(svn r24104) -Codechange: Output the resulting tile through the user data.

This commit is contained in:
alberth 2012-04-08 17:29:00 +00:00
parent a01948dbf3
commit 2911732841
1 changed files with 18 additions and 6 deletions

View File

@ -2717,14 +2717,23 @@ static bool TryClearTile(TileIndex tile)
return r.Succeeded();
}
/** Structure for storing data while searching the best place to build a statue. */
struct StatueBuildSearchData {
TileIndex best_position; ///< Best position found so far.
StatueBuildSearchData(TileIndex best_pos) : best_position(best_pos) { }
};
/**
* Search callback function for TownActionBuildStatue.
* Search callback function for #TownActionBuildStatue.
* @param tile Tile on which to perform the search.
* @param user_data Unused.
* @param user_data Reference to the statue search data.
* @return Result of the test.
*/
static bool SearchTileForStatue(TileIndex tile, void *user_data)
{
StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
if (IsSteepSlope(GetTileSlope(tile))) return false;
/* Don't build statues under bridges. */
@ -2732,11 +2741,13 @@ static bool SearchTileForStatue(TileIndex tile, void *user_data)
/* A clear-able open space is always preferred. */
if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
statue_data->best_position = tile;
return true;
}
bool house = IsTileType(tile, MP_HOUSE);
statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
return house && TryClearTile(tile);
}
@ -2752,15 +2763,16 @@ static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
TileIndex tile = t->xy;
if (!CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
StatueBuildSearchData statue_data(INVALID_TILE);
if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
if (flags & DC_EXEC) {
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
cur_company.Restore();
BuildObject(OBJECT_STATUE, tile, _current_company, t);
BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(statue_data.best_position);
}
return CommandCost();
}