diff options
Diffstat (limited to 'town_cmd.c')
-rw-r--r-- | town_cmd.c | 45 |
1 files changed, 22 insertions, 23 deletions
diff --git a/town_cmd.c b/town_cmd.c index 76a326ecf..b78096253 100644 --- a/town_cmd.c +++ b/town_cmd.c @@ -471,8 +471,8 @@ static bool IsRoadAllowedHere(TileIndex tile, int dir) // No, try to build one in the direction. // 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(DoCommandByTile(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) && - CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) + if (CmdFailed(DoCommand(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) && + CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) return false; } @@ -500,10 +500,10 @@ no_slope: int32 res; if (CHANCE16I(1, 16, r)) { - res = DoCommandByTile(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, + res = DoCommand(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } else { - res = DoCommandByTile(tile, slope^0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER, + res = DoCommand(tile, slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } if (CmdFailed(res) && CHANCE16I(1, 3, r)) { @@ -523,9 +523,9 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir) TILE_ASSERT(tile); - r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); + r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); if (CmdFailed(r) || r >= 126 * 16) return false; - DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND); + DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND); return true; } @@ -654,7 +654,7 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* default: build_road_and_exit: - if (!CmdFailed(DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) { + if (!CmdFailed(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) { _grow_town_result = -1; } return; @@ -681,7 +681,7 @@ build_road_and_exit: do { byte bridge_type = RandomRange(MAX_BRIDGES - 1); if (CheckBridge_Stuff(bridge_type, bridge_len)) { - if (!CmdFailed(DoCommandByTile(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE))) + if (!CmdFailed(DoCommand(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE))) _grow_town_result = -1; // obviously, if building any bridge would fail, there is no need to try other bridge-types @@ -795,8 +795,8 @@ static bool GrowTown(Town *t) // Only work with plain land that not already has a house with GetHouseConstructionTick=0 if ((!IsTileType(tile, MP_HOUSE) || GetHouseConstructionTick(tile) != 0) && GetTileSlope(tile, NULL) == 0) { - if (!CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) { - DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD); + if (!CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) { + DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD); _current_player = old_player; return true; } @@ -994,13 +994,12 @@ static Town *AllocateTown(void) /** Create a new town. * This obviously only works in the scenario editor. Function not removed * as it might be possible in the future to fund your own town :) - * @param x,y coordinates where town is built + * @param tile coordinates where town is built * @param p1 unused * @param p2 unused */ -int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2) +int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { - TileIndex tile = TileVirtXY(x, y); Town *t; uint32 townnameparts; @@ -1114,7 +1113,7 @@ static bool CheckBuildHouseMode(TileIndex tile, uint tileh, int mode) if (b) return false; - return !CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR)); + return !CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR)); } int GetTownRadiusGroup(const Town *t, TileIndex tile) @@ -1151,7 +1150,7 @@ static bool CheckFree2x2Area(TileIndex tile) if (GetTileSlope(tile, NULL)) return false; - if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR))) + if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR))) return false; } @@ -1286,7 +1285,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile) if (!EnsureNoVehicle(tile)) return false; if (GetTileSlope(tile, NULL) & 0x10) return false; - r = DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR); + r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR); if (CmdFailed(r)) return false; DoBuildTownHouse(t, tile); @@ -1358,11 +1357,11 @@ static void ClearTownHouse(Town *t, TileIndex tile) } /** Rename a town (server-only). - * @param x,y unused + * @param tile unused * @param p1 town ID to rename * @param p2 unused */ -int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2) +int32 CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID str; Town *t; @@ -1410,14 +1409,14 @@ void DeleteTown(Town *t) switch (GetTileType(tile)) { case MP_HOUSE: if (GetTownByTile(tile) == t) - DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; case MP_STREET: case MP_TUNNELBRIDGE: if (IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, (uint)-1) == t) - DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; default: @@ -1499,7 +1498,7 @@ static bool DoBuildStatueOfCompany(TileIndex tile) old = _current_player; _current_player = OWNER_NONE; - r = DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); _current_player = old; if (CmdFailed(r)) return false; @@ -1611,11 +1610,11 @@ extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t); /** Do a town action. * This performs an action such as advertising, building a statue, funding buildings, * but also bribing the town-council - * @param x,y unused + * @param tile unused * @param p1 town to do the action at * @param p2 action to perform, @see _town_action_proc for the list of available actions */ -int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2) +int32 CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { int32 cost; Town *t; |