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

release/0.4.5
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) int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{ {
byte old_lp; PlayerID old_lp;
int32 res = 0; int32 res = 0;
/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange /* 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. * 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); 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. * 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 */ /* Called if a new AI is booted */
_ai_player[player].active = true; _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. * 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 */ /* Called if this AI died */
_ai_player[player].active = false; _ai_player[player].active = false;

View File

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

View File

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