(svn r3282) - Codechange: Replace tests against CMD_ERROR with CmdFailed()
This commit is contained in:
@@ -1677,7 +1677,7 @@ static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, by
|
||||
if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 &&
|
||||
(p->dir == 0xFF || p->dir == dir || ((p->dir - 1) & 3) == dir)) {
|
||||
*cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING);
|
||||
if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo))
|
||||
if (!CmdFailed(*cost) && AiCheckTrackResources(tile, p->data, cargo))
|
||||
return i;
|
||||
}
|
||||
}
|
||||
@@ -1804,7 +1804,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p)
|
||||
_default_rail_track_data[rule]->data,
|
||||
DC_EXEC | DC_NO_TOWN_RATING
|
||||
);
|
||||
assert(r != CMD_ERROR);
|
||||
assert(!CmdFailed(r));
|
||||
}
|
||||
} while (++aib,--j);
|
||||
}
|
||||
@@ -2529,7 +2529,7 @@ static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo
|
||||
for(i=0; (p = _road_default_block_data[i]) != NULL; i++) {
|
||||
if (p->dir == direction) {
|
||||
*cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0);
|
||||
if (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo))
|
||||
if (!CmdFailed(*cost) && AiCheckRoadResources(tile, p->data, cargo))
|
||||
return i;
|
||||
}
|
||||
}
|
||||
@@ -2690,7 +2690,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p)
|
||||
_road_default_block_data[rule]->data,
|
||||
DC_EXEC | DC_NO_TOWN_RATING
|
||||
);
|
||||
assert(r != CMD_ERROR);
|
||||
assert(!CmdFailed(r));
|
||||
}
|
||||
} while (++aib,--j);
|
||||
} while (--i);
|
||||
@@ -3392,7 +3392,7 @@ static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli,
|
||||
continue;
|
||||
|
||||
*cost = AiDoBuildDefaultAirportBlock(tile, p, 0);
|
||||
if (*cost != CMD_ERROR && AiCheckAirportResources(tile, p, cargo))
|
||||
if (!CmdFailed(*cost) && AiCheckAirportResources(tile, p, cargo))
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
@@ -3463,7 +3463,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p)
|
||||
_airport_default_block_data[rule],
|
||||
DC_EXEC | DC_NO_TOWN_RATING
|
||||
);
|
||||
assert(r != CMD_ERROR);
|
||||
assert(!CmdFailed(r));
|
||||
}
|
||||
} while (++aib,--j);
|
||||
} while (--i);
|
||||
|
||||
@@ -659,7 +659,7 @@ static void AiNew_State_FindStation(Player *p)
|
||||
if (accepts[p->ainew.cargo] >> 3 == 0) continue;
|
||||
// See if we can build the station
|
||||
r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
|
||||
if (r == CMD_ERROR) continue;
|
||||
if (CmdFailed(r)) continue;
|
||||
// We can build it, so add it to found_spot
|
||||
found_spot[i] = new_tile;
|
||||
found_best[i++] = accepts[p->ainew.cargo];
|
||||
@@ -846,7 +846,7 @@ static void AiNew_State_FindDepot(Player *p)
|
||||
if (ti.tileh != 0) continue;
|
||||
// Check if everything went okay..
|
||||
r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0);
|
||||
if (r == CMD_ERROR) continue;
|
||||
if (CmdFailed(r)) continue;
|
||||
// Found a spot!
|
||||
p->ainew.new_cost += r;
|
||||
p->ainew.depot_tile = tile + TileOffsByDir(j);
|
||||
@@ -989,7 +989,7 @@ static void AiNew_State_BuildStation(Player *p)
|
||||
res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
|
||||
p->ainew.state = AI_STATE_BUILD_PATH;
|
||||
}
|
||||
if (res == CMD_ERROR) {
|
||||
if (CmdFailed(res)) {
|
||||
DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
|
||||
p->ainew.state = AI_STATE_NOTHING;
|
||||
// If the first station _was_ build, destroy it
|
||||
@@ -1119,7 +1119,7 @@ static void AiNew_State_BuildDepot(Player *p)
|
||||
return;
|
||||
|
||||
res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
|
||||
if (res == CMD_ERROR) {
|
||||
if (CmdFailed(res)) {
|
||||
DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
|
||||
p->ainew.state = AI_STATE_NOTHING;
|
||||
return;
|
||||
@@ -1152,7 +1152,7 @@ static void AiNew_State_BuildVehicle(Player *p)
|
||||
|
||||
// Build the vehicle
|
||||
res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
|
||||
if (res == CMD_ERROR) {
|
||||
if (CmdFailed(res)) {
|
||||
// This happens when the AI can't build any more vehicles!
|
||||
p->ainew.state = AI_STATE_NOTHING;
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user