(svn r10197) -Codechange: replace int32 with CommandCost where appropriate.
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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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