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-rw-r--r--src/town_cmd.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 7ef07aa6a..ea5a81eb7 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -944,7 +944,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
* This is to make sure that we can build a road here later. */
RoadType rt = GetTownRoadType(t);
if (Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, tile, (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X, rt, DRD_NONE, 0).Failed() &&
- Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile, 0, 0, {}).Failed()) {
+ Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Failed()) {
return false;
}
}
@@ -962,7 +962,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
if (!_generating_world && Chance16(1, 10)) {
/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
res = Command<CMD_TERRAFORM_LAND>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER,
- tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0, {});
+ tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false);
}
if (res.Failed() && Chance16(1, 3)) {
/* We can consider building on the slope, though. */
@@ -974,13 +974,13 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
return ret;
}
-static bool TerraformTownTile(TileIndex tile, int edges, int dir)
+static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
{
assert(tile < MapSize());
- CommandCost r = Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir, {});
+ CommandCost r = Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir);
if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
- Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER | DC_EXEC, tile, edges, dir, {});
+ Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER | DC_EXEC, tile, edges, dir);
return true;
}
@@ -994,8 +994,8 @@ static void LevelTownLand(TileIndex tile)
if (tileh == SLOPE_FLAT) return;
/* First try up, then down */
- if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
- TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
+ if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
+ TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
}
}
@@ -1737,7 +1737,7 @@ 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) && IsTileFlat(tile)) {
- if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile, 0, 0, {}).Succeeded()) {
+ if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded()) {
RoadType rt = GetTownRoadType(t);
Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO, tile, GenRandomRoadBits(), rt, DRD_NONE, t->index);
cur_company.Restore();
@@ -2280,7 +2280,7 @@ HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
*/
static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
{
- [[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile, 0, 0, {});
+ [[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
assert(cc.Succeeded());
IncreaseBuildingCount(t, type);
@@ -2337,7 +2337,7 @@ static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
if (IsBridgeAbove(tile)) return false;
/* can we clear the land? */
- return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile, 0, 0, {}).Succeeded();
+ return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded();
}
@@ -2955,7 +2955,7 @@ CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
/* Non-oil rig stations are always a problem. */
if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
/* We can only automatically delete oil rigs *if* there's no vehicle on them. */
- CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile, 0, 0, {});
+ CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
if (ret.Failed()) return ret;
}
}
@@ -2971,7 +2971,7 @@ CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
* tile was already deleted earlier in the loop. */
for (TileIndex current_tile = 0; current_tile < MapSize(); ++current_tile) {
if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
- CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile, 0, 0, {});
+ CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
if (ret.Failed()) return ret;
}
}
@@ -3014,7 +3014,7 @@ CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
break;
}
if (try_clear) {
- CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile, 0, 0, {});
+ CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
if (ret.Failed()) return ret;
}
}
@@ -3090,7 +3090,7 @@ static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
static bool TryClearTile(TileIndex tile)
{
Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
- CommandCost r = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_NONE, tile, 0, 0, {});
+ CommandCost r = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_NONE, tile);
cur_company.Restore();
return r.Succeeded();
}
@@ -3162,7 +3162,7 @@ static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
if (flags & DC_EXEC) {
Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
- Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, statue_data.best_position, 0, 0, {});
+ Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, statue_data.best_position);
cur_company.Restore();
BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
@@ -3767,7 +3767,7 @@ static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z
}
}
- return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile, 0, 0, {});
+ return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
}
/** Tile callback functions for a town */