Changeset - r3434:d80ff0790e40
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master
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celestar - 19 years ago 2006-04-03 15:18:12
celestar@openttd.org
(svn r4263) -Codechange: Road building no longer uses FindLandscapeHeight. Last occurence of FindLandscapeTile in the tile-specific functions gone. Thanks to Tron for doing lots of work in this direction
1 file changed with 10 insertions and 10 deletions:
road_cmd.c
10
10
0 comments (0 inline, 0 general)
road_cmd.c
Show inline comments
 
@@ -277,12 +277,12 @@ static uint32 CheckRoadSlope(int tileh, 
 
 */
 
int32 CmdBuildRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	TileInfo ti;
 
	int32 cost = 0;
 
	int32 ret;
 
	RoadBits existing = 0;
 
	RoadBits pieces;
 
	TileIndex tile;
 
	byte tileh;
 

	
 
	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
 

	
 
@@ -291,10 +291,10 @@ int32 CmdBuildRoad(int x, int y, uint32 
 
	if ((p1 >> 4) || (_current_player < MAX_PLAYERS && p2 != 0) || !IsTownIndex(p2)) return CMD_ERROR;
 
	pieces = p1;
 

	
 
	FindLandscapeHeight(&ti, x, y);
 
	tile = ti.tile;
 
	tile = TileVirtXY(x, y);
 
	tileh = GetTileSlope(tile, NULL);
 

	
 
	switch (ti.type) {
 
	switch (GetTileType(tile)) {
 
		case MP_STREET:
 
			switch (GetRoadType(tile)) {
 
				case ROAD_NORMAL:
 
@@ -320,13 +320,13 @@ int32 CmdBuildRoad(int x, int y, uint32 
 
		case MP_RAILWAY: {
 
			Axis roaddir;
 

	
 
			if (IsSteepTileh(ti.tileh)) { // very steep tile
 
			if (IsSteepTileh(tileh)) { // very steep tile
 
				return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
 
			}
 

	
 
#define M(x) (1 << (x))
 
			/* Level crossings may only be built on these slopes */
 
			if (!HASBIT(M(14) | M(13) | M(11) | M(10) | M(7) | M(5) | M(0), ti.tileh)) {
 
			if (!HASBIT(M(14) | M(13) | M(11) | M(10) | M(7) | M(5) | M(0), tileh)) {
 
				return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
 
			}
 
#undef M
 
@@ -357,7 +357,7 @@ int32 CmdBuildRoad(int x, int y, uint32 
 

	
 
		case MP_TUNNELBRIDGE:
 
			/* check for flat land */
 
			if (IsSteepTileh(ti.tileh)) { // very steep tile
 
			if (IsSteepTileh(tileh)) { // very steep tile
 
				return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
 
			}
 

	
 
@@ -393,14 +393,14 @@ do_clear:;
 
			cost += ret;
 
	}
 

	
 
	ret = CheckRoadSlope(ti.tileh, &pieces, existing);
 
	ret = CheckRoadSlope(tileh, &pieces, existing);
 
	if (CmdFailed(ret)) return_cmd_error(STR_1800_LAND_SLOPED_IN_WRONG_DIRECTION);
 
	if (ret != 0 && (!_patches.build_on_slopes || _is_old_ai_player)) {
 
		return CMD_ERROR;
 
	}
 
	cost += ret;
 

	
 
	if (ti.type == MP_STREET) {
 
	if (IsTileType(tile, MP_STREET)) {
 
		// Don't put the pieces that already exist
 
		pieces &= ComplementRoadBits(existing);
 
	}
 
@@ -408,7 +408,7 @@ do_clear:;
 
	cost += CountRoadBits(pieces) * _price.build_road;
 

	
 
	if (flags & DC_EXEC) {
 
		if (ti.type == MP_STREET) {
 
		if (IsTileType(tile, MP_STREET)) {
 
			SetRoadBits(tile, existing | pieces);
 
		} else {
 
			MakeRoadNormal(tile, _current_player, pieces, p2);
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