(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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@@ -124,7 +124,7 @@ CommandCost CmdRemoveRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Town *t = NULL;
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switch (GetTileType(tile)) {
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case MP_STREET:
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case MP_ROAD:
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if (_game_mode != GM_EDITOR && GetRoadOwner(tile, rt) == OWNER_TOWN) t = GetTownByTile(tile);
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break;
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@@ -154,7 +154,7 @@ CommandCost CmdRemoveRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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* removal allowance depends on difficulty setting */
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if (!CheckforTownRating(flags, t, ROAD_REMOVE)) return CMD_ERROR;
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if (!IsTileType(tile, MP_STREET)) {
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if (!IsTileType(tile, MP_ROAD)) {
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/* If it's the last roadtype, just clear the whole tile */
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if (rts == RoadTypeToRoadTypes(rt)) return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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@@ -364,7 +364,7 @@ CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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tileh = GetTileSlope(tile, NULL);
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switch (GetTileType(tile)) {
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case MP_STREET:
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case MP_ROAD:
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switch (GetRoadTileType(tile)) {
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case ROAD_TILE_NORMAL: {
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if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
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@@ -481,7 +481,7 @@ do_clear:;
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cost.AddCost(ret);
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}
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if (IsTileType(tile, MP_STREET)) {
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if (IsTileType(tile, MP_ROAD)) {
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/* Don't put the pieces that already exist */
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pieces &= ComplementRoadBits(existing);
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}
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@@ -494,7 +494,7 @@ do_clear:;
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if (flags & DC_EXEC) {
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switch (GetTileType(tile)) {
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case MP_STREET: {
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case MP_ROAD: {
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RoadTileType rtt = GetRoadTileType(tile);
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if (existing == ROAD_NONE || rtt == ROAD_TILE_CROSSING) {
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SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
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@@ -529,7 +529,7 @@ do_clear:;
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break;
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}
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if (rt != ROADTYPE_TRAM && IsTileType(tile, MP_STREET) && GetRoadTileType(tile) == ROAD_TILE_NORMAL) {
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if (rt != ROADTYPE_TRAM && IsTileType(tile, MP_ROAD) && GetRoadTileType(tile) == ROAD_TILE_NORMAL) {
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existing |= pieces;
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SetDisallowedRoadDirections(tile, (existing == ROAD_X || existing == ROAD_Y) ?
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GetDisallowedRoadDirections(tile) ^ toggle_drd : DRD_NONE);
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