forked from mirror/OpenTTD
(svn r11873) -Codechange: less a few magical numbers and a tiny bit more comments on town zones
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@@ -1622,18 +1622,22 @@ static bool CheckBuildHouseMode(TileIndex tile, Slope tileh, int mode)
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return CmdSucceeded(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
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}
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uint GetTownRadiusGroup(const Town* t, TileIndex tile)
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/** Returns the bit corresponding to the town zone of the specified tile
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* @param t Town on which radius is to be found
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* @param tile TileIndex where radius needs to be found
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* @return the bit position of the given zone, as defined in HouseZones
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*/
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HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile)
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{
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uint dist = DistanceSquare(tile, t->xy);
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uint smallest;
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HouseZonesBits smallest;
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uint i;
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if (t->fund_buildings_months && dist <= 25) return 4;
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if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
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smallest = 0;
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smallest = HZB_TOWN_EDGE;
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for (i = 0; i != lengthof(t->radius); i++) {
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if (dist < t->radius[i]) smallest = i;
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if (dist < t->radius[i]) smallest = (HouseZonesBits)i;
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}
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return smallest;
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@@ -1677,9 +1681,10 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
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/* Above snow? */
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slope = GetTileSlope(tile, &z);
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/* Get the town zone type */
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/* Get the town zone type of the current tile, as well as the climate.
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* This will allow to easily compare with the specs of the new house to build */
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{
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uint rad = GetTownRadiusGroup(t, tile);
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HouseZonesBits rad = GetTownRadiusGroup(t, tile);
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int land = _opt.landscape;
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if (land == LT_ARCTIC && z >= _opt.snow_line) land = -1;
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@@ -1699,6 +1704,7 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
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/* Generate a list of all possible houses that can be built. */
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for (i = 0; i < HOUSE_MAX; i++) {
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hs = GetHouseSpecs(i);
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/* Verify that the candidate house spec matches the current tile status */
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if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
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if (_loaded_newgrf_features.has_newhouses) {
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probability_max += hs->probability;
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