(svn r10197) -Codechange: replace int32 with CommandCost where appropriate.
This commit is contained in:
@@ -81,10 +81,10 @@ static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uin
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/**
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* Executes a raw DoCommand for the AI.
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*/
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int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback)
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CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback)
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{
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PlayerID old_lp;
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int32 res = 0;
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CommandCost res = 0;
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const char* tmp_cmdtext;
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/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
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@@ -135,7 +135,7 @@ int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint pr
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}
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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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{
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return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL);
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}
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@@ -43,8 +43,8 @@ void AI_PlayerDied(PlayerID player);
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void AI_RunGameLoop();
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void AI_Initialize();
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void AI_Uninitialize();
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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
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int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
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CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
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CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
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/** Is it allowed to start a new AI.
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* This function checks some boundries to see if we should launch a new AI.
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@@ -136,7 +136,7 @@ static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag,
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{
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EngineID best_veh_index = INVALID_ENGINE;
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byte best_veh_score = 0;
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int32 ret;
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CommandCost ret;
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EngineID i;
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for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
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@@ -172,7 +172,7 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til
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const RoadVehicleInfo *rvi = RoadVehInfo(i);
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const Engine* e = GetEngine(i);
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int32 rating;
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int32 ret;
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CommandCost ret;
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if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
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continue;
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@@ -207,7 +207,7 @@ static EngineID AiChooseAircraftToBuild(int32 money, byte flag)
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for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) {
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const Engine* e = GetEngine(i);
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int32 ret;
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CommandCost ret;
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if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
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continue;
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@@ -1638,10 +1638,10 @@ static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, b
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return true;
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}
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static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag)
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static CommandCost AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag)
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{
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int32 ret;
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int32 total_cost = 0;
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CommandCost ret;
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CommandCost total_cost = 0;
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Town *t = NULL;
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int rating = 0;
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int i, j, k;
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@@ -1734,7 +1734,7 @@ clear_town_stuff:;
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}
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// Returns rule and cost
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static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, int32* cost)
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static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, CommandCost* cost)
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{
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int i;
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const AiDefaultRailBlock *p;
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@@ -1821,7 +1821,7 @@ static void AiStateBuildDefaultRailBlocks(Player *p)
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int j;
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AiBuildRec *aib;
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int rule;
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int32 cost;
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CommandCost cost;
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// time out?
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if (++p->ai.timeout_counter == 1388) {
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@@ -2067,7 +2067,7 @@ static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile,
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uint z;
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if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
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int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
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CommandCost cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
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if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) {
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AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0] & 3);
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@@ -2465,7 +2465,7 @@ static void AiStateBuildRailVeh(Player *p)
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EngineID veh;
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int i;
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CargoID cargo;
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int32 cost;
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CommandCost cost;
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Vehicle *v;
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VehicleID loco_id;
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@@ -2605,10 +2605,10 @@ static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, by
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}
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static bool _want_road_truck_station;
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static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
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static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
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// Returns rule and cost
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static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost)
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static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, CommandCost *cost)
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{
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int i;
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const AiDefaultRoadBlock *p;
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@@ -2626,10 +2626,10 @@ static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo
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return -1;
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}
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static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
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static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
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{
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int32 ret;
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int32 total_cost = 0;
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CommandCost ret;
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CommandCost total_cost = 0;
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Town *t = NULL;
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int rating = 0;
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int roadflag = 0;
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@@ -2721,7 +2721,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p)
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int j;
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AiBuildRec *aib;
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int rule;
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int32 cost;
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CommandCost cost;
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// time out?
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if (++p->ai.timeout_counter == 1388) {
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@@ -2758,7 +2758,7 @@ static void AiStateBuildDefaultRoadBlocks(Player *p)
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p->ai.state_mode = -p->ai.state_mode;
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}
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} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) {
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int32 r;
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CommandCost r;
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// player has money, build it.
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aib->cur_building_rule = rule;
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@@ -2967,7 +2967,7 @@ static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile,
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uint z;
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if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
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int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
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CommandCost cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
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if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) {
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AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0] & 3);
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@@ -3101,7 +3101,7 @@ do_some_terraform:
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*/
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for (i = 10; i != 0; i--) {
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if (CheckBridge_Stuff(i, bridge_len)) {
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int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
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CommandCost cost = DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
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if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break;
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}
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}
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@@ -3387,10 +3387,10 @@ static void AiStateAirportStuff(Player *p)
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p->ai.state_counter = 0;
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}
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static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
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static CommandCost AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
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{
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uint32 avail_airports = GetValidAirports();
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int32 total_cost = 0, ret;
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CommandCost total_cost = 0, ret;
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for (; p->mode == 0; p++) {
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if (!HASBIT(avail_airports, p->attr)) return CMD_ERROR;
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@@ -3424,7 +3424,7 @@ static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p,
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return true;
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}
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static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost)
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static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, CommandCost *cost)
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{
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const AiDefaultBlockData *p;
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uint i;
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@@ -3446,7 +3446,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p)
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int i, j;
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AiBuildRec *aib;
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int rule;
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int32 cost;
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CommandCost cost;
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// time out?
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if (++p->ai.timeout_counter == 1388) {
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@@ -3485,7 +3485,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p)
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}
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} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) {
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// player has money, build it.
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int32 r;
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CommandCost r;
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aib->cur_building_rule = rule;
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@@ -36,7 +36,7 @@ bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
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// numtracks : in case of AI_TRAIN: tracks of station
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// direction : the direction of the station
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// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
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int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
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CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
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{
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if (type == AI_TRAIN)
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return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
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@@ -53,7 +53,7 @@ int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte
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// tile_a : starting point
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// tile_b : end point
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// flag : flag passed to DoCommand
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int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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{
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int bridge_type, bridge_len, type, type2;
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@@ -90,15 +90,15 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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// part : Which part we need to build
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//
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// TODO: skip already builded road-pieces (e.g.: cityroad)
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
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CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
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{
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int part = PathFinderInfo->position;
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byte *route_extra = PathFinderInfo->route_extra;
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TileIndex *route = PathFinderInfo->route;
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int dir;
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int old_dir = -1;
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int cost = 0;
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int res;
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CommandCost cost = 0;
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CommandCost res;
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// We need to calculate the direction with the parent of the parent.. so we skip
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// the first pieces and the last piece
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if (part < 1) part = 1;
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@@ -243,7 +243,7 @@ EngineID AiNew_PickVehicle(Player *p)
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const RoadVehicleInfo *rvi = RoadVehInfo(i);
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const Engine* e = GetEngine(i);
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int32 rating;
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int32 ret;
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CommandCost ret;
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/* Skip vehicles which can't take our cargo type */
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if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue;
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@@ -293,7 +293,7 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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EngineID i = AiNew_PickVehicle(p);
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@@ -307,9 +307,9 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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}
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}
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int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag)
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{
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int ret, ret2;
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CommandCost ret, ret2;
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if (p->ainew.tbt == AI_TRAIN) {
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return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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} else {
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@@ -23,7 +23,7 @@ static bool TestCanBuildStationHere(TileIndex tile, byte dir)
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Player *p = GetPlayer(_current_player);
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if (dir == TEST_STATION_NO_DIR) {
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int32 ret;
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CommandCost ret;
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// TODO: currently we only allow spots that can be access from al 4 directions...
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// should be fixed!!!
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for (dir = 0; dir < 4; dir++) {
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@@ -214,7 +214,7 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
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// What tiles are around us.
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static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
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{
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int ret;
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CommandCost ret;
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int dir;
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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@@ -642,7 +642,7 @@ static void AiNew_State_FindStation(Player *p)
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if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
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uint x, y, i = 0;
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int r;
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CommandCost r;
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uint best;
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uint accepts[NUM_CARGO];
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TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4];
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@@ -788,7 +788,8 @@ static void AiNew_State_FindDepot(Player *p)
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// To make the depot stand in the middle of the route, we start from the center..
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// But first we walk through the route see if we can find a depot that is ours
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// this keeps things nice ;)
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int g, i, r;
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int g, i;
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CommandCost r;
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DiagDirection j;
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TileIndex tile;
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assert(p->ainew.state == AI_STATE_FIND_DEPOT);
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@@ -984,7 +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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int res = 0;
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CommandCost res = 0;
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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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@@ -1037,8 +1038,8 @@ static void AiNew_State_BuildPath(Player *p)
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// We don't want that, so try building some road left or right of the station
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int dir1, dir2, dir3;
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TileIndex tile;
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int i, ret;
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for (i=0;i<2;i++) {
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CommandCost ret;
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for (int i = 0; i < 2; i++) {
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if (i == 0) {
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tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction);
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dir1 = p->ainew.from_direction - 1;
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@@ -1102,7 +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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int res = 0;
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CommandCost res = 0;
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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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@@ -1137,7 +1138,7 @@ static void AiNew_State_BuildDepot(Player *p)
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// Build vehicles
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static void AiNew_State_BuildVehicle(Player *p)
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{
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int res;
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CommandCost res;
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assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
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// Check if we need to build a vehicle
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@@ -1277,7 +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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int ret = 0;
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CommandCost ret = 0;
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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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@@ -252,11 +252,11 @@ uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
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// ai_build.c
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bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile);
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int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
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int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag);
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
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CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
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CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag);
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CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
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EngineID AiNew_PickVehicle(Player *p);
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
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int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag);
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||||
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 */
|
||||
|
Reference in New Issue
Block a user