diff options
author | rubidium <rubidium@openttd.org> | 2007-06-18 10:48:15 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-06-18 10:48:15 +0000 |
commit | 966e2738b9c97bb44276ec90ebfa4a202d67d715 (patch) | |
tree | e8ff8f3847b0d29507eeef3450ff752e9b318604 /src/ai | |
parent | f6be61bb3481419a388d9dcdede16c2b5f77c4a2 (diff) | |
download | openttd-966e2738b9c97bb44276ec90ebfa4a202d67d715.tar.xz |
(svn r10197) -Codechange: replace int32 with CommandCost where appropriate.
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/ai.cpp | 6 | ||||
-rw-r--r-- | src/ai/ai.h | 4 | ||||
-rw-r--r-- | src/ai/default/default.cpp | 48 | ||||
-rw-r--r-- | src/ai/trolly/build.cpp | 18 | ||||
-rw-r--r-- | src/ai/trolly/pathfinder.cpp | 4 | ||||
-rw-r--r-- | src/ai/trolly/trolly.cpp | 17 | ||||
-rw-r--r-- | src/ai/trolly/trolly.h | 10 |
7 files changed, 54 insertions, 53 deletions
diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index 126d9fb89..ec8837f2c 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -81,10 +81,10 @@ static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uin /** * Executes a raw DoCommand for the AI. */ -int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback) +CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback) { PlayerID old_lp; - int32 res = 0; + CommandCost res = 0; const char* tmp_cmdtext; /* If you enable DC_EXEC with DC_QUERY_COST you are a really strange @@ -135,7 +135,7 @@ int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint pr } -int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc) +CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc) { return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL); } diff --git a/src/ai/ai.h b/src/ai/ai.h index 4e7c999a5..a0a4c5793 100644 --- a/src/ai/ai.h +++ b/src/ai/ai.h @@ -43,8 +43,8 @@ void AI_PlayerDied(PlayerID player); void AI_RunGameLoop(); void AI_Initialize(); void AI_Uninitialize(); -int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); -int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback); +CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); +CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback); /** Is it allowed to start a new AI. * This function checks some boundries to see if we should launch a new AI. diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp index d50da8ed8..83ae1e004 100644 --- a/src/ai/default/default.cpp +++ b/src/ai/default/default.cpp @@ -136,7 +136,7 @@ static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag, { EngineID best_veh_index = INVALID_ENGINE; byte best_veh_score = 0; - int32 ret; + CommandCost ret; EngineID i; for (i = 0; i < NUM_TRAIN_ENGINES; i++) { @@ -172,7 +172,7 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til const RoadVehicleInfo *rvi = RoadVehInfo(i); const Engine* e = GetEngine(i); int32 rating; - int32 ret; + CommandCost ret; if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { continue; @@ -207,7 +207,7 @@ static EngineID AiChooseAircraftToBuild(int32 money, byte flag) for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) { const Engine* e = GetEngine(i); - int32 ret; + CommandCost ret; if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { continue; @@ -1638,10 +1638,10 @@ static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, b return true; } -static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag) +static CommandCost AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag) { - int32 ret; - int32 total_cost = 0; + CommandCost ret; + CommandCost total_cost = 0; Town *t = NULL; int rating = 0; int i, j, k; @@ -1734,7 +1734,7 @@ clear_town_stuff:; } // Returns rule and cost -static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, int32* cost) +static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, CommandCost* cost) { int i; const AiDefaultRailBlock *p; @@ -1821,7 +1821,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p) int j; AiBuildRec *aib; int rule; - int32 cost; + CommandCost cost; // time out? if (++p->ai.timeout_counter == 1388) { @@ -2067,7 +2067,7 @@ static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, uint z; if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { - int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); + CommandCost cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) { AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0] & 3); @@ -2465,7 +2465,7 @@ static void AiStateBuildRailVeh(Player *p) EngineID veh; int i; CargoID cargo; - int32 cost; + CommandCost cost; Vehicle *v; VehicleID loco_id; @@ -2605,10 +2605,10 @@ static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, by } static bool _want_road_truck_station; -static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); +static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); // Returns rule and cost -static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost) +static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, CommandCost *cost) { int i; const AiDefaultRoadBlock *p; @@ -2626,10 +2626,10 @@ static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo return -1; } -static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) +static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) { - int32 ret; - int32 total_cost = 0; + CommandCost ret; + CommandCost total_cost = 0; Town *t = NULL; int rating = 0; int roadflag = 0; @@ -2721,7 +2721,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p) int j; AiBuildRec *aib; int rule; - int32 cost; + CommandCost cost; // time out? if (++p->ai.timeout_counter == 1388) { @@ -2758,7 +2758,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p) p->ai.state_mode = -p->ai.state_mode; } } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) { - int32 r; + CommandCost r; // player has money, build it. aib->cur_building_rule = rule; @@ -2967,7 +2967,7 @@ static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, uint z; if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { - int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); + CommandCost cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) { AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0] & 3); @@ -3101,7 +3101,7 @@ do_some_terraform: */ for (i = 10; i != 0; i--) { if (CheckBridge_Stuff(i, bridge_len)) { - int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE); + CommandCost cost = DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE); if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break; } } @@ -3387,10 +3387,10 @@ static void AiStateAirportStuff(Player *p) p->ai.state_counter = 0; } -static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) +static CommandCost AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) { uint32 avail_airports = GetValidAirports(); - int32 total_cost = 0, ret; + CommandCost total_cost = 0, ret; for (; p->mode == 0; p++) { if (!HASBIT(avail_airports, p->attr)) return CMD_ERROR; @@ -3424,7 +3424,7 @@ static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, return true; } -static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost) +static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, CommandCost *cost) { const AiDefaultBlockData *p; uint i; @@ -3446,7 +3446,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p) int i, j; AiBuildRec *aib; int rule; - int32 cost; + CommandCost cost; // time out? if (++p->ai.timeout_counter == 1388) { @@ -3485,7 +3485,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p) } } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) { // player has money, build it. - int32 r; + CommandCost r; aib->cur_building_rule = rule; diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp index ac66bfaa6..60518d0fa 100644 --- a/src/ai/trolly/build.cpp +++ b/src/ai/trolly/build.cpp @@ -36,7 +36,7 @@ bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) // numtracks : in case of AI_TRAIN: tracks of station // direction : the direction of the station // flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) -int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) +CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) { if (type == AI_TRAIN) return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); @@ -53,7 +53,7 @@ int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte // tile_a : starting point // tile_b : end point // flag : flag passed to DoCommand -int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) +CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) { int bridge_type, bridge_len, type, type2; @@ -90,15 +90,15 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) // part : Which part we need to build // // TODO: skip already builded road-pieces (e.g.: cityroad) -int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) +CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) { int part = PathFinderInfo->position; byte *route_extra = PathFinderInfo->route_extra; TileIndex *route = PathFinderInfo->route; int dir; int old_dir = -1; - int cost = 0; - int res; + CommandCost cost = 0; + CommandCost res; // We need to calculate the direction with the parent of the parent.. so we skip // the first pieces and the last piece if (part < 1) part = 1; @@ -243,7 +243,7 @@ EngineID AiNew_PickVehicle(Player *p) const RoadVehicleInfo *rvi = RoadVehInfo(i); const Engine* e = GetEngine(i); int32 rating; - int32 ret; + CommandCost ret; /* Skip vehicles which can't take our cargo type */ if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue; @@ -293,7 +293,7 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) // Builds the best vehicle possible -int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) +CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) { EngineID i = AiNew_PickVehicle(p); @@ -307,9 +307,9 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) } } -int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) +CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) { - int ret, ret2; + CommandCost ret, ret2; if (p->ainew.tbt == AI_TRAIN) { return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); } else { diff --git a/src/ai/trolly/pathfinder.cpp b/src/ai/trolly/pathfinder.cpp index d117f48dd..4fca513df 100644 --- a/src/ai/trolly/pathfinder.cpp +++ b/src/ai/trolly/pathfinder.cpp @@ -23,7 +23,7 @@ static bool TestCanBuildStationHere(TileIndex tile, byte dir) Player *p = GetPlayer(_current_player); if (dir == TEST_STATION_NO_DIR) { - int32 ret; + CommandCost ret; // TODO: currently we only allow spots that can be access from al 4 directions... // should be fixed!!! for (dir = 0; dir < 4; dir++) { @@ -214,7 +214,7 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre // What tiles are around us. static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) { - int ret; + CommandCost ret; int dir; Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; 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 diff --git a/src/ai/trolly/trolly.h b/src/ai/trolly/trolly.h index e0d70fbf6..52bad9aa1 100644 --- a/src/ai/trolly/trolly.h +++ b/src/ai/trolly/trolly.h @@ -252,11 +252,11 @@ uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v); // ai_build.c bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile); -int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); -int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag); -int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); +CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); +CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag); +CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); EngineID AiNew_PickVehicle(Player *p); -int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag); -int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag); +CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag); +CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag); #endif /* AI_TROLLY_H */ |