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authorrubidium <rubidium@openttd.org>2010-01-18 22:57:21 +0000
committerrubidium <rubidium@openttd.org>2010-01-18 22:57:21 +0000
commit4d93b704d9f0e6e58dac1d97f79a05bd4320c43f (patch)
treef80050fa083b86d7a7d75efd1ae49a04b358666d /src/town_cmd.cpp
parentd8e126d98ddc35df0ac97bd35a076edf1cf172c8 (diff)
downloadopenttd-4d93b704d9f0e6e58dac1d97f79a05bd4320c43f.tar.xz
(svn r18866) -Codechange: remove the CmdFailed(ret)/CmdSucceeded(ret) wrapper functions
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 7e00409b2..6ab50c3ff 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -780,8 +780,8 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
/* No, try if we are able to build a road piece there.
* 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(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
- CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
+ if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
+ DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
return false;
}
@@ -800,7 +800,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
}
- if (CmdFailed(res) && Chance16(1, 3)) {
+ if (res.Failed() && Chance16(1, 3)) {
/* We can consider building on the slope, though. */
return ret;
}
@@ -816,7 +816,7 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir)
assert(tile < MapSize());
CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
- if (CmdFailed(r) || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
+ if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
return true;
}
@@ -948,7 +948,7 @@ static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
*/
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
{
- if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
+ if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
_grow_town_result = GROWTH_SUCCEED;
return true;
}
@@ -1000,7 +1000,7 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
/* Can we actually build the bridge? */
- if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
+ if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE).Succeeded()) {
DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
_grow_town_result = GROWTH_SUCCEED;
return true;
@@ -1317,7 +1317,7 @@ static bool GrowTown(Town *t)
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
/* Only work with plain land that not already has a house */
if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
- if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
+ if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_company = old_company;
return true;
@@ -1552,7 +1552,7 @@ CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
if (!random) {
CommandCost ret = TownCanBePlacedHere(tile);
- if (CmdFailed(ret)) return ret;
+ if (ret.Failed()) return ret;
}
static const byte price_mult[][TS_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
@@ -1740,7 +1740,7 @@ static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size
}
/* Make sure town can be placed here */
- if (CmdFailed(TownCanBePlacedHere(tile))) continue;
+ if (TownCanBePlacedHere(tile).Failed()) continue;
/* Allocate a town struct */
Town *t = new Town(tile);
@@ -1837,7 +1837,7 @@ static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byt
{
CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
- assert(CmdSucceeded(cc));
+ assert(cc.Succeeded());
IncreaseBuildingCount(t, type);
MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
@@ -1889,7 +1889,7 @@ static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
/* can we clear the land? */
- return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
+ return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
}
@@ -2382,7 +2382,7 @@ static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_company = old;
- if (CmdFailed(r)) return false;
+ if (r.Failed()) return false;
MakeStatue(tile, _current_company, town_id);
MarkTileDirtyByTile(tile);