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Codechange: Remove unnecessary 'return_cmd_error` macro. (#13160)
This macro is a leftover from when errors used to be packed into a single int32_t. `return CommandCost` is clearer, and doesn't need a macro.
This commit is contained in:
@@ -716,7 +716,7 @@ static void TileLoop_Town(TileIndex tile)
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*/
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static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
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{
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if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
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if (flags & DC_AUTO) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
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if (!CanDeleteHouse(tile)) return CMD_ERROR;
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const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
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@@ -731,7 +731,7 @@ static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
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if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) &&
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!_cheats.magic_bulldozer.value && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
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SetDParam(0, t->index);
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return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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return CommandCost(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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}
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}
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@@ -2097,17 +2097,17 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
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{
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/* Check if too close to the edge of map */
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if (DistanceFromEdge(tile) < 12) {
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return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
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return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
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}
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/* Check distance to all other towns. */
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if (IsCloseToTown(tile, 20)) {
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return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
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return CommandCost(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
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}
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/* Can only build on clear flat areas, possibly with trees. */
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if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
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return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
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return CommandCost(STR_ERROR_SITE_UNSUITABLE);
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}
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return CommandCost(EXPENSES_OTHER);
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@@ -2880,7 +2880,7 @@ static bool TryBuildTownHouse(Town *t, TileIndex tile)
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CommandCost CmdPlaceHouse(DoCommandFlag flags, TileIndex tile, HouseID house)
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{
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if (_game_mode != GM_EDITOR) return CMD_ERROR;
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if (Town::GetNumItems() == 0) return_cmd_error(STR_ERROR_MUST_FOUND_TOWN_FIRST);
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if (Town::GetNumItems() == 0) return CommandCost(STR_ERROR_MUST_FOUND_TOWN_FIRST);
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if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
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const HouseSpec *hs = HouseSpec::Get(house);
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@@ -2890,10 +2890,10 @@ CommandCost CmdPlaceHouse(DoCommandFlag flags, TileIndex tile, HouseID house)
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/* cannot build on these slopes... */
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Slope slope = GetTileSlope(tile);
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if (IsSteepSlope(slope)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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if (IsSteepSlope(slope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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/* building under a bridge? */
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if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
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if (IsBridgeAbove(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
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/* can we clear the land? */
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CommandCost cost = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile);
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@@ -2903,7 +2903,7 @@ CommandCost CmdPlaceHouse(DoCommandFlag flags, TileIndex tile, HouseID house)
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/* Make sure there is no slope? */
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bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
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if (noslope && slope != SLOPE_FLAT) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
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if (noslope && slope != SLOPE_FLAT) return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
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TileArea ta = tile;
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if (hs->building_flags & TILE_SIZE_2x2) ta.Add(TileAddXY(tile, 1, 1));
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@@ -2915,7 +2915,7 @@ CommandCost CmdPlaceHouse(DoCommandFlag flags, TileIndex tile, HouseID house)
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cost = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, subtile);
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if (!cost.Succeeded()) return cost;
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if (!CheckBuildHouseSameZ(subtile, maxz, noslope)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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if (!CheckBuildHouseSameZ(subtile, maxz, noslope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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}
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if (flags & DC_EXEC) {
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@@ -3025,7 +3025,7 @@ CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string
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if (!reset) {
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if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
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if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
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if (!IsUniqueTownName(text)) return CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE);
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}
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if (flags & DC_EXEC) {
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@@ -3459,11 +3459,11 @@ static bool SearchTileForStatue(TileIndex tile, void *user_data)
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*/
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static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
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{
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if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
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if (!Object::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_OBJECTS);
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TileIndex tile = t->xy;
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StatueBuildSearchData statue_data(INVALID_TILE, 0);
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if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
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if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return CommandCost(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
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if (flags & DC_EXEC) {
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Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
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@@ -3865,7 +3865,7 @@ CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags
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if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
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SetDParam(0, t->index);
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return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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return CommandCost(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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}
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/**
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@@ -4035,7 +4035,7 @@ CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType
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if (GetRating(t) < needed) {
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SetDParam(0, t->index);
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return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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return CommandCost(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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}
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return CommandCost();
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