diff options
Diffstat (limited to 'src/tunnelbridge_cmd.cpp')
-rw-r--r-- | src/tunnelbridge_cmd.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp index 914625237..c5869fce9 100644 --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -222,7 +222,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p switch (transport_type) { case TRANSPORT_ROAD: roadtypes = (RoadTypes)GB(p2, 8, 3); - if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_player, roadtypes)) return CMD_ERROR; + if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR; break; case TRANSPORT_RAIL: @@ -304,8 +304,8 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p return_cmd_error(STR_1007_ALREADY_BUILT); } - /* Do not allow replacing another player's bridges. */ - if (!IsTileOwner(tile_start, _current_player) && !IsTileOwner(tile_start, OWNER_TOWN)) { + /* Do not allow replacing another company's bridges. */ + if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) { return_cmd_error(STR_1024_AREA_IS_OWNED_BY_ANOTHER); } @@ -318,7 +318,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p } else { /* Build a new bridge. */ - bool allow_on_slopes = (!_is_old_ai_player && _settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER); + bool allow_on_slopes = (!_is_old_ai_company && _settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER); /* Try and clear the start landscape */ ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR); @@ -364,7 +364,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p /* do the drill? */ if (flags & DC_EXEC) { DiagDirection dir = AxisToDiagDir(direction); - Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_player; + Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_company; switch (transport_type) { case TRANSPORT_RAIL: @@ -443,7 +443,7 @@ not_valid_below:; if (flags & DC_EXEC && transport_type == TRANSPORT_RAIL) { Track track = AxisToTrack(direction); - AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_player); + AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company); YapfNotifyTrackLayoutChange(tile_start, track); } @@ -451,10 +451,10 @@ not_valid_below:; * It's unnecessary to execute this command every time for every bridge. So it is done only * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated */ - if (!(flags & DC_QUERY_COST) || (IsValidPlayerID(_current_player) && GetPlayer(_current_player)->is_ai)) { + if (!(flags & DC_QUERY_COST) || (IsValidCompanyID(_current_company) && GetCompany(_current_company)->is_ai)) { bridge_len += 2; // begin and end tiles/ramps - if (IsValidPlayerID(_current_player) && !_is_old_ai_player) + if (IsValidCompanyID(_current_company) && !_is_old_ai_company) bridge_len = CalcBridgeLenCostFactor(bridge_len); cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8); @@ -491,7 +491,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 if (!ValParamRailtype((RailType)p1)) return CMD_ERROR; } else { const RoadTypes rts = (RoadTypes)GB(p1, 0, 3); - if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR; + if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR; } start_tileh = GetTileSlope(start_tile, &start_z); @@ -571,13 +571,13 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 if (flags & DC_EXEC) { if (transport_type == TRANSPORT_RAIL) { - MakeRailTunnel(start_tile, _current_player, direction, (RailType)GB(p1, 0, 4)); - MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4)); - AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_player); + MakeRailTunnel(start_tile, _current_company, direction, (RailType)GB(p1, 0, 4)); + MakeRailTunnel(end_tile, _current_company, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4)); + AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company); YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction)); } else { - MakeRoadTunnel(start_tile, _current_player, direction, (RoadTypes)GB(p1, 0, 3)); - MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3)); + MakeRoadTunnel(start_tile, _current_company, direction, (RoadTypes)GB(p1, 0, 3)); + MakeRoadTunnel(end_tile, _current_company, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3)); } } @@ -588,7 +588,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile) { /* Floods can remove anything as well as the scenario editor */ - if (_current_player == OWNER_WATER || _game_mode == GM_EDITOR) return true; + if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return true; /* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */ if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true; /* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */ @@ -1295,12 +1295,12 @@ static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE); } -static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, PlayerID new_player) +static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner) { - if (!IsTileOwner(tile, old_player)) return; + if (!IsTileOwner(tile, old_owner)) return; - if (new_player != PLAYER_SPECTATOR) { - SetTileOwner(tile, new_player); + if (new_owner != INVALID_OWNER) { + SetTileOwner(tile, new_owner); } else { if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR))) { /* When clearing the bridge/tunnel failed there are still vehicles on/in |