mirror of https://github.com/OpenTTD/OpenTTD
(svn r4623) - Codechange: s/byte/PlayerID/
parent
d3edede498
commit
8faf1838e6
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ai/ai.c
2
ai/ai.c
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@ -11,7 +11,7 @@
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/**
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/**
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* Dequeues commands put in the queue via AI_PutCommandInQueue.
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* Dequeues commands put in the queue via AI_PutCommandInQueue.
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*/
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*/
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static void AI_DequeueCommands(byte player)
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static void AI_DequeueCommands(PlayerID player)
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{
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{
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AICommand *com, *entry_com;
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AICommand *com, *entry_com;
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@ -580,7 +580,7 @@ static void UpdatePlayerMenuHeight(Window *w)
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}
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}
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}
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}
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extern void DrawPlayerIcon(int p, int x, int y);
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extern void DrawPlayerIcon(PlayerID pid, int x, int y);
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static void PlayerMenuWndProc(Window *w, WindowEvent *e)
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static void PlayerMenuWndProc(Window *w, WindowEvent *e)
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{
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{
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@ -1719,7 +1719,7 @@ static const Widget _cheat_widgets[] = {
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{ WIDGETS_END},
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{ WIDGETS_END},
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};
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};
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extern void DrawPlayerIcon(int p, int x, int y);
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extern void DrawPlayerIcon(PlayerID pid, int x, int y);
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static void CheatsWndProc(Window *w, WindowEvent *e)
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static void CheatsWndProc(Window *w, WindowEvent *e)
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{
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{
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@ -222,7 +222,7 @@ VARDEF bool _networking;
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VARDEF bool _network_available; // is network mode available?
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VARDEF bool _network_available; // is network mode available?
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VARDEF bool _network_server; // network-server is active
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VARDEF bool _network_server; // network-server is active
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VARDEF bool _network_dedicated; // are we a dedicated server?
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VARDEF bool _network_dedicated; // are we a dedicated server?
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VARDEF byte _network_playas; // an id to play as..
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VARDEF PlayerID _network_playas; // an id to play as..
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void ParseConnectionString(const char **player, const char **port, char *connection_string);
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void ParseConnectionString(const char **player, const char **port, char *connection_string);
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void NetworkUpdateClientInfo(uint16 client_index);
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void NetworkUpdateClientInfo(uint16 client_index);
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@ -327,7 +327,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
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{
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{
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NetworkClientInfo *ci;
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NetworkClientInfo *ci;
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uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
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uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
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byte playas = NetworkRecv_uint8(MY_CLIENT, p);
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PlayerID playas = NetworkRecv_uint8(MY_CLIENT, p);
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char name[NETWORK_NAME_LENGTH];
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char name[NETWORK_NAME_LENGTH];
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char unique_id[NETWORK_NAME_LENGTH];
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char unique_id[NETWORK_NAME_LENGTH];
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@ -27,7 +27,7 @@
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#define BTC 15
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#define BTC 15
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typedef struct network_d {
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typedef struct network_d {
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byte company; // select company in network lobby
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PlayerID company; // select company in network lobby
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byte field; // select text-field in start-server and game-listing
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byte field; // select text-field in start-server and game-listing
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NetworkGameList *server; // selected server in lobby and game-listing
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NetworkGameList *server; // selected server in lobby and game-listing
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FiosItem *map; // selected map in start-server
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FiosItem *map; // selected map in start-server
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@ -1004,7 +1004,7 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
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// and also makes able to give money to them, kick them (if server)
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// and also makes able to give money to them, kick them (if server)
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// and stuff like that.
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// and stuff like that.
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extern void DrawPlayerIcon(int p, int x, int y);
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extern void DrawPlayerIcon(PlayerID pid, int x, int y);
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// Every action must be of this form
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// Every action must be of this form
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typedef void ClientList_Action_Proc(byte client_no);
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typedef void ClientList_Action_Proc(byte client_no);
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@ -29,7 +29,7 @@ static const Widget _town_authority_widgets[] = {
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};
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};
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extern const byte _town_action_costs[8];
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extern const byte _town_action_costs[8];
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extern void DrawPlayerIcon(int p, int x, int y);
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extern void DrawPlayerIcon(PlayerID pid, int x, int y);
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/** Get a list of available actions to do at a town.
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/** Get a list of available actions to do at a town.
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* @param *nump if not NULL add put the number of available actions in it
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* @param *nump if not NULL add put the number of available actions in it
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