forked from mirror/OpenTTD
(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
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@@ -222,7 +222,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
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switch (transport_type) {
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case TRANSPORT_ROAD:
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roadtypes = (RoadTypes)GB(p2, 8, 3);
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if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_player, roadtypes)) return CMD_ERROR;
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if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
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break;
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case TRANSPORT_RAIL:
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@@ -304,8 +304,8 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
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return_cmd_error(STR_1007_ALREADY_BUILT);
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}
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/* Do not allow replacing another player's bridges. */
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if (!IsTileOwner(tile_start, _current_player) && !IsTileOwner(tile_start, OWNER_TOWN)) {
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/* Do not allow replacing another company's bridges. */
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if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
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return_cmd_error(STR_1024_AREA_IS_OWNED_BY_ANOTHER);
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}
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@@ -318,7 +318,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
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} else {
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/* Build a new bridge. */
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bool allow_on_slopes = (!_is_old_ai_player && _settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
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bool allow_on_slopes = (!_is_old_ai_company && _settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
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/* Try and clear the start landscape */
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ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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@@ -364,7 +364,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
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/* do the drill? */
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if (flags & DC_EXEC) {
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DiagDirection dir = AxisToDiagDir(direction);
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Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_player;
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Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_company;
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switch (transport_type) {
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case TRANSPORT_RAIL:
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@@ -443,7 +443,7 @@ not_valid_below:;
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if (flags & DC_EXEC && transport_type == TRANSPORT_RAIL) {
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Track track = AxisToTrack(direction);
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AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_player);
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AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
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YapfNotifyTrackLayoutChange(tile_start, track);
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}
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@@ -451,10 +451,10 @@ not_valid_below:;
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* It's unnecessary to execute this command every time for every bridge. So it is done only
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* and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
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*/
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if (!(flags & DC_QUERY_COST) || (IsValidPlayerID(_current_player) && GetPlayer(_current_player)->is_ai)) {
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if (!(flags & DC_QUERY_COST) || (IsValidCompanyID(_current_company) && GetCompany(_current_company)->is_ai)) {
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bridge_len += 2; // begin and end tiles/ramps
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if (IsValidPlayerID(_current_player) && !_is_old_ai_player)
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if (IsValidCompanyID(_current_company) && !_is_old_ai_company)
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bridge_len = CalcBridgeLenCostFactor(bridge_len);
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cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8);
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@@ -491,7 +491,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32
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if (!ValParamRailtype((RailType)p1)) return CMD_ERROR;
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} else {
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const RoadTypes rts = (RoadTypes)GB(p1, 0, 3);
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if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR;
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if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
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}
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start_tileh = GetTileSlope(start_tile, &start_z);
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@@ -571,13 +571,13 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32
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if (flags & DC_EXEC) {
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if (transport_type == TRANSPORT_RAIL) {
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MakeRailTunnel(start_tile, _current_player, direction, (RailType)GB(p1, 0, 4));
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MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
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AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_player);
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MakeRailTunnel(start_tile, _current_company, direction, (RailType)GB(p1, 0, 4));
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MakeRailTunnel(end_tile, _current_company, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
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AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
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YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
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} else {
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MakeRoadTunnel(start_tile, _current_player, direction, (RoadTypes)GB(p1, 0, 3));
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MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3));
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MakeRoadTunnel(start_tile, _current_company, direction, (RoadTypes)GB(p1, 0, 3));
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MakeRoadTunnel(end_tile, _current_company, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3));
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}
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}
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@@ -588,7 +588,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32
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static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
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{
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/* Floods can remove anything as well as the scenario editor */
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if (_current_player == OWNER_WATER || _game_mode == GM_EDITOR) return true;
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if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return true;
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/* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */
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if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true;
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/* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */
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@@ -1295,12 +1295,12 @@ static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType
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return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
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}
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static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, PlayerID new_player)
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static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
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{
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if (!IsTileOwner(tile, old_player)) return;
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if (!IsTileOwner(tile, old_owner)) return;
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if (new_player != PLAYER_SPECTATOR) {
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SetTileOwner(tile, new_player);
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if (new_owner != INVALID_OWNER) {
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SetTileOwner(tile, new_owner);
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} else {
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if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR))) {
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/* When clearing the bridge/tunnel failed there are still vehicles on/in
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