(svn r4943) uint tile -> TileIndex tile, byte player -> PlayerID player

pull/155/head
tron 19 years ago
parent f233b89efd
commit d9e968e759

@ -45,7 +45,7 @@ static void AI_DequeueCommands(PlayerID player)
* Needed for SP; we need to delay DoCommand with 1 tick, because else events * Needed for SP; we need to delay DoCommand with 1 tick, because else events
* will make infinite loops (AIScript). * will make infinite loops (AIScript).
*/ */
static void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc) static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc)
{ {
AICommand *com; AICommand *com;
@ -80,7 +80,7 @@ static void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, u
/** /**
* Executes a raw DoCommand for the AI. * Executes a raw DoCommand for the AI.
*/ */
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc) int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{ {
PlayerID old_lp; PlayerID old_lp;
int32 res = 0; int32 res = 0;

@ -45,7 +45,7 @@ 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);
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc); int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
/** Is it allowed to start a new AI. /** Is it allowed to start a new AI.
* This function checks some boundries to see if we should launch a new AI. * This function checks some boundries to see if we should launch a new AI.

@ -233,11 +233,12 @@ EngineID AiNew_PickVehicle(Player *p)
// Let's check it backwards.. we simply want to best engine available.. // Let's check it backwards.. we simply want to best engine available..
for (i = end - 1; i >= start; i--) { for (i = end - 1; i >= start; i--) {
const Engine* e = GetEngine(i);
int32 ret; int32 ret;
// Is it availiable? // Is it availiable?
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
// Can we build it? // Can we build it?
ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
if (!CmdFailed(ret)) return i; if (!CmdFailed(ret)) return i;

@ -86,7 +86,7 @@ void CcBuildAircraft(bool success, TileIndex tile, uint32 p1, uint32 p2)
} }
} }
void CcCloneAircraft(bool success, uint tile, uint32 p1, uint32 p2) void CcCloneAircraft(bool success, TileIndex tile, uint32 p1, uint32 p2)
{ {
if (success) ShowAircraftViewWindow(GetVehicle(_new_aircraft_id)); if (success) ShowAircraftViewWindow(GetVehicle(_new_aircraft_id));
} }

@ -222,7 +222,7 @@ static void ShowRoadVehDetailsWindow(const Vehicle* v)
w->caption_color = v->owner; w->caption_color = v->owner;
} }
void CcCloneRoadVeh(bool success, uint tile, uint32 p1, uint32 p2) void CcCloneRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2)
{ {
if (success) ShowRoadVehViewWindow(GetVehicle(_new_roadveh_id)); if (success) ShowRoadVehViewWindow(GetVehicle(_new_roadveh_id));
} }

@ -312,7 +312,7 @@ void CcBuildShip(bool success, TileIndex tile, uint32 p1, uint32 p2)
ShowShipViewWindow(v); ShowShipViewWindow(v);
} }
void CcCloneShip(bool success, uint tile, uint32 p1, uint32 p2) void CcCloneShip(bool success, TileIndex tile, uint32 p1, uint32 p2)
{ {
if (success) ShowShipViewWindow(GetVehicle(_new_ship_id)); if (success) ShowShipViewWindow(GetVehicle(_new_ship_id));
} }

@ -171,7 +171,7 @@ void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2)
ShowTrainViewWindow(v); ShowTrainViewWindow(v);
} }
void CcCloneTrain(bool success, uint tile, uint32 p1, uint32 p2) void CcCloneTrain(bool success, TileIndex tile, uint32 p1, uint32 p2)
{ {
if (success) ShowTrainViewWindow(GetVehicle(_new_train_id)); if (success) ShowTrainViewWindow(GetVehicle(_new_train_id));
} }

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