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-rw-r--r--src/ai/default/default.cpp34
-rw-r--r--src/ai/trolly/trolly.cpp14
2 files changed, 17 insertions, 31 deletions
diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp
index 7829fa7bf..dd8002d49 100644
--- a/src/ai/default/default.cpp
+++ b/src/ai/default/default.cpp
@@ -299,7 +299,7 @@ static EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v)
static void AiHandleGotoDepot(Player *p, int cmd)
{
- if (_players_ai[p->index].cur_veh->current_order.type != OT_GOTO_DEPOT)
+ if (!_players_ai[p->index].cur_veh->current_order.IsType(OT_GOTO_DEPOT))
DoCommand(0, _players_ai[p->index].cur_veh->index, 0, DC_EXEC, cmd);
if (++_players_ai[p->index].state_counter <= 1387) {
@@ -307,9 +307,8 @@ static void AiHandleGotoDepot(Player *p, int cmd)
return;
}
- if (_players_ai[p->index].cur_veh->current_order.type == OT_GOTO_DEPOT) {
- _players_ai[p->index].cur_veh->current_order.type = OT_DUMMY;
- _players_ai[p->index].cur_veh->current_order.flags = 0;
+ if (_players_ai[p->index].cur_veh->current_order.IsType(OT_GOTO_DEPOT)) {
+ _players_ai[p->index].cur_veh->current_order.MakeDummy();
InvalidateWindow(WC_VEHICLE_VIEW, _players_ai[p->index].cur_veh->index);
}
}
@@ -318,7 +317,7 @@ static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
{
if (bak->order == NULL) return;
- for (uint i = 0; bak->order[i].type != OT_NOTHING; i++) {
+ for (uint i = 0; !bak->order[i].IsType(OT_NOTHING); i++) {
if (!DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK))
break;
}
@@ -2553,9 +2552,7 @@ handle_nocash:
);
Order order;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule);
+ order.MakeGoToStation(AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule));
if (!is_pass && i == 1) order.flags |= OFB_UNLOAD;
if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0))
@@ -3290,9 +3287,7 @@ static void AiStateBuildRoadVehicles(Player *p)
);
Order order;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule);
+ order.MakeGoToStation(AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule));
if (!is_pass && i == 1) order.flags |= OFB_UNLOAD;
if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0))
@@ -3571,9 +3566,7 @@ static void AiStateBuildAircraftVehicles(Player *p)
bool is_pass = (_players_ai[p->index].cargo_type == CT_PASSENGERS || _players_ai[p->index].cargo_type == CT_MAIL);
Order order;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule);
+ order.MakeGoToStation(AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule));
if (!is_pass && i == 1) order.flags |= OFB_UNLOAD;
if (_players_ai[p->index].num_want_fullload != 0 && (is_pass || i == 0))
@@ -3614,7 +3607,7 @@ static void AiStateSellVeh(Player *p)
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)
+ if (!v->current_order.IsType(OT_GOTO_DEPOT))
DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_TRAIN_TO_DEPOT);
goto going_to_depot;
}
@@ -3624,7 +3617,7 @@ static void AiStateSellVeh(Player *p)
} else if (v->type == VEH_ROAD) {
if (!v->IsStoppedInDepot()) {
- if (v->current_order.type != OT_GOTO_DEPOT)
+ if (!v->current_order.IsType(OT_GOTO_DEPOT))
DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
goto going_to_depot;
}
@@ -3632,7 +3625,7 @@ static void AiStateSellVeh(Player *p)
DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
} else if (v->type == VEH_AIRCRAFT) {
if (!v->IsStoppedInDepot()) {
- if (v->current_order.type != OT_GOTO_DEPOT)
+ if (!v->current_order.IsType(OT_GOTO_DEPOT))
DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
goto going_to_depot;
}
@@ -3647,9 +3640,8 @@ static void AiStateSellVeh(Player *p)
going_to_depot:;
if (++_players_ai[p->index].state_counter <= 832) return;
- if (v->current_order.type == OT_GOTO_DEPOT) {
- v->current_order.type = OT_DUMMY;
- v->current_order.flags = 0;
+ if (v->current_order.IsType(OT_GOTO_DEPOT)) {
+ v->current_order.MakeDummy();
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
return_to_loop:;
@@ -3670,7 +3662,7 @@ static void AiStateRemoveStation(Player *p)
byte *in_use = MallocT<byte>(GetMaxStationIndex() + 1);
memset(in_use, 0, GetMaxStationIndex() + 1);
FOR_ALL_ORDERS(ord) {
- if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1;
+ if (ord->IsType(OT_GOTO_STATION)) in_use[ord->dest] = 1;
}
// Go through all stations and delete those that aren't in use
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp
index 0860c43b0..30714aed0 100644
--- a/src/ai/trolly/trolly.cpp
+++ b/src/ai/trolly/trolly.cpp
@@ -553,7 +553,7 @@ static bool AiNew_CheckVehicleStation(Player *p, Station *st)
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
- if (order->type == OT_GOTO_STATION && GetStation(order->dest) == st) {
+ if (order->IsType(OT_GOTO_STATION) && GetStation(order->dest) == st) {
// This vehicle has this city in its list
count++;
}
@@ -1184,24 +1184,18 @@ static void AiNew_State_GiveOrders(Player *p)
// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
if (_patches.gotodepot) {
idx = 0;
- order.type = OT_GOTO_DEPOT;
- order.flags = OFB_UNLOAD;
- order.dest = GetDepotByTile(_players_ainew[p->index].depot_tile)->index;
+ order.MakeGoToDepot(GetDepotByTile(_players_ainew[p->index].depot_tile)->index, true);
AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
idx = 0;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = GetStationIndex(_players_ainew[p->index].to_tile);
+ order.MakeGoToStation(GetStationIndex(_players_ainew[p->index].to_tile));
if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].to_deliver)
order.flags |= OFB_FULL_LOAD;
AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
idx = 0;
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.dest = GetStationIndex(_players_ainew[p->index].from_tile);
+ order.MakeGoToStation(GetStationIndex(_players_ainew[p->index].from_tile));
if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].from_deliver)
order.flags |= OFB_FULL_LOAD;
AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);