mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Make the style of MakeVoid calls uniform (#7192)
parent
5e4f76f2f9
commit
37bb2c9308
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@ -120,8 +120,8 @@ static void _GenerateWorld(void *)
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/* Make sure the tiles at the north border are void tiles if needed. */
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if (_settings_game.construction.freeform_edges) {
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for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
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for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
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for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
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for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
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}
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/* Make the map the height of the setting */
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@ -841,22 +841,17 @@ void RunTileLoop()
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void InitializeLandscape()
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{
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uint maxx = MapMaxX();
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uint maxy = MapMaxY();
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uint sizex = MapSizeX();
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uint y;
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for (y = _settings_game.construction.freeform_edges ? 1 : 0; y < maxy; y++) {
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uint x;
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for (x = _settings_game.construction.freeform_edges ? 1 : 0; x < maxx; x++) {
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MakeClear(sizex * y + x, CLEAR_GRASS, 3);
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SetTileHeight(sizex * y + x, 0);
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SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
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ClearBridgeMiddle(sizex * y + x);
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for (uint y = _settings_game.construction.freeform_edges ? 1 : 0; y < MapMaxY(); y++) {
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for (uint x = _settings_game.construction.freeform_edges ? 1 : 0; x < MapMaxX(); x++) {
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MakeClear(TileXY(x, y), CLEAR_GRASS, 3);
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SetTileHeight(TileXY(x, y), 0);
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SetTropicZone(TileXY(x, y), TROPICZONE_NORMAL);
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ClearBridgeMiddle(TileXY(x, y));
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}
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MakeVoid(sizex * y + x);
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}
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for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
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for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, MapMaxY()));
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for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(MapMaxX(), y));
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}
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static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 };
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@ -204,10 +204,8 @@ static void UpdateCurrencies()
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*/
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static void UpdateVoidTiles()
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{
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uint i;
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for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX());
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for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
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for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, MapMaxY()));
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for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(MapMaxX(), y));
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}
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static inline RailType UpdateRailType(RailType rt, RailType min)
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@ -1222,8 +1222,8 @@ static bool CheckFreeformEdges(int32 p1)
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return false;
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}
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}
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for (uint i = 0; i < MapSizeX(); i++) MakeVoid(TileXY(i, 0));
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for (uint i = 0; i < MapSizeY(); i++) MakeVoid(TileXY(0, i));
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for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
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for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
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} else {
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for (uint i = 0; i < MapMaxX(); i++) {
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if (TileHeight(TileXY(i, 1)) != 0) {
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@ -995,8 +995,8 @@ void GenerateTerrainPerlin()
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/* First make sure the tiles at the north border are void tiles if needed. */
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if (_settings_game.construction.freeform_edges) {
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for (int y = 0; y < _height_map.size_y - 1; y++) MakeVoid(_height_map.size_x * y);
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for (int x = 0; x < _height_map.size_x; x++) MakeVoid(x);
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for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
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for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
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}
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int max_height = H2I(TGPGetMaxHeight());
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