mirror of https://github.com/OpenTTD/OpenTTD
(svn r12898) -Codechange: coding style in unmovable_cmd.cpp.
parent
1aa7d9faff
commit
4e80f3f3b1
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@ -41,7 +41,7 @@
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*/
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static CommandCost DestroyCompanyHQ(PlayerID pid, uint32 flags)
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{
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Player* p = GetPlayer(pid);
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Player *p = GetPlayer(pid);
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if (flags & DC_EXEC) {
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TileIndex t = p->location_of_house;
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@ -153,7 +153,6 @@ CommandCost CmdSellLandArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (!IsOwnedLandTile(tile)) return CMD_ERROR;
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if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER) return CMD_ERROR;
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if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
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if (flags & DC_EXEC) DoClearSquare(tile);
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@ -169,7 +168,7 @@ static void DrawTile_Unmovable(TileInfo *ti)
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switch (GetUnmovableType(ti->tile)) {
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case UNMOVABLE_TRANSMITTER:
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case UNMOVABLE_LIGHTHOUSE: {
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const DrawTileSeqStruct* dtu = &_draw_tile_transmitterlighthouse_data[GetUnmovableType(ti->tile)];
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const DrawTileSeqStruct *dtu = &_draw_tile_transmitterlighthouse_data[GetUnmovableType(ti->tile)];
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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DrawClearLandTile(ti, 2);
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@ -206,20 +205,17 @@ static void DrawTile_Unmovable(TileInfo *ti)
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break;
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default: {
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const DrawTileSeqStruct* dtss;
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const DrawTileSprites* t;
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SpriteID palette;
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assert(IsCompanyHQ(ti->tile));
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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palette = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
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SpriteID palette = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
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t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)];
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const DrawTileSprites *t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)];
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DrawGroundSprite(t->ground.sprite, palette);
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if (IsInvisibilitySet(TO_STRUCTURES)) break;
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const DrawTileSeqStruct *dtss;
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foreach_draw_tile_seq(dtss, t->seq) {
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AddSortableSpriteToDraw(
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dtss->image.sprite, palette,
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@ -286,14 +282,13 @@ static CommandCost ClearTile_Unmovable(TileIndex tile, byte flags)
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static void GetAcceptedCargo_Unmovable(TileIndex tile, AcceptedCargo ac)
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{
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uint level; // HQ level (depends on company performance) in the range 1..5.
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if (!IsCompanyHQ(tile)) return;
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/* HQ accepts passenger and mail; but we have to divide the values
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* between 4 tiles it occupies! */
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level = GetCompanyHQSize(tile) + 1;
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/* HQ level (depends on company performance) in the range 1..5. */
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uint level = GetCompanyHQSize(tile) + 1;
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/* Top town building generates 10, so to make HQ interesting, the top
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* type makes 20. */
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@ -326,18 +321,16 @@ static void AnimateTile_Unmovable(TileIndex tile)
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static void TileLoop_Unmovable(TileIndex tile)
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{
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uint level; // HQ level (depends on company performance) in the range 1..5.
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uint32 r;
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if (!IsCompanyHQ(tile)) return;
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/* HQ accepts passenger and mail; but we have to divide the values
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* between 4 tiles it occupies! */
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level = GetCompanyHQSize(tile) + 1;
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/* HQ level (depends on company performance) in the range 1..5. */
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uint level = GetCompanyHQSize(tile) + 1;
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assert(level < 6);
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r = Random();
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uint r = Random();
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/* Top town buildings generate 250, so the top HQ type makes 256. */
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if (GB(r, 0, 8) < (256 / 4 / (6 - level))) {
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uint amt = GB(r, 0, 8) / 8 / 4 + 1;
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@ -381,54 +374,42 @@ static bool IsRadioTowerNearby(TileIndex tile)
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void GenerateUnmovables()
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{
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int i, li, j, loop_count;
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TileIndex tile;
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uint h;
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uint maxx;
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uint maxy;
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if (_opt.landscape == LT_TOYLAND) return;
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/* add radio tower */
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i = ScaleByMapSize(1000);
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j = ScaleByMapSize(15); // maximum number of radio towers on the map
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li = ScaleByMapSize1D((Random() & 3) + 7);
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SetGeneratingWorldProgress(GWP_UNMOVABLE, j + li);
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int radiotowser_to_build = ScaleByMapSize(15); // maximum number of radio towers on the map
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int lighthouses_to_build = _opt.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7);
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SetGeneratingWorldProgress(GWP_UNMOVABLE, radiotowser_to_build + lighthouses_to_build);
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do {
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tile = RandomTile();
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for (uint i = ScaleByMapSize(1000); i != 0; i--) {
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TileIndex tile = RandomTile();
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uint h;
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if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h >= TILE_HEIGHT * 4 && !IsBridgeAbove(tile)) {
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if (IsRadioTowerNearby(tile)) continue;
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MakeTransmitter(tile);
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IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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if (--j == 0) break;
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if (--radiotowser_to_build == 0) break;
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}
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}
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} while (--i);
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if (_opt.landscape == LT_TROPIC) return;
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/* add lighthouses */
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i = li;
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maxx = MapMaxX();
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maxy = MapMaxY();
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loop_count = 0;
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do {
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uint32 r;
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DiagDirection dir;
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int perimeter;
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restart:
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/* Avoid infinite loops */
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if (++loop_count > 1000) break;
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r = Random();
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uint maxx = MapMaxX();
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uint maxy = MapMaxY();
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for (int loop_count = 0; loop_count < 1000 && lighthouses_to_build != 0; loop_count++) {
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uint r = Random();
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/* Scatter the lighthouses more evenly around the perimeter */
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perimeter = (GB(r, 16, 16) % (2 * (maxx + maxy))) - maxy;
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int perimeter = (GB(r, 16, 16) % (2 * (maxx + maxy))) - maxy;
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DiagDirection dir;
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for (dir = DIAGDIR_NE; perimeter > 0; dir++) {
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perimeter -= (DiagDirToAxis(dir) == AXIS_X) ? maxx : maxy;
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}
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TileIndex tile;
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switch (dir) {
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default:
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case DIAGDIR_NE: tile = TileXY(maxx, r % maxy); break;
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@ -436,17 +417,19 @@ restart:
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case DIAGDIR_SW: tile = TileXY(0, r % maxy); break;
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case DIAGDIR_NW: tile = TileXY(r % maxx, maxy); break;
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}
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j = 20;
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do {
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if (--j == 0) goto restart;
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tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
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} while (!(IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2 && !IsBridgeAbove(tile)));
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assert(tile == TILE_MASK(tile));
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for (int j = 0; j < 20; j++) {
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uint h;
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if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2 && !IsBridgeAbove(tile)) {
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MakeLighthouse(tile);
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IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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} while (--i);
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lighthouses_to_build--;
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assert(tile == TILE_MASK(tile));
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break;
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}
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tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
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}
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}
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}
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static void ChangeTileOwner_Unmovable(TileIndex tile, PlayerID old_player, PlayerID new_player)
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