diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp --- a/src/ai/trolly/build.cpp +++ b/src/ai/trolly/build.cpp @@ -70,7 +70,7 @@ CommandCost AiNew_Build_Bridge(Player *p if (type2 == 0 && type != 0) type2 = type; // Now, simply, build the bridge! - if (p->ainew.tbt == AI_TRAIN) { + if (_players_ainew[p->index].tbt == AI_TRAIN) { return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); } else { return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); @@ -144,7 +144,7 @@ CommandCost AiNew_Build_RoutePart(Player res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(res)) { // Problem.. let's just abort it all! - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return CommandCost(); } cost.AddCost(res); @@ -200,7 +200,7 @@ CommandCost AiNew_Build_RoutePart(Player if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) { // Problem.. let's just abort it all! DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return CommandCost(); } @@ -226,7 +226,7 @@ CommandCost AiNew_Build_RoutePart(Player // It returns INVALID_ENGINE if not suitable engine is found EngineID AiNew_PickVehicle(Player *p) { - if (p->ainew.tbt == AI_TRAIN) { + if (_players_ainew[p->index].tbt == AI_TRAIN) { // Not supported yet return INVALID_ENGINE; } else { @@ -244,7 +244,7 @@ EngineID AiNew_PickVehicle(Player *p) CommandCost ret; /* Skip vehicles which can't take our cargo type */ - if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue; + if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue; // Is it availiable? // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY @@ -272,20 +272,20 @@ void CcAI(bool success, TileIndex tile, Player* p = GetPlayer(_current_player); if (success) { - p->ainew.state = AI_STATE_GIVE_ORDERS; - p->ainew.veh_id = _new_vehicle_id; + _players_ainew[p->index].state = AI_STATE_GIVE_ORDERS; + _players_ainew[p->index].veh_id = _new_vehicle_id; - if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) { + if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].cargo) { /* Cargo type doesn't match, so refit it */ - if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { + if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { /* Refit failed, so sell the vehicle */ - DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); - p->ainew.state = AI_STATE_NOTHING; + DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + _players_ainew[p->index].state = AI_STATE_NOTHING; } } } else { /* XXX this should be handled more gracefully */ - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; } } @@ -296,7 +296,7 @@ CommandCost AiNew_Build_Vehicle(Player * EngineID i = AiNew_PickVehicle(p); if (i == INVALID_ENGINE) return CMD_ERROR; - if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; + if (_players_ainew[p->index].tbt == AI_TRAIN) return CMD_ERROR; if (flag & DC_EXEC) { return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); @@ -308,7 +308,7 @@ CommandCost AiNew_Build_Vehicle(Player * CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) { CommandCost ret, ret2; - if (p->ainew.tbt == AI_TRAIN) { + if (_players_ainew[p->index].tbt == AI_TRAIN) { return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); } else { ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);