diff options
Diffstat (limited to 'ai/trolly/build.c')
-rw-r--r-- | ai/trolly/build.c | 33 |
1 files changed, 17 insertions, 16 deletions
diff --git a/ai/trolly/build.c b/ai/trolly/build.c index 96920dddb..1f56213e0 100644 --- a/ai/trolly/build.c +++ b/ai/trolly/build.c @@ -11,15 +11,16 @@ #include "../../engine.h" #include "../../station.h" #include "../../variables.h" +#include "../ai.h" // Build HQ // Params: // tile : tile where HQ is going to be build bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) { - if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) + if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) return false; - DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); return true; } @@ -35,12 +36,12 @@ 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) { if (type == AI_TRAIN) - return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); + return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); if (type == AI_BUS) - return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); + return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); - return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); + return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP); } @@ -69,9 +70,9 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) // Now, simply, build the bridge! if (p->ainew.tbt == AI_TRAIN) - return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); - return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); } @@ -104,7 +105,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla if (PathFinderInfo->rail_or_road) { // Tunnel code if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { - cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); + cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { @@ -135,7 +136,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla if (old_dir != -1 && old_dir != dir) break; old_dir = dir; // Build the tile - res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); + res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(res)) { // Problem.. let's just abort it all! p->ainew.state = AI_STATE_NOTHING; @@ -154,7 +155,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla } else { // Tunnel code if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { - cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); + cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { @@ -189,7 +190,7 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla // There is already some road, and it is a bridge.. don't build!!! if (!IsTileType(route[part], MP_TUNNELBRIDGE)) { // Build the tile - res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); + res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); // Currently, we ignore CMD_ERRORs! if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) { // Problem.. let's just abort it all! @@ -234,7 +235,7 @@ int AiNew_PickVehicle(Player *p) // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; // Can we build it? - ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); + ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); if (!CmdFailed(ret)) break; } // We did not find a vehicle :( @@ -252,7 +253,7 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; - return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); + return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); } int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag) @@ -260,12 +261,12 @@ int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag) static const byte _roadbits_by_dir[4] = {2,1,8,4}; int ret, ret2; if (p->ainew.tbt == AI_TRAIN) - return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); + return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); - ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); + ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); if (CmdFailed(ret)) return ret; // Try to build the road from the depot - ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + ret2 = AI_DoCommand(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); // If it fails, ignore it.. if (CmdFailed(ret2)) return ret; return ret + ret2; |