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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r4943) uint tile -> TileIndex tile, byte player -> PlayerID player
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parent
f233b89efd
commit
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4
ai/ai.c
4
ai/ai.c
@ -45,7 +45,7 @@ static void AI_DequeueCommands(PlayerID player)
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* Needed for SP; we need to delay DoCommand with 1 tick, because else events
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* will make infinite loops (AIScript).
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*/
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static void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
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static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc)
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{
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AICommand *com;
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@ -80,7 +80,7 @@ static void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, u
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/**
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* Executes a raw DoCommand for the AI.
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*/
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int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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{
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PlayerID old_lp;
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int32 res = 0;
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2
ai/ai.h
2
ai/ai.h
@ -45,7 +45,7 @@ void AI_PlayerDied(PlayerID player);
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void AI_RunGameLoop(void);
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void AI_Initialize(void);
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void AI_Uninitialize(void);
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int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
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/** Is it allowed to start a new AI.
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* This function checks some boundries to see if we should launch a new AI.
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@ -233,11 +233,12 @@ EngineID AiNew_PickVehicle(Player *p)
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// Let's check it backwards.. we simply want to best engine available..
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for (i = end - 1; i >= start; i--) {
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const Engine* e = GetEngine(i);
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int32 ret;
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// Is it availiable?
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// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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if (!HASBIT(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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// Can we build it?
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ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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if (!CmdFailed(ret)) return i;
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@ -86,7 +86,7 @@ void CcBuildAircraft(bool success, TileIndex tile, uint32 p1, uint32 p2)
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}
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}
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void CcCloneAircraft(bool success, uint tile, uint32 p1, uint32 p2)
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void CcCloneAircraft(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) ShowAircraftViewWindow(GetVehicle(_new_aircraft_id));
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}
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@ -222,7 +222,7 @@ static void ShowRoadVehDetailsWindow(const Vehicle* v)
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w->caption_color = v->owner;
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}
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void CcCloneRoadVeh(bool success, uint tile, uint32 p1, uint32 p2)
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void CcCloneRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) ShowRoadVehViewWindow(GetVehicle(_new_roadveh_id));
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}
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@ -312,7 +312,7 @@ void CcBuildShip(bool success, TileIndex tile, uint32 p1, uint32 p2)
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ShowShipViewWindow(v);
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}
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void CcCloneShip(bool success, uint tile, uint32 p1, uint32 p2)
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void CcCloneShip(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) ShowShipViewWindow(GetVehicle(_new_ship_id));
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}
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@ -171,7 +171,7 @@ void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2)
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ShowTrainViewWindow(v);
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}
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void CcCloneTrain(bool success, uint tile, uint32 p1, uint32 p2)
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void CcCloneTrain(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) ShowTrainViewWindow(GetVehicle(_new_train_id));
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}
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