(svn r3644) Don't use FindLandscapeHeightByTile() when it's overkill - often it was just a complicated way of writing GetTileSlope(tile, NULL)

This commit is contained in:
tron
2006-02-21 07:41:54 +00:00
parent 35fb17947a
commit 4b46883751
6 changed files with 83 additions and 86 deletions

View File

@@ -549,17 +549,18 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir)
static void LevelTownLand(TileIndex tile)
{
TileInfo ti;
uint tileh;
TILE_ASSERT(tile);
// Don't terraform if land is plain or if there's a house there.
FindLandscapeHeightByTile(&ti, tile);
if (ti.tileh == 0 || ti.type == MP_HOUSE) return;
if (IsTileType(tile, MP_HOUSE)) return;
tileh = GetTileSlope(tile, NULL);
if (tileh == 0) return;
// First try up, then down
if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
TerraformTownTile(tile, ti.tileh & 0xF, 0);
if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
TerraformTownTile(tile, tileh & 0xF, 0);
}
}
@@ -569,7 +570,6 @@ static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
{
int a,b,rcmd;
TileIndex tmptile;
TileInfo ti;
uint i;
int j;
TileIndex tile = *tile_ptr;
@@ -658,21 +658,23 @@ static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
rcmd = 1 << i;
}
FindLandscapeHeightByTile(&ti, tile);
// Return if a water tile
if (ti.type == MP_WATER && ti.map5 == 0) return;
if (IsTileType(tile, MP_WATER) && _m[tile].m5 == 0) return;
// Determine direction of slope,
// and build a road if not a special slope.
if ((i=0,ti.tileh != 3) &&
(i++,ti.tileh != 9) &&
(i++,ti.tileh != 12) &&
(i++,ti.tileh != 6)) {
switch (GetTileSlope(tile, NULL)) {
case 3: i = 0; break;
case 6: i = 3; break;
case 9: i = 1; break;
case 12: i = 2; break;
default:
build_road_and_exit:
if (!CmdFailed(DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD)))
_grow_town_result = -1;
return;
if (!CmdFailed(DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
_grow_town_result = -1;
}
return;
}
tmptile = tile;
@@ -773,7 +775,6 @@ static bool GrowTown(Town *t)
{
TileIndex tile;
const TileIndexDiffC *ptr;
TileInfo ti;
PlayerID old_player;
static const TileIndexDiffC _town_coord_mod[] = {
@@ -811,10 +812,9 @@ static bool GrowTown(Town *t)
// clearing some land and then building a road there.
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
FindLandscapeHeightByTile(&ti, tile);
// Only work with plain land that not already has a house with map5=0
if (ti.tileh == 0 && (ti.type != MP_HOUSE || ti.map5 != 0)) {
if ((!IsTileType(tile, MP_HOUSE) || _m[tile].m5 != 0) &&
GetTileSlope(tile, NULL) == 0) {
if (!CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_player = old_player;