(svn r9068) -Codechange: capitalize the VEH_Train etc. enums to match the coding style (and rest of the code).
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@@ -126,7 +126,7 @@ static void AiNew_State_WakeUp(Player *p)
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p->ainew.last_vehiclecheck_date = _date;
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} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
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// Do we have any spots for road-vehicles left open?
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if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
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if (GetFreeUnitNumber(VEH_ROAD) <= _patches.max_roadveh) {
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if (c < 85) {
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p->ainew.action = AI_ACTION_TRUCK_ROUTE;
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} else {
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@@ -135,7 +135,7 @@ static void AiNew_State_WakeUp(Player *p)
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}
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#if 0
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} else if (c < 200 && !_patches.ai_disable_veh_train) {
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if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
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if (GetFreeUnitNumber(VEH_TRAIN) <= _patches.max_trains) {
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p->ainew.action = AI_ACTION_TRAIN_ROUTE;
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}
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#endif
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@@ -173,7 +173,7 @@ static void AiNew_State_WakeUp(Player *p)
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// to build the route anyway..
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if (p->ainew.action == AI_ACTION_BUS_ROUTE &&
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money > AI_MINIMUM_BUS_ROUTE_MONEY) {
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if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
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if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
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p->ainew.action = AI_ACTION_NONE;
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return;
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}
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@@ -184,7 +184,7 @@ static void AiNew_State_WakeUp(Player *p)
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}
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if (p->ainew.action == AI_ACTION_TRUCK_ROUTE &&
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money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
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if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
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if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) {
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p->ainew.action = AI_ACTION_NONE;
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return;
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}
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@@ -1264,7 +1264,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
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// We are already sending him back
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if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
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if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
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if (v->type == VEH_ROAD && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
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(v->vehstatus&VS_STOPPED)) {
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// We are at the depot, sell the vehicle
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AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
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@@ -1275,7 +1275,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
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if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
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{
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int ret = 0;
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if (v->type == VEH_Road)
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if (v->type == VEH_ROAD)
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ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
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// This means we can not find a depot :s
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// if (CmdFailed(ret))
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@@ -1293,7 +1293,7 @@ static void AiNew_State_CheckAllVehicles(Player *p)
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FOR_ALL_VEHICLES(v) {
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if (v->owner != p->index) continue;
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// Currently, we only know how to handle road-vehicles
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if (v->type != VEH_Road) continue;
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if (v->type != VEH_ROAD) continue;
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AiNew_CheckVehicle(p, v);
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}
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