warehouse::_load_finish_planned_worker(PlannedWorkers& pw) {
 	if (pw.index == INVALID_INDEX || !(pw.index < m_supply->get_workers().get_nrwareids()))
 		return false;
 
-	const WorkerDescr * w_desc = descr().tribe().get_worker_descr(pw.index);
+	const WorkerDescr* w_desc = descr().tribe().get_worker_descr(pw.index);
 	if (!w_desc || !w_desc->is_buildable())
 		return false;
 
-	const WorkerDescr::Buildcost & cost = w_desc->buildcost();
+	const WorkerDescr::Buildcost& cost = w_desc->buildcost();
 	uint32_t idx = 0;
 
-	for
-		(WorkerDescr::Buildcost::const_iterator cost_it = cost.begin();
-		 cost_it != cost.end(); ++cost_it, ++idx)
-	{
+	for (WorkerDescr::Buildcost::const_iterator cost_it = cost.begin(); cost_it != cost.end();
+	     ++cost_it, ++idx) {
 		WareWorker type;
 		WareIndex ware;
 		ware = descr().tribe().ware_index(cost_it->first);
@@ -325,13 +296,10 @@
 			return false;
 
 		if (idx < pw.requests.size()) {
-			if
-				(pw.requests[idx]->get_type() == type &&
-				 pw.requests[idx]->get_index() == ware)
+			if (pw.requests[idx]->get_type() == type && pw.requests[idx]->get_index() == ware)
 				continue;
 
-			std::vector<Request *>::iterator req_it =
-				pw.requests.begin() + idx + 1;
+			std::vector<Request*>::iterator req_it = pw.requests.begin() + idx + 1;
 			while (req_it != pw.requests.end()) {
 				if ((*req_it)->get_type() == type && (*req_it)->get_index() == ware)
 					break;
@@ -344,19 +312,16 @@
 			}
 		}
 
-		log
-			("_load_finish_planned_worker: old savegame: "
-			 "need to create new request for '%s'\n",
-			 cost_it->first.c_str());
-		pw.requests.insert
-			(pw.requests.begin() + idx,
-			 new Request(*this, ware, &Warehouse::request_cb, type));
+		log("_load_finish_planned_worker: old savegame: "
+		    "need to create new request for '%s'\n",
+		    cost_it->first.c_str());
+		pw.requests.insert(
+		   pw.requests.begin() + idx, new Request(*this, ware, &Warehouse::request_cb, type));
 	}
 
 	while (pw.requests.size() > idx) {
-		log
-			("_load_finish_planned_worker: old savegame: "
-			 "removing outdated request.\n");
+		log("_load_finish_planned_worker: old savegame: "
+		    "removing outdated request.\n");
 		delete pw.requests.back();
 		pw.requests.pop_back();
 	}
@@ -364,30 +329,31 @@
 	return true;
 }
 
-void Warehouse::load_finish(EditorGameBase & egbase) {
+void Warehouse::load_finish(EditorGameBase& egbase) {
 	Building::load_finish(egbase);
 
 	uint32_t next_spawn = never();
-	const std::vector<WareIndex> & worker_types_without_cost =
-		descr().tribe().worker_types_without_cost();
+	const std::vector<WareIndex>& worker_types_without_cost =
+	   descr().tribe().worker_types_without_cost();
 	for (uint8_t i = worker_types_without_cost.size(); i;) {
 		WareIndex const worker_index = worker_types_without_cost.at(--i);
-		if
-			(owner().is_worker_type_allowed(worker_index) &&
-			 m_next_worker_without_cost_spawn[i] == static_cast<uint32_t>(never()))
-		{
+		if (owner().is_worker_type_allowed(worker_index) &&
+		    m_next_worker_without_cost_spawn[i] == static_cast<uint32_t>(never())) {
 			if (next_spawn == static_cast<uint32_t>(never())) {
-				next_spawn = schedule_act(dynamic_cast<Game&>(egbase), WORKER_WITHOUT_COST_SPAWN_INTERVAL);
+				next_spawn =
+				   schedule_act(dynamic_cast<Game&>(egbase), WORKER_WITHOUT_COST_SPAWN_INTERVAL);
 			}
 			m_next_worker_without_cost_spawn[i] = next_spawn;
-			log
-				("WARNING: player %u is allowed to create worker type %s but his "
-				 "%s %u at (%i, %i) does not have a next_spawn time set for that "
-				 "worker type; setting it to %u\n",
-				 owner().player_number(),
-				 descr().tribe().get_worker_descr(worker_index)->descname().c_str(),
-				 descr().descname().c_str(), serial(), get_position().x, get_position().y,
-				 next_spawn);
+			log("WARNING: player %u is allowed to create worker type %s but his "
+			    "%s %u at (%i, %i) does not have a next_spawn time set for that "
+			    "worker type; setting it to %u\n",
+			    owner().player_number(),
+			    descr().tribe().get_worker_descr(worker_index)->descname().c_str(),
+			    descr().descname().c_str(),
+			    serial(),
+			    get_position().x,
+			    get_position().y,
+			    next_spawn);
 		}
 	}
 
@@ -405,13 +371,12 @@
 	}
 }
 
-void Warehouse::init(EditorGameBase & egbase)
-{
+void Warehouse::init(EditorGameBase& egbase) {
 	Building::init(egbase);
 
-	WareIndex const nr_wares   = descr().tribe().get_nrwares  ();
+	WareIndex const nr_wares = descr().tribe().get_nrwares();
 	WareIndex const nr_workers = descr().tribe().get_nrworkers();
-	m_supply->set_nrwares  (nr_wares);
+	m_supply->set_nrwares(nr_wares);
 	m_supply->set_nrworkers(nr_workers);
 
 	m_ware_policy.resize(nr_wares, SP_Normal);
@@ -420,17 +385,15 @@
 	// Even though technically, a warehouse might be completely empty,
 	// we let warehouse see always for simplicity's sake (since there's
 	// almost always going to be a carrier inside, that shouldn't hurt).
-	Player & player = owner();
+	Player& player = owner();
 	if (upcast(Game, game, &egbase)) {
-		player.see_area
-			(Area<FCoords>
-			 (egbase.map().get_fcoords(get_position()), descr().vision_range()));
+		player.see_area(
+		   Area<FCoords>(egbase.map().get_fcoords(get_position()), descr().vision_range()));
 
 		{
-			uint32_t const act_time = schedule_act
-					(*game, WORKER_WITHOUT_COST_SPAWN_INTERVAL);
-			const std::vector<WareIndex> & worker_types_without_cost =
-				descr().tribe().worker_types_without_cost();
+			uint32_t const act_time = schedule_act(*game, WORKER_WITHOUT_COST_SPAWN_INTERVAL);
+			const std::vector<WareIndex>& worker_types_without_cost =
+			   descr().tribe().worker_types_without_cost();
 
 			for (size_t i = 0; i < worker_types_without_cost.size(); ++i) {
 				if (owner().is_worker_type_allowed(worker_types_without_cost.at(i))) {
@@ -445,22 +408,21 @@
 
 		m_next_stock_remove_act = schedule_act(*game, 4000);
 
-		log("Message: adding (wh) (%s) %i \n", to_string(descr().type()).c_str(), player.player_number());
-		send_message
-			(*game,
-			 "warehouse",
-			 descr().descname(),
-			 (boost::format(_("A new %s was added to your economy."))
-			  % descr().descname().c_str()).str(),
-			 true);
-		}
+		log("Message: adding (wh) (%s) %i \n",
+		    to_string(descr().type()).c_str(),
+		    player.player_number());
+		send_message(*game,
+		             "warehouse",
+		             descr().descname(),
+		             (boost::format(_("A new %s was added to your economy.")) %
+		              descr().descname().c_str()).str(),
+		             true);
+	}
 
 	if (uint32_t const conquer_radius = descr().get_conquers())
-		egbase.conquer_area
-			(PlayerArea<Area<FCoords> >
-			 	(player.player_number(),
-			 	 Area<FCoords>
-			 	 	(egbase.map().get_fcoords(get_position()), conquer_radius)));
+		egbase.conquer_area(PlayerArea<Area<FCoords>>(
+		   player.player_number(),
+		   Area<FCoords>(egbase.map().get_fcoords(get_position()), conquer_radius)));
 
 	if (descr().get_isport())
 		init_portdock(egbase);
@@ -470,11 +432,10 @@
  * Find a contiguous set of water fields close to the port for docking
  * and initialize the @ref PortDock instance.
  */
-void Warehouse::init_portdock(EditorGameBase & egbase)
-{
+void Warehouse::init_portdock(EditorGameBase& egbase) {
 	molog("Setting up port dock fields\n");
 
-	Map & map = egbase.map();
+	Map& map = egbase.map();
 	std::vector<Coords> dock = map.find_portdock(get_position());
 	if (dock.empty()) {
 		log("Attempting to setup port without neighboring water.\n");
@@ -495,14 +456,12 @@
 		m_portdock->set_economy(get_economy());
 }
 
-void Warehouse::destroy(EditorGameBase & egbase)
-{
+void Warehouse::destroy(EditorGameBase& egbase) {
 	Building::destroy(egbase);
 }
 
 /// Destroy the warehouse.
-void Warehouse::cleanup(EditorGameBase & egbase)
-{
+void Warehouse::cleanup(EditorGameBase& egbase) {
 	if (egbase.objects().object_still_available(m_portdock)) {
 		m_portdock->remove(egbase);
 		m_portdock = nullptr;
@@ -529,21 +488,18 @@
 
 	Map& map = egbase.map();
 	if (const uint32_t conquer_radius = descr().get_conquers())
-		egbase.unconquer_area
-			(PlayerArea<Area<FCoords> >
-			 	(owner().player_number(),
-			 	 Area<FCoords>(map.get_fcoords(get_position()), conquer_radius)),
-			 m_defeating_player);
+		egbase.unconquer_area(
+		   PlayerArea<Area<FCoords>>(owner().player_number(),
+		                             Area<FCoords>(map.get_fcoords(get_position()), conquer_radius)),
+		   m_defeating_player);
 
 	// Unsee the area that we started seeing in init()
-	Player & player = owner();
-	player.unsee_area
-			(Area<FCoords>(map.get_fcoords(get_position()), descr().vision_range()));
+	Player& player = owner();
+	player.unsee_area(Area<FCoords>(map.get_fcoords(get_position()), descr().vision_range()));
 
 	Building::cleanup(egbase);
 }
 
-
 /// Act regularly to create workers of buildable types without cost. According
 /// to intelligence, this is some highly advanced technology. Not only do the
 /// settlers have no problems with birth control, they do not even need anybody
@@ -551,12 +507,11 @@
 /// what the hell are they doing, killing useless tribesmen! The Borg? Or just
 /// like Soylent Green? Or maybe I should just stop writing comments that late
 /// at night ;-)
-void Warehouse::act(Game & game, uint32_t const data)
-{
+void Warehouse::act(Game& game, uint32_t const data) {
 	uint32_t const gametime = game.get_gametime();
 	{
-		const std::vector<WareIndex> & worker_types_without_cost =
-			owner().tribe().worker_types_without_cost();
+		const std::vector<WareIndex>& worker_types_without_cost =
+		   owner().tribe().worker_types_without_cost();
 		for (size_t i = worker_types_without_cost.size(); i;)
 			if (m_next_worker_without_cost_spawn[--i] <= gametime) {
 				WareIndex const id = worker_types_without_cost.at(i);
@@ -574,8 +529,7 @@
 						remove_workers(id, 1);
 					}
 
-					m_next_worker_without_cost_spawn[i] =
-						schedule_act(game, tdelta);
+					m_next_worker_without_cost_spawn[i] = schedule_act(game, tdelta);
 				} else
 					m_next_worker_without_cost_spawn[i] = never();
 			}
@@ -586,19 +540,15 @@
 		WareIndex const ware = descr().tribe().safe_worker_index("soldier");
 
 		if (m_incorporated_workers.count(ware)) {
-			WorkerList & soldiers = m_incorporated_workers[ware];
+			WorkerList& soldiers = m_incorporated_workers[ware];
 
 			uint32_t total_heal = descr().get_heal_per_second();
 			// Using an explicit iterator, as we plan to erase some
 			// of those guys
-			for
-				(WorkerList::iterator it = soldiers.begin();
-				 it != soldiers.end();
-				 ++it)
-			{
+			for (WorkerList::iterator it = soldiers.begin(); it != soldiers.end(); ++it) {
 				// This is a safe cast: we know only soldiers can land in this
 				// slot in the incorporated array
-				Soldier * soldier = static_cast<Soldier *>(*it);
+				Soldier* soldier = static_cast<Soldier*>(*it);
 
 				//  Soldier dead ...
 				if (!soldier || soldier->get_current_hitpoints() == 0) {
@@ -611,7 +561,6 @@
 					soldier->heal(total_heal);
 					continue;
 				}
-
 			}
 		}
 		m_next_military_act = schedule_act(game, 1000);
@@ -632,11 +581,9 @@
 	Building::act(game, data);
 }
 
-
 /// Transfer our registration to the new economy.
-void Warehouse::set_economy(Economy * const e)
-{
-	Economy * const old = get_economy();
+void Warehouse::set_economy(Economy* const e) {
+	Economy* const old = get_economy();
 
 	if (old == e)
 		return;
@@ -650,7 +597,7 @@
 	Building::set_economy(e);
 
 	for (const PlannedWorkers& pw : m_planned_workers) {
-		for (Request * req : pw.requests) {
+		for (Request* req : pw.requests) {
 			req->set_economy(e);
 		}
 	}
@@ -662,82 +609,62 @@
 		e->add_warehouse(*this);
 }
 
-
-const WareList & Warehouse::get_wares() const
-{
+const WareList& Warehouse::get_wares() const {
 	return m_supply->get_wares();
 }
 
-
-const WareList & Warehouse::get_workers() const
-{
+const WareList& Warehouse::get_workers() const {
 	return m_supply->get_workers();
 }
 
-PlayerImmovable::Workers Warehouse::get_incorporated_workers()
-{
+PlayerImmovable::Workers Warehouse::get_incorporated_workers() {
 	PlayerImmovable::Workers all_workers;
 
 	for (const std::pair<WareIndex, WorkerList>& worker_pair : m_incorporated_workers) {
-		for (Worker * worker : worker_pair.second) {
+		for (Worker* worker : worker_pair.second) {
 			all_workers.push_back(worker);
 		}
 	}
 	return all_workers;
 }
 
-
 /// Magically create wares in this warehouse. Updates the economy accordingly.
-void Warehouse::insert_wares(WareIndex const id, uint32_t const count)
-{
+void Warehouse::insert_wares(WareIndex const id, uint32_t const count) {
 	m_supply->add_wares(id, count);
 }
 
-
 /// Magically destroy wares.
-void Warehouse::remove_wares(WareIndex const id, uint32_t const count)
-{
+void Warehouse::remove_wares(WareIndex const id, uint32_t const count) {
 	m_supply->remove_wares(id, count);
 }
 
-
 /// Magically create workers in this warehouse. Updates the economy accordingly.
-void Warehouse::insert_workers(WareIndex const id, uint32_t const count)
-{
+void Warehouse::insert_workers(WareIndex const id, uint32_t const count) {
 	m_supply->add_workers(id, count);
 }
 
-
 /// Magically destroy workers.
-void Warehouse::remove_workers(WareIndex const id, uint32_t const count)
-{
+void Warehouse::remove_workers(WareIndex const id, uint32_t const count) {
 	m_supply->remove_workers(id, count);
 }
 
-
-
 /// Launch a carrier to fetch an ware from our flag.
-bool Warehouse::fetch_from_flag(Game & game)
-{
+bool Warehouse::fetch_from_flag(Game& game) {
 	WareIndex const carrierid = descr().tribe().safe_worker_index("carrier");
 
-	if (!m_supply->stock_workers(carrierid)) // XXX yep, let's cheat
+	if (!m_supply->stock_workers(carrierid))  // XXX yep, let's cheat
 		insert_workers(carrierid, 1);
 
-	launch_worker(game, carrierid, Requirements()).start_task_fetchfromflag
-		(game);
+	launch_worker(game, carrierid, Requirements()).start_task_fetchfromflag(game);
 
 	return true;
 }
 
-
 /**
  * \return the number of workers that we can launch satisfying the given
  * requirements.
  */
-uint32_t Warehouse::count_workers
-	(const Game & /* game */, WareIndex ware, const Requirements & req)
-{
+uint32_t Warehouse::count_workers(const Game& /* game */, WareIndex ware, const Requirements& req) {
 	uint32_t sum = 0;
 
 	do {
@@ -745,7 +672,7 @@
 
 		// NOTE: This code lies about the TrainingAttributes of non-instantiated workers.
 		if (m_incorporated_workers.count(ware)) {
-			for (Worker * worker : m_incorporated_workers[ware]) {
+			for (Worker* worker : m_incorporated_workers[ware]) {
 				if (!req.check(*worker)) {
 					//  This is one of the workers in our sum.
 					//  But he is too stupid for this job
@@ -762,9 +689,7 @@
 
 /// Start a worker of a given type. The worker will
 /// be assigned a job by the caller.
-Worker & Warehouse::launch_worker
-	(Game & game, WareIndex ware, const Requirements & req)
-{
+Worker& Warehouse::launch_worker(Game& game, WareIndex ware, const Requirements& req) {
 	do {
 		if (m_supply->stock_workers(ware)) {
 			uint32_t unincorporated = m_supply->stock_workers(ware);
@@ -777,15 +702,15 @@
 				remove_no_longer_existing_workers(game, &m_incorporated_workers[ware]);
 				WorkerList& incorporated_workers = m_incorporated_workers[ware];
 
-				for (std::vector<Worker *>::iterator worker_iter = incorporated_workers.begin();
-					 worker_iter != incorporated_workers.end(); ++worker_iter)
-				{
+				for (std::vector<Worker*>::iterator worker_iter = incorporated_workers.begin();
+				     worker_iter != incorporated_workers.end();
+				     ++worker_iter) {
 					Worker* worker = *worker_iter;
 					--unincorporated;
 
 					if (req.check(*worker)) {
-						worker->reset_tasks(game);  //  forget everything you did
-						worker->set_location(this); //  back in a economy
+						worker->reset_tasks(game);   //  forget everything you did
+						worker->set_location(this);  //  back in a economy
 						incorporated_workers.erase(worker_iter);
 
 						m_supply->remove_workers(ware, 1);
@@ -800,7 +725,7 @@
 				// Create a new one
 				// NOTE: This code lies about the TrainingAttributes of the new worker
 				m_supply->remove_workers(ware, 1);
-				const WorkerDescr & workerdescr = *descr().tribe().get_worker_descr(ware);
+				const WorkerDescr& workerdescr = *descr().tribe().get_worker_descr(ware);
 				return workerdescr.create(game, owner(), this, m_position);
 			}
 		}
@@ -813,13 +738,10 @@
 		}
 	} while (ware != INVALID_INDEX);
 
-	throw wexception
-		("Warehouse::launch_worker: worker does not actually exist");
+	throw wexception("Warehouse::launch_worker: worker does not actually exist");
 }
 
-
-void Warehouse::incorporate_worker(EditorGameBase & egbase, Worker* w)
-{
+void Warehouse::incorporate_worker(EditorGameBase& egbase, Worker* w) {
 	assert(w != nullptr);
 	assert(w->get_owner() == &owner());
 
@@ -845,10 +767,10 @@
 
 	// Incorporate the worker
 	if (!m_incorporated_workers.count(worker_index))
-		m_incorporated_workers[worker_index] = std::vector<Worker *>();
+		m_incorporated_workers[worker_index] = std::vector<Worker*>();
 	m_incorporated_workers[worker_index].push_back(w);
 
-	w->set_location(nullptr); //  no longer in an economy
+	w->set_location(nullptr);  //  no longer in an economy
 
 	if (upcast(Game, game, &egbase)) {
 		//  Bind the worker into this house, hide him on the map.
@@ -859,9 +781,9 @@
 
 /// Create an instance of a ware and make sure it gets
 /// carried out of the warehouse.
-WareInstance & Warehouse::launch_ware(Game & game, WareIndex const ware_index) {
+WareInstance& Warehouse::launch_ware(Game& game, WareIndex const ware_index) {
 	// Create the ware
-	WareInstance & ware = *new WareInstance(ware_index, descr().tribe().get_ware_descr(ware_index));
+	WareInstance& ware = *new WareInstance(ware_index, descr().tribe().get_ware_descr(ware_index));
 	ware.init(game);
 	do_launch_ware(game, ware);
 
@@ -870,15 +792,13 @@
 	return ware;
 }
 
-
 /// Get a carrier to actually move this ware out of the warehouse.
-void Warehouse::do_launch_ware(Game & game, WareInstance & ware)
-{
+void Warehouse::do_launch_ware(Game& game, WareInstance& ware) {
 	// Create a carrier
 	WareIndex const carrierid = descr().tribe().worker_index("carrier");
-	const WorkerDescr & workerdescr = *descr().tribe().get_worker_descr(carrierid);
+	const WorkerDescr& workerdescr = *descr().tribe().get_worker_descr(carrierid);
 
-	Worker & worker = workerdescr.create(game, owner(), this, m_position);
+	Worker& worker = workerdescr.create(game, owner(), this, m_position);
 
 	// Yup, this is cheating.
 	if (m_supply->stock_workers(carrierid))
@@ -888,23 +808,15 @@
 	worker.start_task_dropoff(game, ware);
 }
 
-
-void Warehouse::incorporate_ware(EditorGameBase & egbase, WareInstance* ware)
-{
+void Warehouse::incorporate_ware(EditorGameBase& egbase, WareInstance* ware) {
 	m_supply->add_wares(ware->descr_index(), 1);
 	ware->destroy(egbase);
 }
 
-
 /// Called when a transfer for one of the idle Requests completes.
-void Warehouse::request_cb
-	(Game            &       game,
-	 Request         &,
-	 WareIndex        const ware,
-	 Worker          * const w,
-	 PlayerImmovable &       target)
-{
-	Warehouse & wh = dynamic_cast<Warehouse&>(target);
+void Warehouse::request_cb(
+   Game& game, Request&, WareIndex const ware, Worker* const w, PlayerImmovable& target) {
+	Warehouse& wh = dynamic_cast<Warehouse&>(target);
 
 	if (w) {
 		w->schedule_incorporate(game);
@@ -921,38 +833,35 @@
 /**
  * Receive a ware from a transfer that was not associated to a \ref Request.
  */
-void Warehouse::receive_ware(Game & /* game */, WareIndex ware)
-{
+void Warehouse::receive_ware(Game& /* game */, WareIndex ware) {
 	m_supply->add_wares(ware, 1);
 }
 
 /**
  * Receive a worker from a transfer that was not associated to a \ref Request.
  */
-void Warehouse::receive_worker(Game & game, Worker & worker)
-{
+void Warehouse::receive_worker(Game& game, Worker& worker) {
 	worker.schedule_incorporate(game);
 }
 
-Building & WarehouseDescr::create_object() const {
+Building& WarehouseDescr::create_object() const {
 	return *new Warehouse(*this);
 }
 
-
-bool Warehouse::can_create_worker(Game &, WareIndex const worker) const {
+bool Warehouse::can_create_worker(Game&, WareIndex const worker) const {
 	if (!(worker < m_supply->get_workers().get_nrwareids()))
-		throw wexception
-			("worker type %d does not exists (max is %d)",
-			 worker, m_supply->get_workers().get_nrwareids());
+		throw wexception("worker type %d does not exists (max is %d)",
+		                 worker,
+		                 m_supply->get_workers().get_nrwareids());
 
-	const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(worker);
+	const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(worker);
 	assert(&w_desc);
 	if (!w_desc.is_buildable())
 		return false;
 
 	//  see if we have the resources
 	for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
-		const std::string & input_name = buildcost.first;
+		const std::string& input_name = buildcost.first;
 		WareIndex id_w = descr().tribe().ware_index(input_name);
 		if (id_w != INVALID_INDEX) {
 			if (m_supply->stock_wares(id_w) < buildcost.second)
@@ -961,27 +870,26 @@
 			if (m_supply->stock_workers(id_w) < buildcost.second)
 				return false;
 		} else
-			throw wexception
-				("worker type %s needs \"%s\" to be built but that is neither "
-				 "a ware type nor a worker type defined in the tribe %s",
-				 w_desc.descname().c_str(), input_name.c_str(),
-				 descr().tribe().name().c_str());
+			throw wexception("worker type %s needs \"%s\" to be built but that is neither "
+			                 "a ware type nor a worker type defined in the tribe %s",
+			                 w_desc.descname().c_str(),
+			                 input_name.c_str(),
+			                 descr().tribe().name().c_str());
 	}
 	return true;
 }
 
-
-void Warehouse::create_worker(Game & game, WareIndex const worker) {
-	assert(can_create_worker (game, worker));
-
-	const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(worker);
+void Warehouse::create_worker(Game& game, WareIndex const worker) {
+	assert(can_create_worker(game, worker));
+
+	const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(worker);
 
 	for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
-		const std::string & input = buildcost.first;
+		const std::string& input = buildcost.first;
 		WareIndex const id_ware = descr().tribe().ware_index(input);
 		if (id_ware != INVALID_INDEX) {
-			remove_wares  (id_ware,                        buildcost.second);
-			//update statistic accordingly
+			remove_wares(id_ware, buildcost.second);
+			// update statistic accordingly
 			owner().ware_consumed(id_ware, buildcost.second);
 		} else
 			remove_workers(descr().tribe().safe_worker_index(input), buildcost.second);
@@ -1003,8 +911,7 @@
  * Return the number of workers of the given type that we plan to
  * create in this warehouse.
  */
-uint32_t Warehouse::get_planned_workers(Game & /* game */, WareIndex index) const
-{
+uint32_t Warehouse::get_planned_workers(Game& /* game */, WareIndex index) const {
 	for (const PlannedWorkers& pw : m_planned_workers) {
 		if (pw.index == index)
 			return pw.amount;
@@ -1018,23 +925,21 @@
  *
  * This is the current stock plus any incoming transfers.
  */
-std::vector<uint32_t> Warehouse::calc_available_for_worker
-	(Game & /* game */, WareIndex index) const
-{
-	const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(index);
+std::vector<uint32_t> Warehouse::calc_available_for_worker(Game& /* game */,
+                                                           WareIndex index) const {
+	const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(index);
 	std::vector<uint32_t> available;
 
 	for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
-		const std::string & input_name = buildcost.first;
+		const std::string& input_name = buildcost.first;
 		WareIndex id_w = descr().tribe().ware_index(input_name);
 		if (id_w != INVALID_INDEX) {
 			available.push_back(get_wares().stock(id_w));
 		} else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) {
 			available.push_back(get_workers().stock(id_w));
 		} else
-			throw wexception
-				("Economy::_create_requested_worker: buildcost inconsistency '%s'",
-				 input_name.c_str());
+			throw wexception(
+			   "Economy::_create_requested_worker: buildcost inconsistency '%s'", input_name.c_str());
 	}
 
 	for (const PlannedWorkers& pw : m_planned_workers) {
@@ -1050,14 +955,12 @@
 	return available;
 }
 
-
 /**
  * Set the amount of workers we plan to create
  * of the given \p index to \p amount.
  */
-void Warehouse::plan_workers(Game & game, WareIndex index, uint32_t amount)
-{
-	PlannedWorkers * pw = nullptr;
+void Warehouse::plan_workers(Game& game, WareIndex index, uint32_t amount) {
+	PlannedWorkers* pw = nullptr;
 
 	for (PlannedWorkers& planned_worker : m_planned_workers) {
 		if (planned_worker.index == index) {
@@ -1075,22 +978,17 @@
 		pw->index = index;
 		pw->amount = 0;
 
-		const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(pw->index);
+		const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(pw->index);
 		for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
-			const std::string & input_name = buildcost.first;
+			const std::string& input_name = buildcost.first;
 
 			WareIndex id_w = descr().tribe().ware_index(input_name);
 			if (id_w != INVALID_INDEX) {
-				pw->requests.push_back
-					(new Request
-					 (*this, id_w, &Warehouse::request_cb, wwWARE));
+				pw->requests.push_back(new Request(*this, id_w, &Warehouse::request_cb, wwWARE));
 			} else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) {
-				pw->requests.push_back
-					(new Request
-					 (*this, id_w, &Warehouse::request_cb, wwWORKER));
+				pw->requests.push_back(new Request(*this, id_w, &Warehouse::request_cb, wwWORKER));
 			} else
-				throw wexception
-					("plan_workers: bad buildcost '%s'", input_name.c_str());
+				throw wexception("plan_workers: bad buildcost '%s'", input_name.c_str());
 		}
 	}
 
@@ -1102,10 +1000,8 @@
  * See if we can create the workers of the given plan,
  * and update requests accordingly.
  */
-void Warehouse::_update_planned_workers
-	(Game & game, Warehouse::PlannedWorkers & pw)
-{
-	const WorkerDescr & w_desc = *descr().tribe().get_worker_descr(pw.index);
+void Warehouse::_update_planned_workers(Game& game, Warehouse::PlannedWorkers& pw) {
+	const WorkerDescr& w_desc = *descr().tribe().get_worker_descr(pw.index);
 
 	while (pw.amount && can_create_worker(game, pw.index)) {
 		create_worker(game, pw.index);
@@ -1114,7 +1010,7 @@
 	uint32_t idx = 0;
 	for (const std::pair<std::string, uint8_t>& buildcost : w_desc.buildcost()) {
 
-		const std::string & input_name = buildcost.first;
+		const std::string& input_name = buildcost.first;
 		uint32_t supply;
 
 		WareIndex id_w = descr().tribe().ware_index(input_name);
@@ -1123,14 +1019,12 @@
 		} else if ((id_w = descr().tribe().worker_index(input_name)) != INVALID_INDEX) {
 			supply = m_supply->stock_workers(id_w);
 		} else
-			throw wexception
-				("_update_planned_workers: bad buildcost '%s'", input_name.c_str());
+			throw wexception("_update_planned_workers: bad buildcost '%s'", input_name.c_str());
 
 		if (supply >= pw.amount * buildcost.second)
 			pw.requests[idx]->set_count(0);
 		else
-			pw.requests[idx]->set_count
-				(pw.amount * buildcost.second - supply);
+			pw.requests[idx]->set_count(pw.amount * buildcost.second - supply);
 		++idx;
 	}
 
@@ -1146,8 +1040,7 @@
  * Needs to be called periodically, because some necessary supplies might arrive
  * due to idle transfers instead of by explicit request.
  */
-void Warehouse::_update_all_planned_workers(Game & game)
-{
+void Warehouse::_update_all_planned_workers(Game& game) {
 	uint32_t idx = 0;
 	while (idx < m_planned_workers.size()) {
 		_update_planned_workers(game, m_planned_workers[idx]);
@@ -1161,51 +1054,35 @@
 	}
 }
 
-void Warehouse::enable_spawn
-	(Game & game, uint8_t const worker_types_without_cost_index)
-{
-	assert
-		(m_next_worker_without_cost_spawn[worker_types_without_cost_index]
-		 ==
-		 static_cast<uint32_t>(never()));
+void Warehouse::enable_spawn(Game& game, uint8_t const worker_types_without_cost_index) {
+	assert(m_next_worker_without_cost_spawn[worker_types_without_cost_index] ==
+	       static_cast<uint32_t>(never()));
 	m_next_worker_without_cost_spawn[worker_types_without_cost_index] =
-		schedule_act(game, WORKER_WITHOUT_COST_SPAWN_INTERVAL);
+	   schedule_act(game, WORKER_WITHOUT_COST_SPAWN_INTERVAL);
 }
-void Warehouse::disable_spawn(uint8_t const worker_types_without_cost_index)
-{
-	assert
-		(m_next_worker_without_cost_spawn[worker_types_without_cost_index]
-		 !=
-		 static_cast<uint32_t>(never()));
+void Warehouse::disable_spawn(uint8_t const worker_types_without_cost_index) {
+	assert(m_next_worker_without_cost_spawn[worker_types_without_cost_index] !=
+	       static_cast<uint32_t>(never()));
 	m_next_worker_without_cost_spawn[worker_types_without_cost_index] = never();
 }
 
-
-bool Warehouse::can_attack()
-{
+bool Warehouse::can_attack() {
 	return descr().get_conquers() > 0;
 }
 
-void Warehouse::aggressor(Soldier & enemy)
-{
+void Warehouse::aggressor(Soldier& enemy) {
 	if (!descr().get_conquers())
 		return;
 
-	Game & game = dynamic_cast<Game&>(owner().egbase());
-	Map  & map  = game.map();
-	if
-		(enemy.get_owner() == &owner() ||
-		 enemy.get_battle() ||
-		 descr().get_conquers()
-		 <=
-		 map.calc_distance(enemy.get_position(), get_position()))
+	Game& game = dynamic_cast<Game&>(owner().egbase());
+	Map& map = game.map();
+	if (enemy.get_owner() == &owner() || enemy.get_battle() ||
+	    descr().get_conquers() <= map.calc_distance(enemy.get_position(), get_position()))
 		return;
 
-	if
-		(game.map().find_bobs
-		 	(Area<FCoords>(map.get_fcoords(base_flag().get_position()), 2),
-		 	 nullptr,
-		 	 FindBobEnemySoldier(&owner())))
+	if (game.map().find_bobs(Area<FCoords>(map.get_fcoords(base_flag().get_position()), 2),
+	                         nullptr,
+	                         FindBobEnemySoldier(&owner())))
 		return;
 
 	WareIndex const soldier_index = descr().tribe().worker_index("soldier");
@@ -1214,18 +1091,17 @@
 	if (!count_workers(game, soldier_index, noreq))
 		return;
 
-	Soldier & defender = dynamic_cast<Soldier&>(launch_worker(game, soldier_index, noreq));
+	Soldier& defender = dynamic_cast<Soldier&>(launch_worker(game, soldier_index, noreq));
 	defender.start_task_defense(game, false);
 }
 
-bool Warehouse::attack(Soldier & enemy)
-{
-	Game & game = dynamic_cast<Game&>(owner().egbase());
+bool Warehouse::attack(Soldier& enemy) {
+	Game& game = dynamic_cast<Game&>(owner().egbase());
 	WareIndex const soldier_index = descr().tribe().worker_index("soldier");
 	Requirements noreq;
 
 	if (count_workers(game, soldier_index, noreq)) {
-		Soldier & defender = dynamic_cast<Soldier&>(launch_worker(game, soldier_index, noreq));
+		Soldier& defender = dynamic_cast<Soldier&>(launch_worker(game, soldier_index, noreq));
 		defender.start_task_defense(game, true);
 		enemy.send_signal(game, "sleep");
 		return true;
@@ -1236,45 +1112,36 @@
 	return false;
 }
 
-void Warehouse::PlannedWorkers::cleanup()
-{
+void Warehouse::PlannedWorkers::cleanup() {
 	while (!requests.empty()) {
 		delete requests.back();
 		requests.pop_back();
 	}
 }
 
-Warehouse::StockPolicy Warehouse::get_ware_policy(WareIndex ware) const
-{
+Warehouse::StockPolicy Warehouse::get_ware_policy(WareIndex ware) const {
 	assert(ware < m_ware_policy.size());
 	return m_ware_policy[ware];
 }
 
-Warehouse::StockPolicy Warehouse::get_worker_policy(WareIndex ware) const
-{
+Warehouse::StockPolicy Warehouse::get_worker_policy(WareIndex ware) const {
 	assert(ware < m_worker_policy.size());
 	return m_worker_policy[ware];
 }
 
-Warehouse::StockPolicy Warehouse::get_stock_policy
-	(WareWorker waretype, WareIndex wareindex) const
-{
+Warehouse::StockPolicy Warehouse::get_stock_policy(WareWorker waretype, WareIndex wareindex) const {
 	if (waretype == wwWORKER)
 		return get_worker_policy(wareindex);
 	else
 		return get_ware_policy(wareindex);
 }
 
-
-void Warehouse::set_ware_policy(WareIndex ware, Warehouse::StockPolicy policy)
-{
+void Warehouse::set_ware_policy(WareIndex ware, Warehouse::StockPolicy policy) {
 	assert(ware < m_ware_policy.size());
 	m_ware_policy[ware] = policy;
 }
 
-void Warehouse::set_worker_policy
-	(WareIndex ware, Warehouse::StockPolicy policy)
-{
+void Warehouse::set_worker_policy(WareIndex ware, Warehouse::StockPolicy policy) {
 	assert(ware < m_worker_policy.size());
 	m_worker_policy[ware] = policy;
 }
@@ -1283,8 +1150,7 @@
  * Check if there are remaining wares with stock policy \ref SP_Remove,
  * and remove one of them if appropriate.
  */
-void Warehouse::check_remove_stock(Game & game)
-{
+void Warehouse::check_remove_stock(Game& game) {
 	if (base_flag().current_wares() < base_flag().total_capacity() / 2) {
 		for (WareIndex ware = 0; ware < m_ware_policy.size(); ++ware) {
 			if (get_ware_policy(ware) != SP_Remove || !get_wares().stock(ware))
@@ -1299,7 +1165,7 @@
 		if (get_worker_policy(widx) != SP_Remove || !get_workers().stock(widx))
 			continue;
 
-		Worker & worker = launch_worker(game, widx, Requirements());
+		Worker& worker = launch_worker(game, widx, Requirements());
 		worker.start_task_leavebuilding(game, true);
 		break;
 	}
@@ -1315,36 +1181,34 @@
 /*
  * SoldierControl implementations
  */
-std::vector<Soldier *> Warehouse::present_soldiers() const
-{
-	std::vector<Soldier *> rv;
+std::vector<Soldier*> Warehouse::present_soldiers() const {
+	std::vector<Soldier*> rv;
 
 	WareIndex const ware = descr().tribe().safe_worker_index("soldier");
 	IncorporatedWorkers::const_iterator sidx = m_incorporated_workers.find(ware);
 
 	if (sidx != m_incorporated_workers.end()) {
-		const WorkerList & soldiers = sidx->second;
+		const WorkerList& soldiers = sidx->second;
 
-		for (Worker * temp_soldier: soldiers) {
-			rv.push_back(static_cast<Soldier *>(temp_soldier));
+		for (Worker* temp_soldier : soldiers) {
+			rv.push_back(static_cast<Soldier*>(temp_soldier));
 		}
 	}
 
 	return rv;
 }
-int Warehouse::incorporate_soldier(EditorGameBase & egbase, Soldier & soldier) {
+int Warehouse::incorporate_soldier(EditorGameBase& egbase, Soldier& soldier) {
 	incorporate_worker(egbase, &soldier);
 	return 0;
 }
 
-int Warehouse::outcorporate_soldier(EditorGameBase & /* egbase */, Soldier & soldier) {
+int Warehouse::outcorporate_soldier(EditorGameBase& /* egbase */, Soldier& soldier) {
 
 	WareIndex const ware = descr().tribe().safe_worker_index("soldier");
 	if (m_incorporated_workers.count(ware)) {
-		WorkerList & soldiers = m_incorporated_workers[ware];
+		WorkerList& soldiers = m_incorporated_workers[ware];
 
-		WorkerList::iterator i = std::find
-			(soldiers.begin(), soldiers.end(), &soldier);
+		WorkerList::iterator i = std::find(soldiers.begin(), soldiers.end(), &soldier);
 
 		soldiers.erase(i);
 		m_supply->remove_workers(ware, 1);
@@ -1357,13 +1221,10 @@
 	return 0;
 }
 
-void Warehouse::log_general_info(const EditorGameBase & egbase)
-{
+void Warehouse::log_general_info(const EditorGameBase& egbase) {
 	Building::log_general_info(egbase);
 
 	if (descr().get_isport())
 		molog("Port dock: %u\n", m_portdock ? m_portdock->serial() : 0);
 }
-
-
 }


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