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(svn r3304) -Add: allow AI-events to see the UID of the command

-Fix: improved the logic of the UID code for AIs
This commit is contained in:
truelight
2005-12-14 14:38:23 +00:00
parent f6330faead
commit f94da63a8d
4 changed files with 34 additions and 11 deletions

View File

@@ -403,6 +403,8 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
int x = TileX(tile) * 16;
int y = TileY(tile) * 16;
AI_GetCommandUID(cmd, p1, p2, tile);
/* Do not even think about executing out-of-bounds tile-commands */
if (tile > MapSize()) {
_cmd_text = NULL;
@@ -477,12 +479,12 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
if (res & 0xFFFF) _error_message = res & 0xFFFF;
/* Trigger an event special for the AI, so it knows the build has failed
* Because the commands are always delayed, this is the only way. */
AI_CommandResult(cmd, p1, p2, tile, false);
AI_CommandResult(false);
goto show_error;
}
// no money? Only check if notest is off
if (!notest && res != 0 && !CheckPlayerHasMoney(res)) {
AI_CommandResult(cmd, p1, p2, tile, false);
AI_CommandResult(false);
goto show_error;
}
}
@@ -519,12 +521,12 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
} else {
if (CmdFailed(res2)) {
if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF;
AI_CommandResult(cmd, p1, p2, tile, false);
AI_CommandResult(false);
goto show_error;
}
}
AI_CommandResult(cmd, p1, p2, tile, true);
AI_CommandResult(true);
SubtractMoneyFromPlayer(res2);