(svn r4342) Change the first two parameters of commands - virtual pixel coordinates of the tile to operate on - to a TileIndex

Remove DoCommandByTile(), because now it does the same as DoCommand()
This commit is contained in:
tron
2006-04-10 07:15:58 +00:00
parent 6926bd55fd
commit 81e6d68f95
38 changed files with 434 additions and 460 deletions

View File

@@ -471,8 +471,8 @@ static bool IsRoadAllowedHere(TileIndex tile, int dir)
// No, try to build one in the direction.
// if that fails clear the land, and if that fails exit.
// This is to make sure that we can build a road here later.
if (CmdFailed(DoCommandByTile(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
if (CmdFailed(DoCommand(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
return false;
}
@@ -500,10 +500,10 @@ no_slope:
int32 res;
if (CHANCE16I(1, 16, r)) {
res = DoCommandByTile(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
res = DoCommand(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
CMD_TERRAFORM_LAND);
} else {
res = DoCommandByTile(tile, slope^0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
res = DoCommand(tile, slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
CMD_TERRAFORM_LAND);
}
if (CmdFailed(res) && CHANCE16I(1, 3, r)) {
@@ -523,9 +523,9 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir)
TILE_ASSERT(tile);
r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
if (CmdFailed(r) || r >= 126 * 16) return false;
DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
return true;
}
@@ -654,7 +654,7 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
default:
build_road_and_exit:
if (!CmdFailed(DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
if (!CmdFailed(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
_grow_town_result = -1;
}
return;
@@ -681,7 +681,7 @@ build_road_and_exit:
do {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
if (!CmdFailed(DoCommandByTile(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE)))
if (!CmdFailed(DoCommand(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE)))
_grow_town_result = -1;
// obviously, if building any bridge would fail, there is no need to try other bridge-types
@@ -795,8 +795,8 @@ static bool GrowTown(Town *t)
// Only work with plain land that not already has a house with GetHouseConstructionTick=0
if ((!IsTileType(tile, MP_HOUSE) || GetHouseConstructionTick(tile) != 0) &&
GetTileSlope(tile, NULL) == 0) {
if (!CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
if (!CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_player = old_player;
return true;
}
@@ -994,13 +994,12 @@ static Town *AllocateTown(void)
/** Create a new town.
* This obviously only works in the scenario editor. Function not removed
* as it might be possible in the future to fund your own town :)
* @param x,y coordinates where town is built
* @param tile coordinates where town is built
* @param p1 unused
* @param p2 unused
*/
int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile = TileVirtXY(x, y);
Town *t;
uint32 townnameparts;
@@ -1114,7 +1113,7 @@ static bool CheckBuildHouseMode(TileIndex tile, uint tileh, int mode)
if (b)
return false;
return !CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
return !CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
}
int GetTownRadiusGroup(const Town *t, TileIndex tile)
@@ -1151,7 +1150,7 @@ static bool CheckFree2x2Area(TileIndex tile)
if (GetTileSlope(tile, NULL)) return false;
if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR)))
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR)))
return false;
}
@@ -1286,7 +1285,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
if (!EnsureNoVehicle(tile)) return false;
if (GetTileSlope(tile, NULL) & 0x10) return false;
r = DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(r)) return false;
DoBuildTownHouse(t, tile);
@@ -1358,11 +1357,11 @@ static void ClearTownHouse(Town *t, TileIndex tile)
}
/** Rename a town (server-only).
* @param x,y unused
* @param tile unused
* @param p1 town ID to rename
* @param p2 unused
*/
int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
int32 CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Town *t;
@@ -1410,14 +1409,14 @@ void DeleteTown(Town *t)
switch (GetTileType(tile)) {
case MP_HOUSE:
if (GetTownByTile(tile) == t)
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;
case MP_STREET:
case MP_TUNNELBRIDGE:
if (IsTileOwner(tile, OWNER_TOWN) &&
ClosestTownFromTile(tile, (uint)-1) == t)
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;
default:
@@ -1499,7 +1498,7 @@ static bool DoBuildStatueOfCompany(TileIndex tile)
old = _current_player;
_current_player = OWNER_NONE;
r = DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = old;
if (CmdFailed(r)) return false;
@@ -1611,11 +1610,11 @@ extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
/** Do a town action.
* This performs an action such as advertising, building a statue, funding buildings,
* but also bribing the town-council
* @param x,y unused
* @param tile unused
* @param p1 town to do the action at
* @param p2 action to perform, @see _town_action_proc for the list of available actions
*/
int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2)
int32 CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost;
Town *t;