File diff r6942:db62dc24a576 → r6943:a727ca1f1062
src/ai/trolly/trolly.cpp
Show inline comments
 
@@ -642,7 +642,7 @@ static void AiNew_State_FindStation(Play
 

	
 
	if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
 
		uint x, y, i = 0;
 
		int r;
 
		CommandCost r;
 
		uint best;
 
		uint accepts[NUM_CARGO];
 
		TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE * 4];
 
@@ -788,7 +788,8 @@ static void AiNew_State_FindDepot(Player
 
	// To make the depot stand in the middle of the route, we start from the center..
 
	// But first we walk through the route see if we can find a depot that is ours
 
	//  this keeps things nice ;)
 
	int g, i, r;
 
	int g, i;
 
	CommandCost r;
 
	DiagDirection j;
 
	TileIndex tile;
 
	assert(p->ainew.state == AI_STATE_FIND_DEPOT);
 
@@ -984,7 +985,7 @@ static void AiNew_State_VerifyRoute(Play
 
// Build the stations
 
static void AiNew_State_BuildStation(Player *p)
 
{
 
	int res = 0;
 
	CommandCost res = 0;
 
	assert(p->ainew.state == AI_STATE_BUILD_STATION);
 
	if (p->ainew.temp == 0) {
 
		if (!IsTileType(p->ainew.from_tile, MP_STATION))
 
@@ -1037,8 +1038,8 @@ static void AiNew_State_BuildPath(Player
 
			// We don't want that, so try building some road left or right of the station
 
			int dir1, dir2, dir3;
 
			TileIndex tile;
 
			int i, ret;
 
			for (i=0;i<2;i++) {
 
			CommandCost ret;
 
			for (int i = 0; i < 2; i++) {
 
				if (i == 0) {
 
					tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction);
 
					dir1 = p->ainew.from_direction - 1;
 
@@ -1102,7 +1103,7 @@ static void AiNew_State_BuildPath(Player
 
// Builds the depot
 
static void AiNew_State_BuildDepot(Player *p)
 
{
 
	int res = 0;
 
	CommandCost res = 0;
 
	assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
 

	
 
	if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
 
@@ -1137,7 +1138,7 @@ static void AiNew_State_BuildDepot(Playe
 
// Build vehicles
 
static void AiNew_State_BuildVehicle(Player *p)
 
{
 
	int res;
 
	CommandCost res;
 
	assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
 

	
 
	// Check if we need to build a vehicle
 
@@ -1277,7 +1278,7 @@ static void AiNew_CheckVehicle(Player *p
 

	
 
			if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
 
			{
 
				int ret = 0;
 
				CommandCost ret = 0;
 
				if (v->type == VEH_ROAD)
 
					ret = AI_DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
 
				// This means we can not find a depot :s