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(svn r24104) -Codechange: Output the resulting tile through the user data.
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@ -2717,14 +2717,23 @@ static bool TryClearTile(TileIndex tile)
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return r.Succeeded();
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}
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/** Structure for storing data while searching the best place to build a statue. */
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struct StatueBuildSearchData {
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TileIndex best_position; ///< Best position found so far.
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StatueBuildSearchData(TileIndex best_pos) : best_position(best_pos) { }
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};
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/**
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* Search callback function for TownActionBuildStatue.
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* Search callback function for #TownActionBuildStatue.
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* @param tile Tile on which to perform the search.
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* @param user_data Unused.
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* @param user_data Reference to the statue search data.
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* @return Result of the test.
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*/
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static bool SearchTileForStatue(TileIndex tile, void *user_data)
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{
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StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
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/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
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if (IsSteepSlope(GetTileSlope(tile))) return false;
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/* Don't build statues under bridges. */
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@ -2732,11 +2741,13 @@ static bool SearchTileForStatue(TileIndex tile, void *user_data)
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/* A clear-able open space is always preferred. */
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if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
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statue_data->best_position = tile;
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return true;
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}
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bool house = IsTileType(tile, MP_HOUSE);
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statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
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return house && TryClearTile(tile);
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}
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@ -2752,15 +2763,16 @@ static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
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if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
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TileIndex tile = t->xy;
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if (!CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
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StatueBuildSearchData statue_data(INVALID_TILE);
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if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
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if (flags & DC_EXEC) {
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Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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cur_company.Restore();
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BuildObject(OBJECT_STATUE, tile, _current_company, t);
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BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
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SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
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MarkTileDirtyByTile(tile);
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MarkTileDirtyByTile(statue_data.best_position);
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}
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return CommandCost();
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}
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