# HG changeset patch # User tron # Date 2005-10-24 05:51:23 # Node ID d50c1f0744721f25db14938c617de0da7a084b2a # Parent 0dd43dba2164aa6762f216f0064fee36e1ad2691 (svn r3080) byte -> PlayerID, int -> EngineID, -1 -> INVALID_ENGINE diff --git a/ai/ai.c b/ai/ai.c --- a/ai/ai.c +++ b/ai/ai.c @@ -77,7 +77,7 @@ void AI_PutCommandInQueue(byte player, u */ 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, /** * 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; diff --git a/ai/ai.h b/ai/ai.h --- a/ai/ai.h +++ b/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); diff --git a/ai/default/default.c b/ai/default/default.c --- a/ai/default/default.c +++ b/ai/default/default.c @@ -3183,14 +3183,15 @@ static void AiStateBuildRoadVehicles(Pla 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; }