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Codefix: Rename variables to adhere codestyle

pull/13253/head
SamuXarick 2025-01-03 11:52:57 +00:00 committed by rubidium42
parent b60101853c
commit 6222cedcc1
1 changed files with 32 additions and 32 deletions

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