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authorpeter1138 <peter1138@openttd.org>2005-12-10 12:05:39 +0000
committerpeter1138 <peter1138@openttd.org>2005-12-10 12:05:39 +0000
commit809b03c81a841fcc428943c65760c74f3d26df57 (patch)
tree4ae75b1c93989fadb955dd408fcc2c0589671b22 /ai/trolly
parent6a6e1450106f9944f74021edcd9aec54b3cc11ab (diff)
downloadopenttd-809b03c81a841fcc428943c65760c74f3d26df57.tar.xz
(svn r3282) - Codechange: Replace tests against CMD_ERROR with CmdFailed()
Diffstat (limited to 'ai/trolly')
-rw-r--r--ai/trolly/trolly.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index 2ddd8fb58..a2a0f8a35 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -659,7 +659,7 @@ static void AiNew_State_FindStation(Player *p)
if (accepts[p->ainew.cargo] >> 3 == 0) continue;
// See if we can build the station
r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
- if (r == CMD_ERROR) continue;
+ if (CmdFailed(r)) continue;
// We can build it, so add it to found_spot
found_spot[i] = new_tile;
found_best[i++] = accepts[p->ainew.cargo];
@@ -846,7 +846,7 @@ static void AiNew_State_FindDepot(Player *p)
if (ti.tileh != 0) continue;
// Check if everything went okay..
r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0);
- if (r == CMD_ERROR) continue;
+ if (CmdFailed(r)) continue;
// Found a spot!
p->ainew.new_cost += r;
p->ainew.depot_tile = tile + TileOffsByDir(j);
@@ -989,7 +989,7 @@ static void AiNew_State_BuildStation(Player *p)
res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
p->ainew.state = AI_STATE_BUILD_PATH;
}
- if (res == CMD_ERROR) {
+ if (CmdFailed(res)) {
DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
p->ainew.state = AI_STATE_NOTHING;
// If the first station _was_ build, destroy it
@@ -1119,7 +1119,7 @@ static void AiNew_State_BuildDepot(Player *p)
return;
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
- if (res == CMD_ERROR) {
+ if (CmdFailed(res)) {
DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
p->ainew.state = AI_STATE_NOTHING;
return;
@@ -1152,7 +1152,7 @@ static void AiNew_State_BuildVehicle(Player *p)
// Build the vehicle
res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
- if (res == CMD_ERROR) {
+ if (CmdFailed(res)) {
// This happens when the AI can't build any more vehicles!
p->ainew.state = AI_STATE_NOTHING;
return;