diff options
Diffstat (limited to 'ai')
-rw-r--r-- | ai/default/default.c | 12 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 10 |
2 files changed, 11 insertions, 11 deletions
diff --git a/ai/default/default.c b/ai/default/default.c index b8648dbe2..72383ab12 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -1677,7 +1677,7 @@ static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, by if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && (p->dir == 0xFF || p->dir == dir || ((p->dir - 1) & 3) == dir)) { *cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING); - if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo)) + if (!CmdFailed(*cost) && AiCheckTrackResources(tile, p->data, cargo)) return i; } } @@ -1804,7 +1804,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p) _default_rail_track_data[rule]->data, DC_EXEC | DC_NO_TOWN_RATING ); - assert(r != CMD_ERROR); + assert(!CmdFailed(r)); } } while (++aib,--j); } @@ -2529,7 +2529,7 @@ static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo for(i=0; (p = _road_default_block_data[i]) != NULL; i++) { if (p->dir == direction) { *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0); - if (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo)) + if (!CmdFailed(*cost) && AiCheckRoadResources(tile, p->data, cargo)) return i; } } @@ -2690,7 +2690,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p) _road_default_block_data[rule]->data, DC_EXEC | DC_NO_TOWN_RATING ); - assert(r != CMD_ERROR); + assert(!CmdFailed(r)); } } while (++aib,--j); } while (--i); @@ -3392,7 +3392,7 @@ static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, continue; *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); - if (*cost != CMD_ERROR && AiCheckAirportResources(tile, p, cargo)) + if (!CmdFailed(*cost) && AiCheckAirportResources(tile, p, cargo)) return i; } return -1; @@ -3463,7 +3463,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p) _airport_default_block_data[rule], DC_EXEC | DC_NO_TOWN_RATING ); - assert(r != CMD_ERROR); + assert(!CmdFailed(r)); } } while (++aib,--j); } while (--i); 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; |