(svn r3080) byte -> PlayerID, int -> EngineID, -1 -> INVALID_ENGINE

This commit is contained in:
tron 2005-10-24 05:51:23 +00:00
parent f5ea31b9da
commit e0dd7efc82
3 changed files with 9 additions and 8 deletions

View File

@ -77,7 +77,7 @@ void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint pro
*/
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
byte old_lp;
PlayerID old_lp;
int32 res = 0;
/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
@ -118,7 +118,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/
static void AI_RunTick(byte player)
static void AI_RunTick(PlayerID player)
{
extern void AiNewDoGameLoop(Player *p);
@ -181,7 +181,7 @@ void AI_RunGameLoop(void)
/**
* A new AI sees the day of light. You can do here what ever you think is needed.
*/
void AI_StartNewAI(byte player)
void AI_StartNewAI(PlayerID player)
{
/* Called if a new AI is booted */
_ai_player[player].active = true;
@ -190,7 +190,7 @@ void AI_StartNewAI(byte player)
/**
* This AI player died. Give it some chance to make a final puf.
*/
void AI_PlayerDied(byte player)
void AI_PlayerDied(PlayerID player)
{
/* Called if this AI died */
_ai_player[player].active = false;

View File

@ -37,8 +37,8 @@ VARDEF AIStruct _ai;
VARDEF AIPlayer _ai_player[MAX_PLAYERS];
// ai.c
void AI_StartNewAI(byte player);
void AI_PlayerDied(byte player);
void AI_StartNewAI(PlayerID player);
void AI_PlayerDied(PlayerID player);
void AI_RunGameLoop(void);
void AI_Initialize(void);
void AI_Uninitialize(void);

View File

@ -3183,14 +3183,15 @@ static void AiStateBuildRoadVehicles(Player *p)
const AiDefaultBlockData *ptr;
TileIndex tile;
uint loco_id;
int veh, i;
EngineID veh;
int i;
ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data;
for(;ptr->mode != 0;ptr++) {}
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
if (veh == -1) {
if (veh == INVALID_ENGINE) {
p->ai.state = AIS_0;
return;
}