(svn r19146) -Codechange: Use CommandCost in industry checking routines.

pull/155/head
alberth 15 years ago
parent 6fa8b9d459
commit f2adc37cc8

@ -1136,133 +1136,123 @@ void OnTick_Industry()
}
}
/** Check the conditions of #CHECK_NOTHING.
/** Check the conditions of #CHECK_NOTHING (Always succeeds).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_NULL(TileIndex tile)
static CommandCost CheckNewIndustry_NULL(TileIndex tile)
{
return true;
return CommandCost();
}
/** Check the conditions of #CHECK_FOREST (Industry should be build above snow-line in arctic climate).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_Forest(TileIndex tile)
static CommandCost CheckNewIndustry_Forest(TileIndex tile)
{
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
_error_message = STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED;
return false;
return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
}
}
return true;
return CommandCost();
}
/** Check the conditions of #CHECK_REFINERY (Industry should be positioned near edge of the map).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_OilRefinery(TileIndex tile)
static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
{
if (_game_mode == GM_EDITOR) return true;
if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
if (_game_mode == GM_EDITOR) return CommandCost();
if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
_error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
return false;
return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
}
extern bool _ignore_restrictions;
/** Check the conditions of #CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_OilRig(TileIndex tile)
static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
{
if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
if (TileHeight(tile) == 0 &&
DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
_error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
return false;
return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
}
/** Check the conditions of #CHECK_FARM (Industry should be below snow-line in arctic).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_Farm(TileIndex tile)
static CommandCost CheckNewIndustry_Farm(TileIndex tile)
{
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
_error_message = STR_ERROR_SITE_UNSUITABLE;
return false;
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
}
}
return true;
return CommandCost();
}
/** Check the conditions of #CHECK_PLANTATION (Industry should NOT be in the desert).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_Plantation(TileIndex tile)
static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
{
if (GetTropicZone(tile) == TROPICZONE_DESERT) {
_error_message = STR_ERROR_SITE_UNSUITABLE;
return false;
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
}
return true;
return CommandCost();
}
/** Check the conditions of #CHECK_WATER (Industry should be in the desert).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_Water(TileIndex tile)
static CommandCost CheckNewIndustry_Water(TileIndex tile)
{
if (GetTropicZone(tile) != TROPICZONE_DESERT) {
_error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT;
return false;
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
}
return true;
return CommandCost();
}
/** Check the conditions of #CHECK_LUMBERMILL (Industry should be in the rain forest).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_Lumbermill(TileIndex tile)
static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
{
if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
_error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
return false;
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
}
return true;
return CommandCost();
}
/** Check the conditions of #CHECK_BUBBLEGEN (Industry should be in low land).
* @param tile %Tile to perform the checking.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
static bool CheckNewIndustry_BubbleGen(TileIndex tile)
static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
{
if (GetTileZ(tile) > TILE_HEIGHT * 4) {
_error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS;
return false;
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
}
return true;
return CommandCost();
}
/** Industrytype check function signature.
* @param tile %Tile to check.
* @return \c true if industry may be build, \c false otherwise.
* @return Succeeded or failed command.
*/
typedef bool CheckNewIndustryProc(TileIndex tile);
typedef CommandCost CheckNewIndustryProc(TileIndex tile);
/** Check functions for different types of industry. */
static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
@ -1701,7 +1691,9 @@ static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCo
if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
} else {
if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
CommandCost ret = _check_new_industry_procs[indspec->check_proc](tile);
ret.SetGlobalErrorMessage();
if (ret.Failed()) return NULL;
}
if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) return NULL;

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