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author | rubidium <rubidium@openttd.org> | 2007-03-08 16:27:54 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-03-08 16:27:54 +0000 |
commit | 36cea84b1108db28a7a61fc23e2e2020a64a89dd (patch) | |
tree | e32a4dc6207efbaacc5af4e5c41a353b98b9a897 /src/ai | |
parent | 05eb676f22c73cf870b8abec383985641bd815de (diff) | |
download | openttd-36cea84b1108db28a7a61fc23e2e2020a64a89dd.tar.xz |
(svn r9068) -Codechange: capitalize the VEH_Train etc. enums to match the coding style (and rest of the code).
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/default/default.cpp | 26 | ||||
-rw-r--r-- | src/ai/trolly/trolly.cpp | 14 |
2 files changed, 20 insertions, 20 deletions
diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp index 8784b6f36..20aa5d1e9 100644 --- a/src/ai/default/default.cpp +++ b/src/ai/default/default.cpp @@ -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"); } } diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index 855f74c8f..bb1357c6d 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -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); } |