diff options
Diffstat (limited to 'src/ai/trolly')
-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 |
4 files changed, 25 insertions, 24 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 { 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 */ |