(svn r10733) -Codechange: change MP_STREET into MP_ROAD as we use the word "road" everywhere except in the tile type.
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@@ -1691,7 +1691,7 @@ clear_town_stuff:;
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/* signals too? */
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if (j & 3) {
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// Can't build signals on a road.
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if (IsTileType(c, MP_STREET)) return CMD_ERROR;
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if (IsTileType(c, MP_ROAD)) return CMD_ERROR;
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if (flag & DC_EXEC) {
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j = 4 - j;
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@@ -2044,7 +2044,7 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile,
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if (!flag) return;
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break;
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}
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if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return;
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if (type != MP_WATER && type != MP_RAILWAY && type != MP_ROAD) return;
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flag = true;
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}
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@@ -2639,7 +2639,7 @@ static CommandCost AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBloc
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_cleared_town = NULL;
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if (p->mode == 2) {
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if (IsTileType(c, MP_STREET) &&
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if (IsTileType(c, MP_ROAD) &&
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GetRoadTileType(c) == ROAD_TILE_NORMAL &&
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(GetRoadBits(c, ROADTYPE_ROAD) & p->attr) != 0) {
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roadflag |= 2;
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@@ -2682,7 +2682,7 @@ clear_town_stuff:;
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if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
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if (!IsTileType(c, MP_STREET) || GetRoadTileType(c) != ROAD_TILE_NORMAL) {
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if (!IsTileType(c, MP_ROAD) || GetRoadTileType(c) != ROAD_TILE_NORMAL) {
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ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) return CMD_ERROR;
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}
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@@ -2857,7 +2857,7 @@ static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint leng
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if (dist <= a->best_dist) {
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TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(_dir_by_track[track]));
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if (IsTileType(tile2, MP_STREET) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) {
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if (IsTileType(tile2, MP_ROAD) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) {
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a->best_dist = dist;
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a->best_tile = tile;
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a->best_track = track;
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@@ -2945,7 +2945,7 @@ static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile,
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if (!flag) return;
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break;
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}
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if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return;
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if (type != MP_WATER && type != MP_RAILWAY && type != MP_ROAD) return;
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flag = true;
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}
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@@ -3726,7 +3726,7 @@ pos_3:
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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}
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} else if (IsTileType(tile, MP_STREET)) {
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} else if (IsTileType(tile, MP_ROAD)) {
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if (!IsTileOwner(tile, _current_player)) return;
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if (IsLevelCrossing(tile)) goto is_rail_crossing;
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@@ -199,7 +199,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo,
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// Build the tile
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res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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// Currently, we ignore CMD_ERRORs!
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
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if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicle(route[part])) {
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// Problem.. let's just abort it all!
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DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]);
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p->ainew.state = AI_STATE_NOTHING;
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@@ -41,8 +41,8 @@ static bool TestCanBuildStationHere(TileIndex tile, byte dir)
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static bool IsRoad(TileIndex tile)
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{
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return
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// MP_STREET, but not a road depot?
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(IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
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// MP_ROAD, but not a road depot?
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(IsTileType(tile, MP_ROAD) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
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(IsTileType(tile, MP_TUNNELBRIDGE) && (
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(IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) ||
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(IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD)
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@@ -319,7 +319,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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// Bridges can only be build on land that is not flat
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// And if there is a road or rail blocking
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if (tileh != SLOPE_FLAT ||
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(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_STREET)) ||
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(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_ROAD)) ||
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(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) {
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for (;;) {
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new_tile += TileOffsByDiagDir(dir);
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@@ -800,7 +800,7 @@ static void AiNew_State_FindDepot(Player *p)
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for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
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TileIndex t = tile + TileOffsByDiagDir(j);
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if (IsTileType(t, MP_STREET) &&
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if (IsTileType(t, MP_ROAD) &&
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GetRoadTileType(t) == ROAD_TILE_DEPOT &&
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IsTileOwner(t, _current_player) &&
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GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
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@@ -1101,7 +1101,7 @@ static void AiNew_State_BuildDepot(Player *p)
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CommandCost res;
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assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
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if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
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if (IsTileType(p->ainew.depot_tile, MP_ROAD) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) {
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if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
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// The depot is already built
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p->ainew.state = AI_STATE_BUILD_VEHICLE;
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