Changeset - r28199:22843f27a721
[Not reviewed]
master
0 1 0
Tyler Trahan - 8 months ago 2023-10-22 22:58:10
tyler@tylertrahan.com
Codechange: Be consistent with how we name common parameters

TileIndex is always tile and Town is always *t. Don't use t and *town.
1 file changed with 15 insertions and 15 deletions:
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src/town_cmd.cpp
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@@ -2346,26 +2346,26 @@ static inline void ClearMakeHouseTile(Ti
 

	
 

	
 
/**
 
 * Write house information into the map. For houses > 1 tile, all tiles are marked.
 
 * @param t tile index
 
 * Write house information into the map. For multi-tile houses, all tiles are marked.
 
 * @param town The town related to this house
 
 * @param counter of construction step
 
 * @param stage of construction (used for drawing)
 
 * @param type of house. Index into house specs array
 
 * @param random_bits required for newgrf houses
 
 * @pre house can be built here
 
 * @param t The tile to build on. If a multi-tile house, this is the northern-most tile.
 
 * @param counter The counter of the construction stage.
 
 * @param stage The current construction stage.
 
 * @param The type of house.
 
 * @param random_bits Random bits for newgrf houses to use.
 
 * @pre The house can be built here.
 
 */
 
static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
 
static void MakeTownHouse(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
 
{
 
	BuildingFlags size = HouseSpec::Get(type)->building_flags;
 

	
 
	ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
 
	if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
 
	if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
 
	if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
 

	
 
	ForAllStationsAroundTiles(TileArea(t, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [town](Station *st, TileIndex) {
 
		town->stations_near.insert(st);
 
	ClearMakeHouseTile(tile, t, counter, stage, type, random_bits);
 
	if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits);
 
	if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits);
 
	if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits);
 

	
 
	ForAllStationsAroundTiles(TileArea(tile, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
 
		t->stations_near.insert(st);
 
		return true;
 
	});
 
}
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