(svn r15039) -Codechange: fix comments regarding old AI, remove one old AI hack

pull/155/head
smatz 16 years ago
parent 4c1e61997a
commit d286e1df4b

@ -448,10 +448,6 @@ error:
/* if toplevel, subtract the money. */
if (--_docommand_recursive == 0 && !(flags & DC_BANKRUPT)) {
SubtractMoneyFromCompany(res);
/* XXX - Old AI hack which doesn't use DoCommandP; update last build coord of company */
if (tile != 0 && IsValidCompanyID(_current_company)) {
GetCompany(_current_company)->last_build_coordinate = tile;
}
}
return res;

@ -301,10 +301,9 @@ enum {
DC_QUERY_COST = 0x004, ///< query cost only, don't build.
DC_NO_WATER = 0x008, ///< don't allow building on water
DC_NO_RAIL_OVERLAP = 0x010, ///< don't allow overlap of rails (used in buildrail)
DC_AI_BUILDING = 0x020, ///< special building rules for AI
DC_NO_TOWN_RATING = 0x040, ///< town rating does not disallow you from building
DC_BANKRUPT = 0x080, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases
DC_AUTOREPLACE = 0x100, ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback)
DC_NO_TOWN_RATING = 0x020, ///< town rating does not disallow you from building
DC_BANKRUPT = 0x040, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases
DC_AUTOREPLACE = 0x080, ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback)
};
/**

@ -783,10 +783,9 @@ CommandCost CmdBuildTrainDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p
/* Prohibit construction if
* The tile is non-flat AND
* 1) The AI is "old-school"
* 2) build-on-slopes is disabled
* 3) the tile is steep i.e. spans two height levels
* 4) the exit points in the wrong direction
* 1) build-on-slopes is disabled
* 2) the tile is steep i.e. spans two height levels
* 3) the exit points in the wrong direction
*/
if (tileh != SLOPE_FLAT && (

@ -923,8 +923,7 @@ static CommandCost ClearTile_Road(TileIndex tile, byte flags)
case ROAD_TILE_NORMAL: {
RoadBits b = GetAllRoadBits(tile);
/* Clear the road if only one piece is on the tile OR the AI tries
* to clear town road OR we are not using the DC_AUTO flag */
/* Clear the road if only one piece is on the tile OR we are not using the DC_AUTO flag */
if ((CountBits(b) == 1 && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) || !(flags & DC_AUTO)) {
RoadTypes rts = GetRoadTypes(tile);
CommandCost ret(EXPENSES_CONSTRUCTION);

@ -739,11 +739,7 @@ CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint
/* Prohibit building if
* 1) The tile is "steep" (i.e. stretches two height levels)
* -OR-
* 2) The tile is non-flat if
* a) the company building is an "old-school" AI
* -OR-
* b) the build_on_slopes switch is disabled
* 2) The tile is non-flat and the build_on_slopes switch is disabled
*/
if (IsSteepSlope(tileh) ||
((!_settings_game.construction.build_on_slopes) && tileh != SLOPE_FLAT)) {

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