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(svn r4941) Replace some ints and magic numbers by proper types and enums
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@ -220,28 +220,30 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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// This functions tries to find the best vehicle for this type of cargo
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// It returns vehicle_id or -1 if not found
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int AiNew_PickVehicle(Player *p)
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// It returns INVALID_ENGINE if not suitable engine is found
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EngineID AiNew_PickVehicle(Player *p)
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{
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if (p->ainew.tbt == AI_TRAIN) {
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// Not supported yet
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return -1;
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return INVALID_ENGINE;
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} else {
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int start, count, i, ret = CMD_ERROR;
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start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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count = _cargoc.ai_roadveh_count[p->ainew.cargo];
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EngineID start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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EngineID end = start + _cargoc.ai_roadveh_count[p->ainew.cargo];
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EngineID i;
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// Let's check it backwards.. we simply want to best engine available..
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for (i = start + count - 1; i >= start; i--) {
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for (i = end - 1; i >= start; i--) {
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int32 ret;
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// Is it availiable?
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// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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// Can we build it?
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ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret)) break;
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if (!CmdFailed(ret)) return i;
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}
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// We did not find a vehicle :(
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return CmdFailed(ret) ? -1 : i;
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return INVALID_ENGINE;
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}
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}
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@ -249,9 +251,9 @@ int AiNew_PickVehicle(Player *p)
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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int i = AiNew_PickVehicle(p);
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if (i == -1) return CMD_ERROR;
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EngineID i = AiNew_PickVehicle(p);
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if (i == INVALID_ENGINE) return CMD_ERROR;
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if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
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return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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@ -567,7 +567,8 @@ static void AiNew_State_FindStation(Player *p)
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{
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TileIndex tile;
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Station *st;
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int i, count = 0;
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int count = 0;
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EngineID i;
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TileIndex new_tile = 0;
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byte direction = 0;
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Town *town = NULL;
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@ -606,7 +607,10 @@ static void AiNew_State_FindStation(Player *p)
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i = AiNew_PickVehicle(p);
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// Euhmz, this should not happen _EVER_
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// Quit finding a route...
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if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
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if (i == INVALID_ENGINE) {
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p->ainew.state = AI_STATE_NOTHING;
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return;
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}
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FOR_ALL_STATIONS(st) {
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if (st->xy != 0) {
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@ -867,10 +871,11 @@ static int AiNew_HowManyVehicles(Player *p)
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{
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if (p->ainew.tbt == AI_BUS) {
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// For bus-routes we look at the time before we are back in the station
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int i, length, tiles_a_day;
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EngineID i;
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int length, tiles_a_day;
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int amount;
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i = AiNew_PickVehicle(p);
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if (i == -1) return 0;
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if (i == INVALID_ENGINE) return 0;
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// Passenger run.. how long is the route?
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length = p->ainew.path_info.route_length;
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// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
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@ -882,10 +887,11 @@ static int AiNew_HowManyVehicles(Player *p)
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return amount;
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} else if (p->ainew.tbt == AI_TRUCK) {
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// For truck-routes we look at the cargo
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int i, length, amount, tiles_a_day;
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EngineID i;
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int length, amount, tiles_a_day;
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int max_cargo;
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i = AiNew_PickVehicle(p);
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if (i == -1) return 0;
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if (i == INVALID_ENGINE) return 0;
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// Passenger run.. how long is the route?
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length = p->ainew.path_info.route_length;
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// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
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@ -1122,7 +1128,7 @@ static void AiNew_State_BuildDepot(Player *p)
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p->ainew.state = AI_STATE_BUILD_VEHICLE;
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p->ainew.idle = 10;
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p->ainew.veh_main_id = (VehicleID)-1;
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p->ainew.veh_main_id = INVALID_VEHICLE;
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}
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@ -1181,7 +1187,7 @@ static void AiNew_State_GiveOrders(Player *p)
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p->ainew.veh_id = _new_roadveh_id;
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}
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if (p->ainew.veh_main_id != (VehicleID)-1) {
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if (p->ainew.veh_main_id != INVALID_VEHICLE) {
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AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
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p->ainew.state = AI_STATE_START_VEHICLE;
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@ -254,7 +254,7 @@ bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile);
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int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
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int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag);
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
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int AiNew_PickVehicle(Player *p);
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EngineID AiNew_PickVehicle(Player *p);
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
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int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag);
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