(svn r9068) -Codechange: capitalize the VEH_Train etc. enums to match the coding style (and rest of the code).
This commit is contained in:
@@ -93,12 +93,12 @@ static void AiStateVehLoop(Player *p)
|
||||
FOR_ALL_VEHICLES_FROM(v, index) {
|
||||
if (v->owner != _current_player) continue;
|
||||
|
||||
if ((v->type == VEH_Train && v->subtype == 0) ||
|
||||
v->type == VEH_Road ||
|
||||
(v->type == VEH_Aircraft && IsNormalAircraft(v)) ||
|
||||
v->type == VEH_Ship) {
|
||||
if ((v->type == VEH_TRAIN && v->subtype == 0) ||
|
||||
v->type == VEH_ROAD ||
|
||||
(v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) ||
|
||||
v->type == VEH_SHIP) {
|
||||
/* replace engine? */
|
||||
if (v->type == VEH_Train && v->engine_type < 3 &&
|
||||
if (v->type == VEH_TRAIN && v->engine_type < 3 &&
|
||||
(_price.build_railvehicle >> 3) < p->player_money) {
|
||||
p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
|
||||
p->ai.cur_veh = v;
|
||||
@@ -427,8 +427,8 @@ static void AiStateCheckReplaceVehicle(Player *p)
|
||||
|
||||
if (!IsValidVehicle(v) ||
|
||||
v->owner != _current_player ||
|
||||
v->type > VEH_Ship ||
|
||||
_veh_check_replace_proc[v->type - VEH_Train](p, v) == INVALID_ENGINE) {
|
||||
v->type > VEH_SHIP ||
|
||||
_veh_check_replace_proc[v->type - VEH_TRAIN](p, v) == INVALID_ENGINE) {
|
||||
p->ai.state = AIS_VEH_LOOP;
|
||||
} else {
|
||||
p->ai.state_counter = 0;
|
||||
@@ -443,7 +443,7 @@ static void AiStateDoReplaceVehicle(Player *p)
|
||||
p->ai.state = AIS_VEH_LOOP;
|
||||
// vehicle is not owned by the player anymore, something went very wrong.
|
||||
if (!IsValidVehicle(v) || v->owner != _current_player) return;
|
||||
_veh_do_replace_proc[v->type - VEH_Train](p);
|
||||
_veh_do_replace_proc[v->type - VEH_TRAIN](p);
|
||||
}
|
||||
|
||||
struct FoundRoute {
|
||||
@@ -3515,7 +3515,7 @@ static void AiStateSellVeh(Player *p)
|
||||
Vehicle *v = p->ai.cur_veh;
|
||||
|
||||
if (v->owner == _current_player) {
|
||||
if (v->type == VEH_Train) {
|
||||
if (v->type == VEH_TRAIN) {
|
||||
|
||||
if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
|
||||
if (v->current_order.type != OT_GOTO_DEPOT)
|
||||
@@ -3526,7 +3526,7 @@ static void AiStateSellVeh(Player *p)
|
||||
// Sell whole train
|
||||
DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON);
|
||||
|
||||
} else if (v->type == VEH_Road) {
|
||||
} else if (v->type == VEH_ROAD) {
|
||||
if (!IsRoadVehInDepotStopped(v)) {
|
||||
if (v->current_order.type != OT_GOTO_DEPOT)
|
||||
DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
|
||||
@@ -3534,7 +3534,7 @@ static void AiStateSellVeh(Player *p)
|
||||
}
|
||||
|
||||
DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
|
||||
} else if (v->type == VEH_Aircraft) {
|
||||
} else if (v->type == VEH_AIRCRAFT) {
|
||||
if (!IsAircraftInHangarStopped(v)) {
|
||||
if (v->current_order.type != OT_GOTO_DEPOT)
|
||||
DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
|
||||
@@ -3542,9 +3542,9 @@ static void AiStateSellVeh(Player *p)
|
||||
}
|
||||
|
||||
DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
|
||||
} else if (v->type == VEH_Ship) {
|
||||
} else if (v->type == VEH_SHIP) {
|
||||
// XXX: not implemented
|
||||
error("!v->type == VEH_Ship");
|
||||
error("!v->type == VEH_SHIP");
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -126,7 +126,7 @@ static void AiNew_State_WakeUp(Player *p)
|
||||
p->ainew.last_vehiclecheck_date = _date;
|
||||
} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
|
||||
// Do we have any spots for road-vehicles left open?
|
||||
if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
|
||||
if (GetFreeUnitNumber(VEH_ROAD) <= _patches.max_roadveh) {
|
||||
if (c < 85) {
|
||||
p->ainew.action = AI_ACTION_TRUCK_ROUTE;
|
||||
} else {
|
||||
@@ -135,7 +135,7 @@ static void AiNew_State_WakeUp(Player *p)
|
||||
}
|
||||
#if 0
|
||||
} else if (c < 200 && !_patches.ai_disable_veh_train) {
|
||||
if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
|
||||
if (GetFreeUnitNumber(VEH_TRAIN) <= _patches.max_trains) {
|
||||
p->ainew.action = AI_ACTION_TRAIN_ROUTE;
|
||||
}
|
||||
#endif
|
||||
@@ -173,7 +173,7 @@ static void AiNew_State_WakeUp(Player *p)
|
||||
// to build the route anyway..
|
||||
if (p->ainew.action == AI_ACTION_BUS_ROUTE &&
|
||||
money > AI_MINIMUM_BUS_ROUTE_MONEY) {
|
||||
if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
|
||||
if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
|
||||
p->ainew.action = AI_ACTION_NONE;
|
||||
return;
|
||||
}
|
||||
@@ -184,7 +184,7 @@ static void AiNew_State_WakeUp(Player *p)
|
||||
}
|
||||
if (p->ainew.action == AI_ACTION_TRUCK_ROUTE &&
|
||||
money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
|
||||
if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
|
||||
if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
|
||||
p->ainew.action = AI_ACTION_NONE;
|
||||
return;
|
||||
}
|
||||
@@ -1264,7 +1264,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
|
||||
|
||||
// We are already sending him back
|
||||
if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
|
||||
if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
|
||||
if (v->type == VEH_ROAD && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
|
||||
(v->vehstatus&VS_STOPPED)) {
|
||||
// We are at the depot, sell the vehicle
|
||||
AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
|
||||
@@ -1275,7 +1275,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
|
||||
if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
|
||||
{
|
||||
int ret = 0;
|
||||
if (v->type == VEH_Road)
|
||||
if (v->type == VEH_ROAD)
|
||||
ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
|
||||
// This means we can not find a depot :s
|
||||
// if (CmdFailed(ret))
|
||||
@@ -1293,7 +1293,7 @@ static void AiNew_State_CheckAllVehicles(Player *p)
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->owner != p->index) continue;
|
||||
// Currently, we only know how to handle road-vehicles
|
||||
if (v->type != VEH_Road) continue;
|
||||
if (v->type != VEH_ROAD) continue;
|
||||
|
||||
AiNew_CheckVehicle(p, v);
|
||||
}
|
||||
|
Reference in New Issue
Block a user