mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-06 22:28:56 +00:00
(svn r3080) byte -> PlayerID, int -> EngineID, -1 -> INVALID_ENGINE
This commit is contained in:
parent
f5ea31b9da
commit
e0dd7efc82
8
ai/ai.c
8
ai/ai.c
@ -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;
|
||||
|
4
ai/ai.h
4
ai/ai.h
@ -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);
|
||||
|
@ -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;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user