mirror of https://github.com/OpenTTD/OpenTTD
(svn r3901) Remove the last user of FindEdgesOfBridge() by using functions with similar functionality
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fedebdd09b
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efb64283df
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@ -596,31 +596,6 @@ static int32 DoClearTunnel(TileIndex tile, uint32 flags)
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return _price.clear_tunnel * (length + 1);
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return _price.clear_tunnel * (length + 1);
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}
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}
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static TileIndex FindEdgesOfBridge(TileIndex tile, TileIndex *endtile)
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{
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Axis direction = GB(_m[tile].m5, 0, 1);
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TileIndex start;
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// find start of bridge
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for (;;) {
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if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0x80)
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break;
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tile += (direction == AXIS_X ? TileDiffXY(-1, 0) : TileDiffXY(0, -1));
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}
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start = tile;
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// find end of bridge
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for (;;) {
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if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0xA0)
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break;
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tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
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}
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*endtile = tile;
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return start;
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}
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static int32 DoClearBridge(TileIndex tile, uint32 flags)
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static int32 DoClearBridge(TileIndex tile, uint32 flags)
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{
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{
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@ -664,9 +639,9 @@ static int32 DoClearBridge(TileIndex tile, uint32 flags)
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}
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}
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return _price.clear_water;
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return _price.clear_water;
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}
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}
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}
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tile = FindEdgesOfBridge(tile, &endtile);
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tile = GetSouthernBridgeEnd(tile);
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}
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// floods, scenario editor can always destroy bridges
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// floods, scenario editor can always destroy bridges
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if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
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if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
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@ -674,6 +649,8 @@ static int32 DoClearBridge(TileIndex tile, uint32 flags)
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return CMD_ERROR;
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return CMD_ERROR;
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}
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}
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endtile = GetOtherBridgeEnd(tile);
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if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) return CMD_ERROR;
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if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) return CMD_ERROR;
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direction = GetBridgeRampDirection(tile);
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direction = GetBridgeRampDirection(tile);
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