File diff r6942:db62dc24a576 → r6943:a727ca1f1062
src/ai/default/default.cpp
Show inline comments
 
@@ -136,7 +136,7 @@ static EngineID AiChooseTrainToBuild(Rai
 
{
 
	EngineID best_veh_index = INVALID_ENGINE;
 
	byte best_veh_score = 0;
 
	int32 ret;
 
	CommandCost ret;
 
	EngineID i;
 

	
 
	for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
 
@@ -172,7 +172,7 @@ static EngineID AiChooseRoadVehToBuild(C
 
		const RoadVehicleInfo *rvi = RoadVehInfo(i);
 
		const Engine* e = GetEngine(i);
 
		int32 rating;
 
		int32 ret;
 
		CommandCost ret;
 

	
 
		if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
 
			continue;
 
@@ -207,7 +207,7 @@ static EngineID AiChooseAircraftToBuild(
 

	
 
	for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) {
 
		const Engine* e = GetEngine(i);
 
		int32 ret;
 
		CommandCost ret;
 

	
 
		if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) {
 
			continue;
 
@@ -1638,10 +1638,10 @@ static bool AiCheckTrackResources(TileIn
 
	return true;
 
}
 

	
 
static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag)
 
static CommandCost AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag)
 
{
 
	int32 ret;
 
	int32 total_cost = 0;
 
	CommandCost ret;
 
	CommandCost total_cost = 0;
 
	Town *t = NULL;
 
	int rating = 0;
 
	int i, j, k;
 
@@ -1734,7 +1734,7 @@ clear_town_stuff:;
 
}
 

	
 
// Returns rule and cost
 
static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, int32* cost)
 
static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, CommandCost* cost)
 
{
 
	int i;
 
	const AiDefaultRailBlock *p;
 
@@ -1821,7 +1821,7 @@ static void AiStateBuildDefaultRailBlock
 
	int j;
 
	AiBuildRec *aib;
 
	int rule;
 
	int32 cost;
 
	CommandCost cost;
 

	
 
	// time out?
 
	if (++p->ai.timeout_counter == 1388) {
 
@@ -2067,7 +2067,7 @@ static inline void AiCheckBuildRailTunne
 
	uint z;
 

	
 
	if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
 
		int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
 
		CommandCost cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
 

	
 
		if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) {
 
			AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0] & 3);
 
@@ -2465,7 +2465,7 @@ static void AiStateBuildRailVeh(Player *
 
	EngineID veh;
 
	int i;
 
	CargoID cargo;
 
	int32 cost;
 
	CommandCost cost;
 
	Vehicle *v;
 
	VehicleID loco_id;
 

	
 
@@ -2605,10 +2605,10 @@ static bool AiCheckRoadResources(TileInd
 
}
 

	
 
static bool _want_road_truck_station;
 
static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
 
static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
 

	
 
// Returns rule and cost
 
static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost)
 
static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, CommandCost *cost)
 
{
 
	int i;
 
	const AiDefaultRoadBlock *p;
 
@@ -2626,10 +2626,10 @@ static int AiFindBestDefaultRoadBlock(Ti
 
	return -1;
 
}
 

	
 
static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
 
static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
 
{
 
	int32 ret;
 
	int32 total_cost = 0;
 
	CommandCost ret;
 
	CommandCost total_cost = 0;
 
	Town *t = NULL;
 
	int rating = 0;
 
	int roadflag = 0;
 
@@ -2721,7 +2721,7 @@ static void AiStateBuildDefaultRoadBlock
 
	int j;
 
	AiBuildRec *aib;
 
	int rule;
 
	int32 cost;
 
	CommandCost cost;
 

	
 
	// time out?
 
	if (++p->ai.timeout_counter == 1388) {
 
@@ -2758,7 +2758,7 @@ static void AiStateBuildDefaultRoadBlock
 
					p->ai.state_mode = -p->ai.state_mode;
 
				}
 
			} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) {
 
				int32 r;
 
				CommandCost r;
 

	
 
				// player has money, build it.
 
				aib->cur_building_rule = rule;
 
@@ -2967,7 +2967,7 @@ static inline void AiCheckBuildRoadTunne
 
	uint z;
 

	
 
	if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
 
		int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
 
		CommandCost cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
 

	
 
		if (!CmdFailed(cost) && cost <= (arf->player->player_money >> 4)) {
 
			AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0] & 3);
 
@@ -3101,7 +3101,7 @@ do_some_terraform:
 
		 */
 
		for (i = 10; i != 0; i--) {
 
			if (CheckBridge_Stuff(i, bridge_len)) {
 
				int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
 
				CommandCost cost = DoCommand(tile, p->ai.cur_tile_a, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
 
				if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break;
 
			}
 
		}
 
@@ -3387,10 +3387,10 @@ static void AiStateAirportStuff(Player *
 
	p->ai.state_counter = 0;
 
}
 

	
 
static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
 
static CommandCost AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
 
{
 
	uint32 avail_airports = GetValidAirports();
 
	int32 total_cost = 0, ret;
 
	CommandCost total_cost = 0, ret;
 

	
 
	for (; p->mode == 0; p++) {
 
		if (!HASBIT(avail_airports, p->attr)) return CMD_ERROR;
 
@@ -3424,7 +3424,7 @@ static bool AiCheckAirportResources(Tile
 
	return true;
 
}
 

	
 
static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost)
 
static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, CommandCost *cost)
 
{
 
	const AiDefaultBlockData *p;
 
	uint i;
 
@@ -3446,7 +3446,7 @@ static void AiStateBuildDefaultAirportBl
 
	int i, j;
 
	AiBuildRec *aib;
 
	int rule;
 
	int32 cost;
 
	CommandCost cost;
 

	
 
	// time out?
 
	if (++p->ai.timeout_counter == 1388) {
 
@@ -3485,7 +3485,7 @@ static void AiStateBuildDefaultAirportBl
 
				}
 
			} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p, aib->use_tile)) {
 
				// player has money, build it.
 
				int32 r;
 
				CommandCost r;
 

	
 
				aib->cur_building_rule = rule;