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authortron <tron@openttd.org>2006-04-10 07:15:58 +0000
committertron <tron@openttd.org>2006-04-10 07:15:58 +0000
commit81e6d68f95e7dea5c0d7dd105d67980d64af71e0 (patch)
treef8613338e934555520fd9b45b411e8a946c5be7a /ai/default
parent6926bd55fd4f1d36745082b668b052c1b6691ad8 (diff)
downloadopenttd-81e6d68f95e7dea5c0d7dd105d67980d64af71e0.tar.xz
(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()
Diffstat (limited to 'ai/default')
-rw-r--r--ai/default/default.c162
1 files changed, 81 insertions, 81 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index 4d12f6248..d286fbc31 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -146,7 +146,7 @@ static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag,
continue;
}
- ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
+ ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
if (!CmdFailed(ret) && ret <= money &&
rvi->ai_rank >= best_veh_score) {
best_veh_score = rvi->ai_rank;
@@ -172,7 +172,7 @@ static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex til
if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
continue;
- ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
+ ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
best_veh_cost = ret;
best_veh_index = i;
@@ -203,7 +203,7 @@ static EngineID AiChooseAircraftToBuild(int32 money, byte flag)
if (i>=253) continue;
}
- ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT);
+ ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT);
if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
best_veh_cost = ret;
best_veh_index = i;
@@ -271,7 +271,7 @@ static EngineID AiChooseShipToReplaceWith(Player* p, Vehicle* v)
static void AiHandleGotoDepot(Player *p, int cmd)
{
if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT)
- DoCommandByTile(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd);
+ DoCommand(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd);
if (++p->ai.state_counter <= 1387) {
p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
@@ -314,13 +314,13 @@ static void AiHandleReplaceTrain(Player *p)
BackupVehicleOrders(v, orderbak);
tile = v->tile;
- if (!CmdFailed(DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) &&
- !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) {
+ if (!CmdFailed(DoCommand(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) &&
+ !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) {
VehicleID veh = _new_train_id;
AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
+ DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
- DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
+ DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
}
}
}
@@ -343,13 +343,13 @@ static void AiHandleReplaceRoadVeh(Player *p)
BackupVehicleOrders(v, orderbak);
tile = v->tile;
- if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
- !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
+ if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
+ !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
VehicleID veh = _new_roadveh_id;
AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+ DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
- DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
+ DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
}
}
}
@@ -372,13 +372,13 @@ static void AiHandleReplaceAircraft(Player *p)
BackupVehicleOrders(v, orderbak);
tile = v->tile;
- if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) &&
- !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) {
+ if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) &&
+ !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) {
VehicleID veh = _new_aircraft_id;
AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
+ DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
- DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
+ DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
}
}
}
@@ -1552,10 +1552,10 @@ static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData
if (p->mode < 2) {
if (p->mode == 0) {
// Depot
- ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT);
+ ret = DoCommand(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT);
} else {
// Station
- ret = DoCommandByTile(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, _cur_ai_player->ai.railtype_to_use, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION);
+ ret = DoCommand(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, _cur_ai_player->ai.railtype_to_use, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION);
}
if (CmdFailed(ret)) return CMD_ERROR;
@@ -1579,7 +1579,7 @@ clear_town_stuff:;
for (i = 0; i != 6; i++, j >>= 1) {
if (j&1) {
k = i;
- ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
+ ret = DoCommand(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost += ret;
}
@@ -1593,7 +1593,7 @@ clear_town_stuff:;
if (flag & DC_EXEC) {
j = 4 - j;
do {
- ret = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS);
+ ret = DoCommand(c, k, 0, flag, CMD_BUILD_SIGNALS);
} while (--j);
} else {
ret = _price.build_signals;
@@ -1605,12 +1605,12 @@ clear_town_stuff:;
//Clear stuff and then build single rail.
if (GetTileSlope(c,NULL) != 0)
return CMD_ERROR;
- ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
+ ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost += ret + _price.build_rail;
if (flag & DC_EXEC) {
- DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL);
+ DoCommand(c, _cur_ai_player->ai.railtype_to_use, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL);
}
goto clear_town_stuff;
@@ -1701,11 +1701,11 @@ static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode)
if (slope != 0) {
if (mode > 0 || (mode == 0 && !(r & 0xC))) {
// Terraform up
- DoCommandByTile(tile, _terraform_up_flags[slope - 1], 1,
+ DoCommand(tile, _terraform_up_flags[slope - 1], 1,
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
} else if (h != 0) {
// Terraform down
- DoCommandByTile(tile, _terraform_down_flags[slope - 1], 0,
+ DoCommand(tile, _terraform_down_flags[slope - 1], 0,
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
}
}
@@ -1947,7 +1947,7 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
}
// Is building a (rail)bridge possible at this place (type doesn't matter)?
- if (CmdFailed(DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8,
+ if (CmdFailed(DoCommand(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8,
DC_AUTO, CMD_BUILD_BRIDGE)) )
return;
AiBuildRailRecursive(arf, tile_new, dir2);
@@ -1965,7 +1965,7 @@ static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile,
uint z;
if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
- int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
+ int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
@@ -2024,7 +2024,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
do {
// Make sure the tile is not in the list of banned tiles and that a rail can be built here.
if (!AiIsTileBanned(arf->player, tile, p[0]) &&
- !CmdFailed(DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) {
+ !CmdFailed(DoCommand(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) {
AiBuildRailRecursive(arf, tile, p[1]);
}
@@ -2111,26 +2111,26 @@ static void AiBuildRailConstruct(Player *p)
*/
for (i = MAX_BRIDGES - 1; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
- int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
+ int32 cost = DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (!CmdFailed(cost) && cost < (p->player_money >> 5))
break;
}
}
// Build it
- DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
+ DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
p->ai.cur_tile_a = arf.bridge_end_tile;
p->ai.state_counter = 0;
} else if (arf.best_ptr[0]&0x40) {
// tunnel
- DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
+ DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
p->ai.cur_tile_a = _build_tunnel_endtile;
p->ai.state_counter = 0;
} else {
// rail
p->ai.cur_dir_a = arf.best_ptr[1];
- DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0],
+ DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0],
DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL);
p->ai.state_counter = 0;
}
@@ -2153,7 +2153,7 @@ static bool AiRemoveTileAndGoForward(Player *p)
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (IsTunnel(tile)) {
// Clear the tunnel and continue at the other side of it.
- if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
+ if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
return false;
p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a));
return true;
@@ -2168,7 +2168,7 @@ static bool AiRemoveTileAndGoForward(Player *p)
tilenew = TILE_MASK(tile - TileOffsByDir(p->ai.cur_dir_a));
// And clear the bridge.
- if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
+ if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
return false;
p->ai.cur_tile_a = tilenew;
return true;
@@ -2185,11 +2185,11 @@ static bool AiRemoveTileAndGoForward(Player *p)
// Then remove and signals if there are any.
if (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TYPE_SIGNALS) {
- DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS);
+ DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS);
}
// And also remove the rail.
- if (CmdFailed(DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)))
+ if (CmdFailed(DoCommand(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)))
return false;
// Find the direction at the other edge of the rail.
@@ -2294,7 +2294,7 @@ static void AiStateBuildRail(Player *p)
p->ai.cur_tile_a = tile;
p->ai.start_dir_a = dir;
p->ai.cur_dir_a = dir;
- DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
+ DoCommand(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
assert(TILE_MASK(tile) != 0xFF00);
@@ -2305,7 +2305,7 @@ static void AiStateBuildRail(Player *p)
p->ai.cur_tile_b = tile;
p->ai.start_dir_b = dir;
p->ai.cur_dir_b = dir;
- DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
+ DoCommand(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
assert(TILE_MASK(tile) != 0xFF00);
@@ -2381,7 +2381,7 @@ static void AiStateBuildRailVeh(Player *p)
/* veh will return INVALID_ENGINE if no suitable wagon is available.
* We shall treat this in the same way as having no money */
if (veh == INVALID_ENGINE) goto handle_nocash;
- cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
+ cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
if (CmdFailed(cost)) goto handle_nocash;
p->ai.wagon_list[i] = _new_wagon_id;
p->ai.wagon_list[i + 1] = INVALID_VEHICLE;
@@ -2400,7 +2400,7 @@ handle_nocash:
// after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
if (++p->ai.state_counter == 1000) {
for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
- cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
+ cost = DoCommand(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
assert(!CmdFailed(cost));
}
p->ai.state = AIS_0;
@@ -2409,7 +2409,7 @@ handle_nocash:
}
// Try to build the locomotive
- cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
+ cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
assert(!CmdFailed(cost));
loco_id = _new_train_id;
@@ -2418,12 +2418,12 @@ handle_nocash:
if (v->next != NULL) {
i = p->ai.wagon_list[p->ai.num_wagons * 2 - 2];
p->ai.wagon_list[p->ai.num_wagons * 2 - 2] = INVALID_VEHICLE;
- DoCommandByTile(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
+ DoCommand(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
}
// Move the wagons onto the train
for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
- DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
+ DoCommand(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
@@ -2443,12 +2443,12 @@ handle_nocash:
if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
order.flags |= OF_FULL_LOAD;
- DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+ DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
- DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
+ DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
- DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
+ DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
@@ -2472,7 +2472,7 @@ static void AiStateDeleteRailBlocks(Player *p)
if (aib->cur_building_rule != 255) {
b = _default_rail_track_data[aib->cur_building_rule]->data;
while (b->mode != 4) {
- DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
b++;
}
}
@@ -2554,7 +2554,7 @@ static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData
if ((GetRoadBits(c) & p->attr) == p->attr) continue;
}
- ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost += ret;
@@ -2563,15 +2563,15 @@ static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData
if (p->mode == 0) {
// Depot
- ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT);
+ ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT);
goto clear_town_stuff;
} else if (p->mode == 1) {
if (_want_road_truck_station) {
// Truck station
- ret = DoCommandByTile(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
+ ret = DoCommand(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
} else {
// Bus station
- ret = DoCommandByTile(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
+ ret = DoCommand(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
}
clear_town_stuff:;
@@ -2589,7 +2589,7 @@ clear_town_stuff:;
if (GetTileSlope(c, NULL) != 0) return CMD_ERROR;
if (!IsTileType(c, MP_STREET) || GetRoadType(c) != ROAD_NORMAL) {
- ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
+ ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
}
@@ -2822,7 +2822,7 @@ static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
1+2,
8+4,
};
- return !CmdFailed(DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD));
+ return !CmdFailed(DoCommand(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD));
}
static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
@@ -2857,7 +2857,7 @@ static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile,
}
// Is building a (rail)bridge possible at this place (type doesn't matter)?
- if (CmdFailed(DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE)))
+ if (CmdFailed(DoCommand(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE)))
return;
AiBuildRoadRecursive(arf, tile_new, dir2);
@@ -2873,7 +2873,7 @@ static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile,
uint z;
if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) {
- int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
+ int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
@@ -3009,18 +3009,18 @@ do_some_terraform:
*/
for (i = 10; i != 0; i--) {
if (CheckBridge_Stuff(i, bridge_len)) {
- int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE);
+ int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE);
if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break;
}
}
// Build it
- DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
+ DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
p->ai.state_counter = 0;
} else if (arf.best_ptr[0]&0x40) {
// tunnel
- DoCommandByTile(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
+ DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
p->ai.cur_tile_a = _build_tunnel_endtile;
p->ai.state_counter = 0;
} else {
@@ -3162,7 +3162,7 @@ static void AiStateBuildRoadVehicles(Player *p)
return;
}
- if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return;
+ if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return;
loco_id = _new_roadveh_id;
@@ -3183,11 +3183,11 @@ static void AiStateBuildRoadVehicles(Player *p)
if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
order.flags |= OF_FULL_LOAD;
- DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+ DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
- DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
- DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
+ DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+ DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0;
@@ -3206,7 +3206,7 @@ static void AiStateDeleteRoadBlocks(Player *p)
b = _road_default_block_data[aib->cur_building_rule]->data;
while (b->mode != 4) {
if (b->mode <= 1) {
- DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
b++;
}
@@ -3306,7 +3306,7 @@ static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockDa
for (; p->mode == 0; p++) {
if (!HASBIT(_avail_aircraft, p->attr)) return CMD_ERROR;
- ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
+ ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
if (CmdFailed(ret)) return CMD_ERROR;
total_cost += ret;
}
@@ -3464,7 +3464,7 @@ static void AiStateBuildAircraftVehicles(Player *p)
/* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type
* and offset to the FIRST depot because the AI picks the st->xy tile */
tile += ToTileIndexDiff(GetAirport(GetStationByTile(tile)->airport_type)->airport_depots[0]);
- if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
+ if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
loco_id = _new_aircraft_id;
for (i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
@@ -3480,12 +3480,12 @@ static void AiStateBuildAircraftVehicles(Player *p)
if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
order.flags |= OF_FULL_LOAD;
- DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+ DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
}
- DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
+ DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
- DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
+ DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--;
@@ -3519,29 +3519,29 @@ static void AiStateSellVeh(Player *p)
if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT);
+ DoCommand(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT);
goto going_to_depot;
}
// Sell whole train
- DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON);
+ DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON);
} else if (v->type == VEH_Road) {
if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
+ DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
goto going_to_depot;
}
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
+ DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
} else if (v->type == VEH_Aircraft) {
if (!IsHangarTile(v->tile) || !(v->vehstatus & VS_STOPPED)) {
if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
+ DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
goto going_to_depot;
}
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
+ DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
} else if (v->type == VEH_Ship) {
// XXX: not implemented
error("!v->type == VEH_Ship");
@@ -3589,7 +3589,7 @@ static void AiStateRemoveStation(Player *p)
(tile = st->train_tile) != 0 ||
(tile = st->dock_tile) != 0 ||
(tile = st->airport_tile) != 0)) {
- DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
used++;
}
@@ -3657,7 +3657,7 @@ pos_3:
if (GetRailTrackStatus(tile + TileOffsByDir(dir)) & _depot_bits[dir])
return;
- DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
} else if (IsTileType(tile, MP_STREET)) {
if (!IsTileOwner(tile, _current_player)) return;
@@ -3690,8 +3690,8 @@ pos_3:
dir = GetRoadDepotDirection(tile);
- DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- DoCommandByTile(
+ DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ DoCommand(
TILE_MASK(tile + TileOffsByDir(dir)),
DiagDirToRoadBits(ReverseDiagDir(dir)),
0,
@@ -3833,7 +3833,7 @@ static void AiHandleTakeover(Player *p)
// Computer wants to buy it.
old_p = _current_player;
_current_player = p->index;
- DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY);
+ DoCommand(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY);
_current_player = old_p;
}
}
@@ -3846,14 +3846,14 @@ static void AiAdjustLoan(Player *p)
if (p->player_money > base * 1400) {
// Decrease loan
if (p->current_loan != 0) {
- DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
+ DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
}
} else if (p->player_money < base * 500) {
// Increase loan
if (p->current_loan < _economy.max_loan &&
p->num_valid_stat_ent >= 2 &&
-(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) {
- DoCommandByTile(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN);
+ DoCommand(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN);
}
}
}
@@ -3865,7 +3865,7 @@ static void AiBuildCompanyHQ(Player *p)
if (p->location_of_house == 0 &&
p->last_build_coordinate != 0) {
tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8);
- DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
+ DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
}
}