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-rw-r--r--ai/default/default.c8
-rw-r--r--ai/trolly/trolly.c4
2 files changed, 6 insertions, 6 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index 3740ae046..c0d19adee 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -2546,7 +2546,7 @@ static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData
if (p->mode == 2) {
if (IsTileType(c, MP_STREET) &&
- GetRoadType(c) == ROAD_NORMAL &&
+ GetRoadTileType(c) == ROAD_TILE_NORMAL &&
(GetRoadBits(c) & p->attr) != 0) {
roadflag |= 2;
@@ -2588,7 +2588,7 @@ clear_town_stuff:;
if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
- if (!IsTileType(c, MP_STREET) || GetRoadType(c) != ROAD_NORMAL) {
+ if (!IsTileType(c, MP_STREET) || GetRoadTileType(c) != ROAD_TILE_NORMAL) {
ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
}
@@ -2765,7 +2765,7 @@ static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint leng
if (dist <= a->best_dist) {
TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track]));
- if (IsTileType(tile2, MP_STREET) && GetRoadType(tile2) == ROAD_NORMAL) {
+ if (IsTileType(tile2, MP_STREET) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) {
a->best_dist = dist;
a->best_tile = tile;
a->best_track = track;
@@ -3653,7 +3653,7 @@ pos_3:
if (IsLevelCrossing(tile)) goto is_rail_crossing;
- if (GetRoadType(tile) == ROAD_DEPOT) {
+ if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
DiagDirection dir;
// Check if there are any stations around.
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index 257990164..5e8334ba2 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -796,7 +796,7 @@ static void AiNew_State_FindDepot(Player *p)
TileIndex t = tile + TileOffsByDir(j);
if (IsTileType(t, MP_STREET) &&
- GetRoadType(t) == ROAD_DEPOT &&
+ GetRoadTileType(t) == ROAD_TILE_DEPOT &&
IsTileOwner(t, _current_player) &&
GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
p->ainew.depot_tile = t;
@@ -1097,7 +1097,7 @@ static void AiNew_State_BuildDepot(Player *p)
int res = 0;
assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
- if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadType(p->ainew.depot_tile) == ROAD_DEPOT) {
+ if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
// The depot is already builded!
p->ainew.state = AI_STATE_BUILD_VEHICLE;