(svn r19172) -Codechange: Move road checks from CmdBuildRoadStop to CheckFlatLandRoadStop.

This commit is contained in:
terkhen 2010-02-20 18:28:21 +00:00
parent d1cce94525
commit 2ae5590f63

View File

@ -804,22 +804,51 @@ static CommandCost CheckFlatLandRailStation(TileArea tile_area, DoCommandFlag fl
* @param tile Location of the stop.
* @param flags Operation to perform.
* @param invalid_dirs Prohibited directions (set of DiagDirections).
* @param check_clear True if clearing tile should be performed (in that case, cost will be added).
* @param build_over_road True if trying to build a drive through station over a normal road tile.
* @param rts Road types to build. Bits already built at the tile will be removed.
* @return The cost in case of success, or an error code if it failed.
*/
static CommandCost CheckFlatLandRoadStop(TileIndex tile, DoCommandFlag flags, uint invalid_dirs, bool check_clear = true)
static CommandCost CheckFlatLandRoadStop(TileIndex tile, DoCommandFlag flags, uint invalid_dirs, bool build_over_road, RoadTypes &rts)
{
int allowed_z = -1;
CommandCost cost = CheckBuildableTile(tile, invalid_dirs, allowed_z);
if (cost.Failed()) return cost;
if (check_clear) {
RoadTypes cur_rts = IsNormalRoadTile(tile) ? GetRoadTypes(tile) : ROADTYPES_NONE;
uint num_roadbits = 0;
if (build_over_road) {
/* There is a road, check if we can build road+tram stop over it. */
if (HasBit(cur_rts, ROADTYPE_ROAD)) {
Owner road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (road_owner == OWNER_TOWN) {
if (!_settings_game.construction.road_stop_on_town_road) return_cmd_error(STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD);
} else if (!_settings_game.construction.road_stop_on_competitor_road && road_owner != OWNER_NONE && !CheckOwnership(road_owner)) {
return CMD_ERROR;
}
num_roadbits += CountBits(GetRoadBits(tile, ROADTYPE_ROAD));
}
/* There is a tram, check if we can build road+tram stop over it. */
if (HasBit(cur_rts, ROADTYPE_TRAM)) {
Owner tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
if (!_settings_game.construction.road_stop_on_competitor_road && tram_owner != OWNER_NONE && !CheckOwnership(tram_owner)) {
return CMD_ERROR;
}
num_roadbits += CountBits(GetRoadBits(tile, ROADTYPE_TRAM));
}
/* Do not remove roadtypes! */
rts |= cur_rts;
} else {
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
}
uint roadbits_to_build = CountBits(rts) * 2 - num_roadbits;
cost.AddCost(_price[PR_BUILD_ROAD] * roadbits_to_build);
return cost;
}
@ -1599,41 +1628,8 @@ CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
if (!CheckIfAuthorityAllowsNewStation(tile, flags)) return CMD_ERROR;
RoadTypes cur_rts = IsNormalRoadTile(tile) ? GetRoadTypes(tile) : ROADTYPES_NONE;
uint num_roadbits = 0;
/* Not allowed to build over this road */
if (build_over_road) {
/* there is a road, check if we can build road+tram stop over it */
if (HasBit(cur_rts, ROADTYPE_ROAD)) {
road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (road_owner == OWNER_TOWN) {
if (!_settings_game.construction.road_stop_on_town_road) return_cmd_error(STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD);
} else if (!_settings_game.construction.road_stop_on_competitor_road && road_owner != OWNER_NONE && !CheckOwnership(road_owner)) {
return CMD_ERROR;
}
num_roadbits += CountBits(GetRoadBits(tile, ROADTYPE_ROAD));
}
/* there is a tram, check if we can build road+tram stop over it */
if (HasBit(cur_rts, ROADTYPE_TRAM)) {
tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
if (!_settings_game.construction.road_stop_on_competitor_road && tram_owner != OWNER_NONE && !CheckOwnership(tram_owner)) {
return CMD_ERROR;
}
num_roadbits += CountBits(GetRoadBits(tile, ROADTYPE_TRAM));
}
/* Don't allow building the roadstop when vehicles are already driving on it */
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
/* Do not remove roadtypes! */
rts |= cur_rts;
}
CommandCost cost = CheckFlatLandRoadStop(tile, flags, is_drive_through ? 5 << p1 : 1 << p1, !build_over_road);
CommandCost cost = CheckFlatLandRoadStop(tile, flags, is_drive_through ? 5 << p1 : 1 << p1, build_over_road, rts);
if (cost.Failed()) return cost;
uint roadbits_to_build = CountBits(rts) * 2 - num_roadbits;
cost.AddCost(_price[PR_BUILD_ROAD] * roadbits_to_build);
Station *st = NULL;
CommandCost ret = FindJoiningStation(INVALID_STATION, station_to_join, HasBit(p2, 5), TileArea(tile, 1, 1), &st);