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(svn r19170) -Codechange: Make CheckFlatLandBelow use TileArea.
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@ -713,22 +713,20 @@ CommandCost CheckBuildableTile(TileIndex tile, uint invalid_dirs, int &allowed_z
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}
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/** Tries to clear the given area.
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* @param tile TileIndex to start check
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* @param w width of search area
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* @param h height of search area
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* @param flags operation to perform
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* @param invalid_dirs prohibited directions (set of DiagDirections)
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* @param station StationID to be queried and returned if available
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* @param check_clear if clearing tile should be performed (in wich case, cost will be added)
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* @param rt The rail type to check for (overbuilding rail stations over rail)
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* @return the cost in case of success, or an error code if it failed.
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* @param tile_area Area to check.
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* @param flags Operation to perform.
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* @param invalid_dirs Prohibited directions (set of #DiagDirection).
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* @param station StationID to be queried and returned if available.
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* @param check_clear If clearing tile should be performed (in wich case, cost will be added).
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* @param rt The rail type to check for (overbuilding rail stations over rail).
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* @return The cost in case of success, or an error code if it failed.
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*/
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CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true, RailType rt = INVALID_RAILTYPE)
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CommandCost CheckFlatLandBelow(TileArea tile_area, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true, RailType rt = INVALID_RAILTYPE)
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{
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CommandCost cost(EXPENSES_CONSTRUCTION);
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int allowed_z = -1;
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TILE_LOOP(tile_cur, w, h, tile) {
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TILE_AREA_LOOP(tile_cur, tile_area) {
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CommandCost ret = CheckBuildableTile(tile_cur, invalid_dirs, allowed_z);
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if (ret.Failed()) return ret;
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cost.AddCost(ret);
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@ -1023,7 +1021,7 @@ CommandCost CmdBuildRailStation(TileIndex tile_org, DoCommandFlag flags, uint32
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/* Make sure the area below consists of clear tiles. (OR tiles belonging to a certain rail station) */
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StationID est = INVALID_STATION;
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/* Clear the land below the station. */
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CommandCost cost = CheckFlatLandBelow(tile_org, w_org, h_org, flags, 5 << axis, _settings_game.station.nonuniform_stations ? &est : NULL, true, rt);
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CommandCost cost = CheckFlatLandBelow(new_location, flags, 5 << axis, _settings_game.station.nonuniform_stations ? &est : NULL, true, rt);
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if (cost.Failed()) return cost;
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/* Add construction expenses. */
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cost.AddCost((numtracks * _price[PR_BUILD_STATION_RAIL] + _price[PR_BUILD_STATION_RAIL_LENGTH]) * plat_len);
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@ -1587,7 +1585,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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rts |= cur_rts;
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}
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CommandCost cost = CheckFlatLandBelow(tile, 1, 1, flags, is_drive_through ? 5 << p1 : 1 << p1, NULL, !build_over_road);
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CommandCost cost = CheckFlatLandBelow(TileArea(tile, 1, 1), flags, is_drive_through ? 5 << p1 : 1 << p1, NULL, !build_over_road);
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if (cost.Failed()) return cost;
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uint roadbits_to_build = CountBits(rts) * 2 - num_roadbits;
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cost.AddCost(_price[PR_BUILD_ROAD] * roadbits_to_build);
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@ -1944,7 +1942,7 @@ CommandCost CmdBuildAirport(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
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return CMD_ERROR;
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}
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CommandCost cost = CheckFlatLandBelow(tile, w, h, flags, 0, NULL);
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CommandCost cost = CheckFlatLandBelow(TileArea(tile, w, h), flags, 0, NULL);
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if (cost.Failed()) return cost;
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/* Go get the final noise level, that is base noise minus factor from distance to town center */
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@ -98,7 +98,7 @@ void UpdateCompanyHQ(Company *c, uint score)
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MarkTileDirtyByTile(tile + TileDiffXY(1, 1));
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}
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extern CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true, RailType rt = INVALID_RAILTYPE);
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extern CommandCost CheckFlatLandBelow(TileArea tile_area, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true, RailType rt = INVALID_RAILTYPE);
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/** Build or relocate the HQ. This depends if the HQ is already built or not
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* @param tile tile where the HQ will be built or relocated to
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@ -113,7 +113,7 @@ CommandCost CmdBuildCompanyHQ(TileIndex tile, DoCommandFlag flags, uint32 p1, ui
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Company *c = Company::Get(_current_company);
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CommandCost cost(EXPENSES_PROPERTY);
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cost = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL);
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cost = CheckFlatLandBelow(TileArea(tile, 2, 2), flags, 0, NULL);
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if (cost.Failed()) return cost;
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if (c->location_of_HQ != INVALID_TILE) { // Moving HQ
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