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authorrubidium <rubidium@openttd.org>2007-06-18 10:48:15 +0000
committerrubidium <rubidium@openttd.org>2007-06-18 10:48:15 +0000
commit966e2738b9c97bb44276ec90ebfa4a202d67d715 (patch)
treee8ff8f3847b0d29507eeef3450ff752e9b318604 /src/ai/trolly/trolly.cpp
parentf6be61bb3481419a388d9dcdede16c2b5f77c4a2 (diff)
downloadopenttd-966e2738b9c97bb44276ec90ebfa4a202d67d715.tar.xz
(svn r10197) -Codechange: replace int32 with CommandCost where appropriate.
Diffstat (limited to 'src/ai/trolly/trolly.cpp')
-rw-r--r--src/ai/trolly/trolly.cpp17
1 files changed, 9 insertions, 8 deletions
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp
index cd5ca16a5..dd274e2ed 100644
--- a/src/ai/trolly/trolly.cpp
+++ b/src/ai/trolly/trolly.cpp
@@ -642,7 +642,7 @@ static void AiNew_State_FindStation(Player *p)
if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
uint x, y, i = 0;
- int r;
+ CommandCost r;
uint best;
uint accepts[NUM_CARGO];
TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4];
@@ -788,7 +788,8 @@ static void AiNew_State_FindDepot(Player *p)
// To make the depot stand in the middle of the route, we start from the center..
// But first we walk through the route see if we can find a depot that is ours
// this keeps things nice ;)
- int g, i, r;
+ int g, i;
+ CommandCost r;
DiagDirection j;
TileIndex tile;
assert(p->ainew.state == AI_STATE_FIND_DEPOT);
@@ -984,7 +985,7 @@ static void AiNew_State_VerifyRoute(Player *p)
// Build the stations
static void AiNew_State_BuildStation(Player *p)
{
- int res = 0;
+ CommandCost res = 0;
assert(p->ainew.state == AI_STATE_BUILD_STATION);
if (p->ainew.temp == 0) {
if (!IsTileType(p->ainew.from_tile, MP_STATION))
@@ -1037,8 +1038,8 @@ static void AiNew_State_BuildPath(Player *p)
// We don't want that, so try building some road left or right of the station
int dir1, dir2, dir3;
TileIndex tile;
- int i, ret;
- for (i=0;i<2;i++) {
+ CommandCost ret;
+ for (int i = 0; i < 2; i++) {
if (i == 0) {
tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction);
dir1 = p->ainew.from_direction - 1;
@@ -1102,7 +1103,7 @@ static void AiNew_State_BuildPath(Player *p)
// Builds the depot
static void AiNew_State_BuildDepot(Player *p)
{
- int res = 0;
+ CommandCost res = 0;
assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
@@ -1137,7 +1138,7 @@ static void AiNew_State_BuildDepot(Player *p)
// Build vehicles
static void AiNew_State_BuildVehicle(Player *p)
{
- int res;
+ CommandCost res;
assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
// Check if we need to build a vehicle
@@ -1277,7 +1278,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
{
- int ret = 0;
+ CommandCost ret = 0;
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