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https://github.com/OpenTTD/OpenTTD.git
synced 2025-08-29 09:29:10 +00:00
(svn r5210) Many small changes which piled up: const, unsigned, variable scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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@@ -238,13 +238,15 @@ int32 CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
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}
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/* set and test bridge length, availability */
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bridge_len = (sx + sy - x - y) - 1;
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bridge_len = sx + sy - x - y - 1;
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if (!CheckBridge_Stuff(bridge_type, bridge_len)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
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/* retrieve landscape height and ensure it's on land */
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tile_start = TileXY(x, y);
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tile_end = TileXY(sx, sy);
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if (IsClearWaterTile(tile_start) || IsClearWaterTile(tile_end)) return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
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if (IsClearWaterTile(tile_start) || IsClearWaterTile(tile_end)) {
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return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
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}
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tileh_start = GetTileSlope(tile_start, &z_start);
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tileh_end = GetTileSlope(tile_end, &z_end);
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@@ -325,7 +327,7 @@ int32 CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
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switch (GetTileType(tile)) {
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case MP_WATER:
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if (!EnsureNoVehicle(tile)) return_cmd_error(STR_980E_SHIP_IN_THE_WAY);
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if (!(IsWater(tile) || IsCoast(tile))) goto not_valid_below;
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if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
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transport_under = TRANSPORT_WATER;
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owner_under = GetTileOwner(tile);
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break;
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@@ -508,7 +510,6 @@ int32 CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2)
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MakeRoadTunnel(start_tile, _current_player, direction);
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MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction));
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}
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}
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return cost;
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@@ -660,10 +661,11 @@ static int32 DoClearBridge(TileIndex tile, uint32 flags)
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direction = GetBridgeRampDirection(tile);
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delta = TileOffsByDir(direction);
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/* Make sure there's no vehicle on the bridge
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Omit tile and endtile, since these are already checked, thus solving the problem
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of bridges over water, or higher bridges, where z is not increased, eg level bridge
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*/
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/* Make sure there's no vehicle on the bridge
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* Omit tile and endtile, since these are already checked, thus solving the
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* problem of bridges over water, or higher bridges, where z is not increased,
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* eg level bridge
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*/
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/* Bridges on slopes might have their Z-value offset..correct this */
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v = FindVehicleBetween(
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tile + delta,
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@@ -737,10 +739,10 @@ static int32 ClearTile_TunnelBridge(TileIndex tile, byte flags)
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int32 DoConvertTunnelBridgeRail(TileIndex tile, RailType totype, bool exec)
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{
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TileIndex endtile;
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uint length;
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Vehicle *v;
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if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) {
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uint length;
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if (!CheckTileOwnership(tile)) return CMD_ERROR;
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if (GetRailType(tile) == totype) return CMD_ERROR;
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@@ -783,11 +785,10 @@ int32 DoConvertTunnelBridgeRail(TileIndex tile, RailType totype, bool exec)
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}
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return _price.build_rail >> 1;
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} else if (IsBridge(tile) && IsBridgeRamp(tile) && GetBridgeTransportType(tile) == TRANSPORT_RAIL) {
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uint z = TilePixelHeight(tile) + TILE_HEIGHT;
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const Vehicle* v;
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TileIndexDiff delta;
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int32 cost;
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uint z = TilePixelHeight(tile);
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z += TILE_HEIGHT;
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if (!CheckTileOwnership(tile)) return CMD_ERROR;
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@@ -828,8 +829,9 @@ int32 DoConvertTunnelBridgeRail(TileIndex tile, RailType totype, bool exec)
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}
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return cost;
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} else
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} else {
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return CMD_ERROR;
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}
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}
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@@ -876,7 +878,7 @@ static void DrawBridgePillars(PalSpriteID image, const TileInfo *ti, int x, int
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for (; z >= front_height || z >= back_height; z -= TILE_HEIGHT) {
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if (z >= front_height) { // front facing pillar
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AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z);
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AddSortableSpriteToDraw(image, x, y, p[4], p[5], 0x28, z);
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}
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if (drawfarpillar && z >= back_height && z < i - TILE_HEIGHT) { // back facing pillar
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