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Diffstat (limited to 'src/ai/trolly/build.cpp')
-rw-r--r--src/ai/trolly/build.cpp18
1 files changed, 9 insertions, 9 deletions
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 {