(svn r3080) byte -> PlayerID, int -> EngineID, -1 -> INVALID_ENGINE
This commit is contained in:
8
ai/ai.c
8
ai/ai.c
@@ -77,7 +77,7 @@ void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint pro
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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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{
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byte old_lp;
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PlayerID old_lp;
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int32 res = 0;
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/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
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@@ -118,7 +118,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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/**
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* Run 1 tick of the AI. Don't overdo it, keep it realistic.
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*/
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static void AI_RunTick(byte player)
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static void AI_RunTick(PlayerID player)
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{
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extern void AiNewDoGameLoop(Player *p);
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@@ -181,7 +181,7 @@ void AI_RunGameLoop(void)
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/**
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* A new AI sees the day of light. You can do here what ever you think is needed.
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*/
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void AI_StartNewAI(byte player)
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void AI_StartNewAI(PlayerID player)
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{
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/* Called if a new AI is booted */
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_ai_player[player].active = true;
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@@ -190,7 +190,7 @@ void AI_StartNewAI(byte player)
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/**
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* This AI player died. Give it some chance to make a final puf.
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*/
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void AI_PlayerDied(byte player)
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void AI_PlayerDied(PlayerID player)
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{
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/* Called if this AI died */
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_ai_player[player].active = false;
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