Changeset - r1280:aed90f34926a
[Not reviewed]
master
0 2 0
truelight - 19 years ago 2005-02-04 13:56:51
truelight@openttd.org
(svn r1784) -Fix: removed ClosestTownFromTile where possible, or replaced it
with _map2-data if possible (Celestar / TrueLight)
2 files changed with 22 insertions and 33 deletions:
0 comments (0 inline, 0 general)
road_cmd.c
Show inline comments
 
@@ -107,7 +107,7 @@ static bool CheckAllowRemoveRoad(uint ti
 
		if (_patches.extra_dynamite)
 
			return true;
 

	
 
		t = ClosestTownFromTile(tile, (uint)-1);
 
		t = GetTown(_map2[tile]);
 
		SetDParam(0, t->index);
 
		_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
 
		return false;
 
@@ -149,7 +149,10 @@ int32 CmdRemoveRoad(int x, int y, uint32
 

	
 
	FindLandscapeHeight(&ti, x, y);
 
	tile = ti.tile;
 
	t = ClosestTownFromTile(tile, (uint)-1); // needed for town rating penalty
 
	if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR)
 
		t = GetTown(_map2[tile]); // needed for town rating penalty
 
	else
 
		t = NULL;
 

	
 
	// allow deleting road under bridge
 
	if (ti.type != MP_TUNNELBRIDGE && !EnsureNoVehicle(tile))
 
@@ -964,12 +967,18 @@ static void TileLoop_Road(uint tile)
 
		return;
 

	
 
	if (((_map3_hi[tile] & 0x70) >> 4) < 6) {
 
		t = ClosestTownFromTile(tile, (uint)-1);
 
		if(_map_owner[tile] == OWNER_TOWN)
 
			t = GetTown(_map2[tile]);
 
		else
 
			t = ClosestTownFromTile(tile, (uint)-1);
 

	
 
		grp = 0;
 
		if (t != NULL) {
 
			// If in the scenario editor, set the owner to a town.
 
			if (_game_mode == GM_EDITOR) {
 
			/* In SE, set the owner to OWNER_TOWN */
 
			if (_game_mode == GM_EDITOR && _map_owner[tile] != OWNER_TOWN) {
 
				_map_owner[tile] = OWNER_TOWN;
 
				/* XXX - This line is not perfect, any suggestions? */
 
				_map2[tile] = ClosestTownFromTile(tile, (uint)-1)->index;
 
			}
 

	
 
			grp = GetTownRadiusGroup(t, tile);
town_cmd.c
Show inline comments
 
@@ -254,8 +254,7 @@ static void MakeSingleHouseBigger(uint t
 
	_map3_lo[tile] = _map3_lo[tile] + 0x40;
 

	
 
	if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
 
		Town *t = ClosestTownFromTile(tile, (uint)-1);
 
		ChangePopulation(t, _housetype_population[_map3_hi[tile]]);
 
		ChangePopulation(GetTown(_map2[tile]), _housetype_population[_map3_hi[tile]]);
 
	}
 
	MarkTileDirtyByTile(tile);
 
}
 
@@ -288,7 +287,7 @@ static void TileLoop_Town(uint tile)
 
		_map5[tile] = (_map5[tile] & 0x40)|0x80;
 
	}
 

	
 
	t = ClosestTownFromTile(tile, (uint)-1);
 
	t = GetTown(_map2[tile]);
 

	
 
	r = Random();
 

	
 
@@ -345,7 +344,7 @@ static int32 ClearTile_Town(uint tile, b
 

	
 
	rating = _housetype_remove_ratingmod[house];
 
	_cleared_town_rating += rating;
 
	_cleared_town = t = ClosestTownFromTile(tile, (uint)-1);
 
	_cleared_town = t = GetTown(_map2[tile]);
 

	
 
	if (_current_player < MAX_PLAYERS) {
 
		if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
 
@@ -552,7 +551,6 @@ static void LevelTownLand(uint tile)
 

	
 
static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
 
{
 
	Town *t2;
 
	uint16 r;
 
	int a,b,rcmd;
 
	uint tmptile;
 
@@ -568,12 +566,6 @@ static void GrowTownInTile(uint *tile_pt
 
		// to say that this is the last iteration.
 
		_grow_town_result = 0;
 

	
 
		// Then check if the tile we are at belongs to the town,
 
		// if not, bail out.
 
		t2 = ClosestTownFromTile(tile, (uint)-1);
 
		if (t2 != t1)
 
			return;
 

	
 
		// Remove hills etc
 
		LevelTownLand(tile);
 

	
 
@@ -636,13 +628,6 @@ static void GrowTownInTile(uint *tile_pt
 
		if (IS_WATER_TILE(tmptile))
 
			return;
 

	
 
		// If the new tile belongs to another town,
 
		//  then stop the search altogether.
 
		if (ClosestTownFromTile(tmptile, (uint)-1) != t1) {
 
			_grow_town_result = 0;
 
			return;
 
		}
 

	
 
		// Build a house at the edge. 60% chance or
 
		//  always ok if no road allowed.
 
		if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
 
@@ -743,6 +728,10 @@ static int GrowTownAtRoad(Town *t, uint 
 
		do block = Random() & 3; while (!HASBIT(mask,block));
 
		tile += ToTileIndexDiff(_roadblock_tileadd[block]);
 

	
 
		/* Don't allow building over roads of other cities */
 
		if (IsTileType(tile, MP_STREET) && _map_owner[tile] == OWNER_TOWN && GetTown(_map2[tile]) != t)
 
			_grow_town_result = -1;
 

	
 
		// Max number of times is checked.
 
	} while (--_grow_town_result >= 0);
 

	
 
@@ -1077,7 +1066,6 @@ void GenerateTowns(void)
 
}
 

	
 
static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
 
	Town *t2 = ClosestTownFromTile(tile, (uint)-1);
 
	int b;
 
	uint slope;
 

	
 
@@ -1086,9 +1074,6 @@ static bool CheckBuildHouseMode(Town *t1
 
		0x3,0xC,0x6,0x9,
 
	};
 

	
 
	if (t2 != t1)
 
		return false;
 

	
 
	slope = GetTileSlope(tile, NULL);
 
	if (slope & 0x10)
 
		return false;
 
@@ -1122,7 +1107,6 @@ int GetTownRadiusGroup(Town *t, uint til
 

	
 
static bool CheckFree2x2Area(Town *t1, uint tile)
 
{
 
	Town *t;
 
	int i;
 

	
 
	static const TileIndexDiffC _tile_add[] = {
 
@@ -1135,10 +1119,6 @@ static bool CheckFree2x2Area(Town *t1, u
 
	for(i=0; i!=4; i++) {
 
		tile += ToTileIndexDiff(_tile_add[i]);
 

	
 
		t = ClosestTownFromTile(tile, (uint)-1);
 
		if (t1 != t)
 
			return false;
 

	
 
		if (GetTileSlope(tile, NULL))
 
			return false;
 

	
 
@@ -1446,7 +1426,7 @@ void DeleteTown(Town *t)
 
	for (tile = 0; tile < MapSize(); ++tile) {
 
		switch (GetTileType(tile)) {
 
			case MP_HOUSE:
 
				if (ClosestTownFromTile(tile, (uint)-1) == t)
 
				if (GetTown(_map2[tile]) == t)
 
					DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 
				break;
 

	
0 comments (0 inline, 0 general)