(svn r11792) -Codechange: move some (virtually) globally included AI related structs to a place where they are only included a few times.

This commit is contained in:
rubidium
2008-01-09 16:40:02 +00:00
parent 323f6e461a
commit 98b4fa7c07
11 changed files with 1227 additions and 1215 deletions

View File

@@ -70,7 +70,7 @@ CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, by
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 *p, Ai_PathFinderInfo *PathFinderInfo,
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 *p, Ai_PathFinderInfo *PathFinderInfo,
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 *p, Ai_PathFinderInfo *PathFinderInfo,
// 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, uint32 p1, uint32 p2)
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 *p, TileIndex tile, byte flag)
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 *p, TileIndex tile, byte flag)
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);