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Cleanup: move constants to be closer to their use

pull/13515/head
Susan 2025-02-14 15:08:00 +00:00
parent e9d0255480
commit e85245c476
1 changed files with 10 additions and 6 deletions

View File

@ -7,7 +7,6 @@
/** @file tree_cmd.cpp Handling of tree tiles. */
#include "core/geometry_type.hpp"
#include "stdafx.h"
#include "clear_map.h"
#include "landscape.h"
@ -21,6 +20,7 @@
#include "sound_func.h"
#include "water.h"
#include "company_base.h"
#include "core/geometry_type.hpp"
#include "core/random_func.hpp"
#include "newgrf_generic.h"
#include "timer/timer_game_tick.h"
@ -60,10 +60,7 @@ uint8_t _trees_tick_ctr;
static const uint16_t DEFAULT_TREE_STEPS = 1000; ///< Default number of attempts for placing trees.
static const uint16_t DEFAULT_RAINFOREST_TREE_STEPS = 15000; ///< Default number of attempts for placing extra trees at rainforest in tropic.
static const uint16_t EDITOR_TREE_DIV = 5; ///< Game editor tree generation divisor factor.
static const double PHASE_DIVISOR = INT32_MAX / (M_PI * 2); ///< Valid values for the phase of blob harmonics are between 0 and Tau. we can get a value in the correct range from Random() by dividing the maximum possible value by the desired maximum, and then dividing the random value by the result.
static const uint16_t GROVE_RADIUS = 16; ///< Maximum radius of tree groups.
static const uint16_t GROVE_RESOLUTION = 16; ///< How many segments make up the tree group.
static const uint16_t GROVE_HARMONICS_COUNT = 4; ///< How many harmonics are used to generate the tree group.
/**
* Tests if a tile can be converted to MP_TREES
* This is true for clear ground without farms or rocks.
@ -184,6 +181,9 @@ static void PlaceTree(TileIndex tile, uint32_t r)
}
}
static const uint16_t GROVE_RESOLUTION = 16; ///< How many segments make up the tree group.
static const uint16_t GROVE_HARMONICS_COUNT = 4; ///< How many harmonics are used to generate the tree group.
struct BlobHarmonic
{
int amplitude;
@ -192,7 +192,7 @@ struct BlobHarmonic
};
/**
* Creates a star-shaped[sic] polygon originating from (0, 0) as defined by the given harmonics.
* Creates a star-shaped polygon originating from (0, 0) as defined by the given harmonics.
*
* @param radius The maximum radius of the polygon. May be smaller, but will not be larger.
* @param harmonics Harmonics data for the polygon.
@ -229,6 +229,8 @@ std::array<Point, GROVE_RESOLUTION> CreateStarShapedPolygon(const int radius, co
return result;
}
static const double PHASE_DIVISOR = INT32_MAX / (M_PI * 2); ///< Valid values for the phase of blob harmonics are between 0 and Tau. we can get a value in the correct range from Random() by dividing the maximum possible value by the desired maximum, and then dividing the random value by the result.
/**
* Creates a random star-shaped[sic] polygon originating from (0, 0).
*
@ -295,6 +297,8 @@ bool IsPointInStarShapedPolygon(int x, int y, std::array<Point, GROVE_RESOLUTION
return false;
}
static const uint16_t GROVE_RADIUS = 16; ///< Maximum radius of tree groups.
/**
* Creates a number of tree groups.
* The number of trees in each group depends on how many trees are actually placed around the given tile.