mirror of https://github.com/OpenTTD/OpenTTD
(svn r14335) -Codechange: Remove some magic numbers.
parent
1266b1a73f
commit
bffc5717bc
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@ -2045,7 +2045,7 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
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}
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// Is building a (rail)bridge possible at this place (type doesn't matter)?
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if (CmdFailed(DoCommand(tile_new, tile, 0 | _players_ai[arf->player->index].railtype_to_use << 8, DC_AUTO, CMD_BUILD_BRIDGE))) {
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if (CmdFailed(DoCommand(tile_new, tile, _players_ai[arf->player->index].railtype_to_use << 8 | TRANSPORT_RAIL << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
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return;
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}
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AiBuildRailRecursive(arf, tile_new, dir2);
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@ -2231,13 +2231,13 @@ static void AiBuildRailConstruct(Player *p)
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int i;
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for (i = MAX_BRIDGES - 1; i != 0; i--) {
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if (CheckBridge_Stuff(i, bridge_len)) {
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CommandCost cost = DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
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CommandCost cost = DoCommand(t1, t2, i | _players_ai[p->index].railtype_to_use << 8 | TRANSPORT_RAIL << 15, DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
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}
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}
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/* Build it */
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DoCommand(t1, t2, i | (_players_ai[p->index].railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
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DoCommand(t1, t2, i | _players_ai[p->index].railtype_to_use << 8 | TRANSPORT_RAIL << 15, DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
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}
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_players_ai[p->index].cur_tile_a = t2;
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@ -2954,7 +2954,7 @@ static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile,
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}
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// Is building a (rail)bridge possible at this place (type doesn't matter)?
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if (CmdFailed(DoCommand(tile_new, tile, ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE)))
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if (CmdFailed(DoCommand(tile_new, tile, ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE)))
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return;
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AiBuildRoadRecursive(arf, tile_new, dir2);
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@ -3112,13 +3112,13 @@ do_some_terraform:
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* unnecessary to check for worse bridge (i=0), since AI will always build that */
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for (i = MAX_BRIDGES - 1; i != 0; i--) {
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if (CheckBridge_Stuff(i, bridge_len)) {
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CommandCost cost = DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE);
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CommandCost cost = DoCommand(t1, t2, i | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdSucceeded(cost) && cost.GetCost() < (p->player_money >> 1) && cost.GetCost() < ((p->player_money + _economy.max_loan - p->current_loan) >> 5)) break;
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}
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}
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/* Build it */
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DoCommand(t1, t2, i + ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
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DoCommand(t1, t2, i | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
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}
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_players_ai[p->index].cur_tile_a = t2;
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@ -77,9 +77,9 @@ CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, by
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// Now, simply, build the bridge!
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if (_players_ainew[p->index].tbt == AI_TRAIN) {
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return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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return AI_DoCommand(tile_a, tile_b, type2 | RAILTYPE_RAIL << 8 | TRANSPORT_RAIL << 15, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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} else {
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return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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return AI_DoCommand(tile_a, tile_b, type2 | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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}
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}
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@ -981,8 +981,8 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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byte bridge_type = RandomRange(MAX_BRIDGES - 1);
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/* Can we actually build the bridge? */
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if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) {
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DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
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if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
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DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
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_grow_town_result = GROWTH_SUCCEED;
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return true;
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}
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