(svn r10205) -Codechange: refactor returning of cost, so it can be more easily modified.
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@@ -691,7 +691,7 @@ static void AiNew_State_FindStation(Player *p)
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// See how much it is going to cost us...
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r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
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p->ainew.new_cost += r;
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p->ainew.new_cost += r.GetCost();
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direction = AI_PATHFINDER_NO_DIRECTION;
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} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
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@@ -850,7 +850,7 @@ static void AiNew_State_FindDepot(Player *p)
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r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0);
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if (CmdFailed(r)) continue;
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// Found a spot!
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p->ainew.new_cost += r;
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p->ainew.new_cost += r.GetCost();
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p->ainew.depot_tile = t;
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p->ainew.depot_direction = ReverseDiagDir(j); // Reverse direction
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p->ainew.state = AI_STATE_VERIFY_ROUTE;
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@@ -935,7 +935,7 @@ static void AiNew_State_VerifyRoute(Player *p)
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do {
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p->ainew.path_info.position++;
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p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
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p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST).GetCost();
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} while (p->ainew.path_info.position != -2);
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// Now we know the price of build station + path. Now check how many vehicles
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@@ -951,7 +951,7 @@ static void AiNew_State_VerifyRoute(Player *p)
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// Check how much it it going to cost us..
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for (i=0;i<res;i++) {
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p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
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p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST).GetCost();
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}
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// Now we know how much the route is going to cost us
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@@ -985,7 +985,7 @@ static void AiNew_State_VerifyRoute(Player *p)
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// Build the stations
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static void AiNew_State_BuildStation(Player *p)
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{
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CommandCost res = 0;
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CommandCost res;
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assert(p->ainew.state == AI_STATE_BUILD_STATION);
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if (p->ainew.temp == 0) {
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if (!IsTileType(p->ainew.from_tile, MP_STATION))
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@@ -1103,7 +1103,7 @@ static void AiNew_State_BuildPath(Player *p)
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// Builds the depot
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static void AiNew_State_BuildDepot(Player *p)
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{
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CommandCost res = 0;
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CommandCost res;
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assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
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if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
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@@ -1278,7 +1278,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
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if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
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{
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CommandCost ret = 0;
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CommandCost ret;
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if (v->type == VEH_ROAD)
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ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
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// This means we can not find a depot :s
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