diff options
author | rubidium <rubidium@openttd.org> | 2008-05-29 15:13:28 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2008-05-29 15:13:28 +0000 |
commit | 923e21129c94c36bb403e955a1f334ef34722e8b (patch) | |
tree | 59059f0a1aba0794fa770e8c9a19312e4ce300af /src/ai/trolly/trolly.cpp | |
parent | 2a816fb685b373e38347f809bcdc7f2fdef0139c (diff) | |
download | openttd-923e21129c94c36bb403e955a1f334ef34722e8b.tar.xz |
(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
Diffstat (limited to 'src/ai/trolly/trolly.cpp')
-rw-r--r-- | src/ai/trolly/trolly.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index cb572e486..849afb318 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -130,9 +130,9 @@ static void AiNew_State_WakeUp(Player *p) // Check all vehicles once in a while _players_ainew[p->index].action = AI_ACTION_CHECK_ALL_VEHICLES; _players_ainew[p->index].last_vehiclecheck_date = _date; - } else if (c < 100 && !_settings.ai.ai_disable_veh_roadveh) { + } else if (c < 100 && !_settings_game.ai.ai_disable_veh_roadveh) { // Do we have any spots for road-vehicles left open? - if (GetFreeUnitNumber(VEH_ROAD) <= _settings.vehicle.max_roadveh) { + if (GetFreeUnitNumber(VEH_ROAD) <= _settings_game.vehicle.max_roadveh) { if (c < 85) { _players_ainew[p->index].action = AI_ACTION_TRUCK_ROUTE; } else { @@ -140,8 +140,8 @@ static void AiNew_State_WakeUp(Player *p) } } #if 0 - } else if (c < 200 && !_settings.ai.ai_disable_veh_train) { - if (GetFreeUnitNumber(VEH_TRAIN) <= _settings.vehicle.max_trains) { + } else if (c < 200 && !_settings_game.ai.ai_disable_veh_train) { + if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) { _players_ainew[p->index].action = AI_ACTION_TRAIN_ROUTE; } #endif @@ -155,7 +155,7 @@ static void AiNew_State_WakeUp(Player *p) return; } - if (_settings.ai.ai_disable_veh_roadveh && ( + if (_settings_game.ai.ai_disable_veh_roadveh && ( _players_ainew[p->index].action == AI_ACTION_BUS_ROUTE || _players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE )) { @@ -179,7 +179,7 @@ static void AiNew_State_WakeUp(Player *p) // to build the route anyway.. if (_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) { - if (GetFreeUnitNumber(VEH_ROAD) > _settings.vehicle.max_roadveh) { + if (GetFreeUnitNumber(VEH_ROAD) > _settings_game.vehicle.max_roadveh) { _players_ainew[p->index].action = AI_ACTION_NONE; return; } @@ -190,7 +190,7 @@ static void AiNew_State_WakeUp(Player *p) } if (_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) { - if (GetFreeUnitNumber(VEH_ROAD) > _settings.vehicle.max_roadveh) { + if (GetFreeUnitNumber(VEH_ROAD) > _settings_game.vehicle.max_roadveh) { _players_ainew[p->index].action = AI_ACTION_NONE; return; } @@ -1017,7 +1017,7 @@ static void AiNew_State_BuildPath(Player *p) if (_players_ainew[p->index].temp == -1) { DEBUG(ai, 1, "Starting to build new path"); // Init the counter - _players_ainew[p->index].counter = (4 - _settings.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + _players_ainew[p->index].counter = (4 - _settings_game.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Set the position to the startingplace (-1 because in a minute we do ++) _players_ainew[p->index].path_info.position = -1; // And don't do this again @@ -1026,7 +1026,7 @@ static void AiNew_State_BuildPath(Player *p) // Building goes very fast on normal rate, so we are going to slow it down.. // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) if (--_players_ainew[p->index].counter != 0) return; - _players_ainew[p->index].counter = (4 - _settings.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + _players_ainew[p->index].counter = (4 - _settings_game.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Increase the building position _players_ainew[p->index].path_info.position++; @@ -1035,7 +1035,7 @@ static void AiNew_State_BuildPath(Player *p) if (_players_ainew[p->index].path_info.position == -2) { // This means we are done building! - if (_players_ainew[p->index].tbt == AI_TRUCK && !_settings.pf.roadveh_queue) { + if (_players_ainew[p->index].tbt == AI_TRUCK && !_settings_game.pf.roadveh_queue) { // If they not queue, they have to go up and down to try again at a station... // We don't want that, so try building some road left or right of the station DiagDirection dir1, dir2, dir3; @@ -1186,7 +1186,7 @@ static void AiNew_State_GiveOrders(Player *p) } // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) - if (_settings.order.gotodepot) { + if (_settings_game.order.gotodepot) { idx = 0; order.MakeGoToDepot(GetDepotByTile(_players_ainew[p->index].depot_tile)->index, ODTFB_PART_OF_ORDERS); AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); |