mirror of https://github.com/OpenTTD/OpenTTD
Codefix: Rename variables to adhere codestyle
parent
b60101853c
commit
6222cedcc1
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@ -992,8 +992,8 @@ static void CreateDesertOrRainForest(uint desert_tropic_line)
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*/
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static bool FindSpring(TileIndex tile, void *)
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{
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int referenceHeight;
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if (!IsTileFlat(tile, &referenceHeight) || IsWaterTile(tile)) return false;
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int reference_height;
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if (!IsTileFlat(tile, &reference_height) || IsWaterTile(tile)) return false;
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/* In the tropics rivers start in the rainforest. */
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if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
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@ -1003,7 +1003,7 @@ static bool FindSpring(TileIndex tile, void *)
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for (int dx = -1; dx <= 1; dx++) {
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for (int dy = -1; dy <= 1; dy++) {
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TileIndex t = TileAddWrap(tile, dx, dy);
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if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
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if (t != INVALID_TILE && GetTileMaxZ(t) > reference_height) num++;
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}
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}
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@ -1013,7 +1013,7 @@ static bool FindSpring(TileIndex tile, void *)
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for (int dx = -16; dx <= 16; dx++) {
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for (int dy = -16; dy <= 16; dy++) {
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TileIndex t = TileAddWrap(tile, dx, dy);
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if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2) return false;
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if (t != INVALID_TILE && GetTileMaxZ(t) > reference_height + 2) return false;
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}
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}
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@ -1028,13 +1028,13 @@ static bool FindSpring(TileIndex tile, void *)
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*/
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static bool MakeLake(TileIndex tile, void *user_data)
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{
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uint height = *(uint*)user_data;
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if (!IsValidTile(tile) || TileHeight(tile) != height || !IsTileFlat(tile)) return false;
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uint height_lake = *(uint*)user_data;
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if (!IsValidTile(tile) || TileHeight(tile) != height_lake || !IsTileFlat(tile)) return false;
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if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t2 = tile + TileOffsByDiagDir(d);
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if (IsWaterTile(t2)) {
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TileIndex t = tile + TileOffsByDiagDir(d);
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if (IsWaterTile(t)) {
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MakeRiverAndModifyDesertZoneAround(tile);
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return false;
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}
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@ -1200,14 +1200,14 @@ static bool FlowsDown(TileIndex begin, TileIndex end)
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{
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assert(DistanceManhattan(begin, end) == 1);
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auto [slopeBegin, heightBegin] = GetTileSlopeZ(begin);
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auto [slopeEnd, heightEnd] = GetTileSlopeZ(end);
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auto [slope_begin, height_begin] = GetTileSlopeZ(begin);
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auto [slope_end, height_end] = GetTileSlopeZ(end);
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return heightEnd <= heightBegin &&
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return height_end <= height_begin &&
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/* Slope either is inclined or flat; rivers don't support other slopes. */
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(slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
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(slope_end == SLOPE_FLAT || IsInclinedSlope(slope_end)) &&
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/* Slope continues, then it must be lower... or either end must be flat. */
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((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
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((slope_end == slope_begin && height_end < height_begin) || slope_end == SLOPE_FLAT || slope_begin == SLOPE_FLAT);
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}
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/** Parameters for river generation to pass as AyStar user data. */
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@ -1324,7 +1324,7 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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# define SET_MARK(x) marks.insert(x)
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# define IS_MARKED(x) (marks.find(x) != marks.end())
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uint height = TileHeight(begin);
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uint height_begin = TileHeight(begin);
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if (IsWaterTile(begin)) {
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return { DistanceManhattan(spring, begin) > min_river_length, GetTileZ(begin) == 0 };
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@ -1344,18 +1344,18 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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end = queue.front();
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queue.pop_front();
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uint height2 = TileHeight(end);
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if (IsTileFlat(end) && (height2 < height || (height2 == height && IsWaterTile(end)))) {
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uint height_end = TileHeight(end);
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if (IsTileFlat(end) && (height_end < height_begin || (height_end == height_begin && IsWaterTile(end)))) {
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found = true;
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break;
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}
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t2 = end + TileOffsByDiagDir(d);
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if (IsValidTile(t2) && !IS_MARKED(t2) && FlowsDown(end, t2)) {
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SET_MARK(t2);
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TileIndex t = end + TileOffsByDiagDir(d);
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if (IsValidTile(t) && !IS_MARKED(t) && FlowsDown(end, t)) {
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SET_MARK(t);
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count++;
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queue.push_back(t2);
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queue.push_back(t);
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}
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}
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} while (!queue.empty());
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@ -1368,26 +1368,26 @@ static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint
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/* Maybe we can make a lake. Find the Nth of the considered tiles. */
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std::set<TileIndex>::const_iterator cit = marks.cbegin();
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std::advance(cit, RandomRange(count - 1));
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TileIndex lakeCenter = *cit;
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TileIndex lake_centre = *cit;
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if (IsValidTile(lakeCenter) &&
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if (IsValidTile(lake_centre) &&
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/* A river, or lake, can only be built on flat slopes. */
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IsTileFlat(lakeCenter) &&
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IsTileFlat(lake_centre) &&
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/* We want the lake to be built at the height of the river. */
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TileHeight(begin) == TileHeight(lakeCenter) &&
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TileHeight(begin) == TileHeight(lake_centre) &&
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/* We don't want the lake at the entry of the valley. */
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lakeCenter != begin &&
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lake_centre != begin &&
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/* We don't want lakes in the desert. */
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(_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
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(_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lake_centre) != TROPICZONE_DESERT) &&
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/* We only want a lake if the river is long enough. */
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DistanceManhattan(spring, lakeCenter) > min_river_length) {
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end = lakeCenter;
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MakeRiverAndModifyDesertZoneAround(lakeCenter);
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DistanceManhattan(spring, lake_centre) > min_river_length) {
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end = lake_centre;
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MakeRiverAndModifyDesertZoneAround(lake_centre);
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uint range = RandomRange(8) + 3;
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CircularTileSearch(&lakeCenter, range, MakeLake, &height);
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CircularTileSearch(&lake_centre, range, MakeLake, &height_begin);
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/* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
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lakeCenter = end;
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CircularTileSearch(&lakeCenter, range, MakeLake, &height);
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lake_centre = end;
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CircularTileSearch(&lake_centre, range, MakeLake, &height_begin);
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found = true;
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}
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}
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