From 49220cc6f1e3570dc1b9001c40af2a8a4e35b649 Mon Sep 17 00:00:00 2001 From: rubidium Date: Mon, 18 Jun 2007 19:53:50 +0000 Subject: (svn r10205) -Codechange: refactor returning of cost, so it can be more easily modified. --- src/ai/trolly/trolly.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/ai/trolly/trolly.cpp') diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index f0e3e2500..fb0263d41 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -691,7 +691,7 @@ static void AiNew_State_FindStation(Player *p) // See how much it is going to cost us... r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); - p->ainew.new_cost += r; + p->ainew.new_cost += r.GetCost(); direction = AI_PATHFINDER_NO_DIRECTION; } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) { @@ -850,7 +850,7 @@ static void AiNew_State_FindDepot(Player *p) r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0); if (CmdFailed(r)) continue; // Found a spot! - p->ainew.new_cost += r; + p->ainew.new_cost += r.GetCost(); p->ainew.depot_tile = t; p->ainew.depot_direction = ReverseDiagDir(j); // Reverse direction p->ainew.state = AI_STATE_VERIFY_ROUTE; @@ -935,7 +935,7 @@ static void AiNew_State_VerifyRoute(Player *p) do { p->ainew.path_info.position++; - p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST); + p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST).GetCost(); } while (p->ainew.path_info.position != -2); // Now we know the price of build station + path. Now check how many vehicles @@ -951,7 +951,7 @@ static void AiNew_State_VerifyRoute(Player *p) // Check how much it it going to cost us.. for (i=0;iainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST); + p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST).GetCost(); } // Now we know how much the route is going to cost us @@ -985,7 +985,7 @@ static void AiNew_State_VerifyRoute(Player *p) // Build the stations static void AiNew_State_BuildStation(Player *p) { - CommandCost res = 0; + CommandCost res; assert(p->ainew.state == AI_STATE_BUILD_STATION); if (p->ainew.temp == 0) { if (!IsTileType(p->ainew.from_tile, MP_STATION)) @@ -1103,7 +1103,7 @@ static void AiNew_State_BuildPath(Player *p) // Builds the depot static void AiNew_State_BuildDepot(Player *p) { - CommandCost res = 0; + CommandCost res; assert(p->ainew.state == AI_STATE_BUILD_DEPOT); if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) { @@ -1278,7 +1278,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return; { - CommandCost ret = 0; + CommandCost ret; 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 -- cgit v1.2.3-70-g09d2