(svn r1784) -Fix: removed ClosestTownFromTile where possible, or replaced it

with _map2-data if possible (Celestar / TrueLight)
This commit is contained in:
truelight 2005-02-04 13:56:51 +00:00
parent 42f98c7eec
commit 7241f42e9d
2 changed files with 22 additions and 33 deletions

View File

@ -107,7 +107,7 @@ static bool CheckAllowRemoveRoad(uint tile, uint br, bool *edge_road)
if (_patches.extra_dynamite)
return true;
t = ClosestTownFromTile(tile, (uint)-1);
t = GetTown(_map2[tile]);
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
@ -149,7 +149,10 @@ int32 CmdRemoveRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
FindLandscapeHeight(&ti, x, y);
tile = ti.tile;
t = ClosestTownFromTile(tile, (uint)-1); // needed for town rating penalty
if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR)
t = GetTown(_map2[tile]); // needed for town rating penalty
else
t = NULL;
// allow deleting road under bridge
if (ti.type != MP_TUNNELBRIDGE && !EnsureNoVehicle(tile))
@ -964,12 +967,18 @@ static void TileLoop_Road(uint tile)
return;
if (((_map3_hi[tile] & 0x70) >> 4) < 6) {
t = ClosestTownFromTile(tile, (uint)-1);
if(_map_owner[tile] == OWNER_TOWN)
t = GetTown(_map2[tile]);
else
t = ClosestTownFromTile(tile, (uint)-1);
grp = 0;
if (t != NULL) {
// If in the scenario editor, set the owner to a town.
if (_game_mode == GM_EDITOR) {
/* In SE, set the owner to OWNER_TOWN */
if (_game_mode == GM_EDITOR && _map_owner[tile] != OWNER_TOWN) {
_map_owner[tile] = OWNER_TOWN;
/* XXX - This line is not perfect, any suggestions? */
_map2[tile] = ClosestTownFromTile(tile, (uint)-1)->index;
}
grp = GetTownRadiusGroup(t, tile);

View File

@ -254,8 +254,7 @@ static void MakeSingleHouseBigger(uint tile)
_map3_lo[tile] = _map3_lo[tile] + 0x40;
if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
Town *t = ClosestTownFromTile(tile, (uint)-1);
ChangePopulation(t, _housetype_population[_map3_hi[tile]]);
ChangePopulation(GetTown(_map2[tile]), _housetype_population[_map3_hi[tile]]);
}
MarkTileDirtyByTile(tile);
}
@ -288,7 +287,7 @@ static void TileLoop_Town(uint tile)
_map5[tile] = (_map5[tile] & 0x40)|0x80;
}
t = ClosestTownFromTile(tile, (uint)-1);
t = GetTown(_map2[tile]);
r = Random();
@ -345,7 +344,7 @@ static int32 ClearTile_Town(uint tile, byte flags)
rating = _housetype_remove_ratingmod[house];
_cleared_town_rating += rating;
_cleared_town = t = ClosestTownFromTile(tile, (uint)-1);
_cleared_town = t = GetTown(_map2[tile]);
if (_current_player < MAX_PLAYERS) {
if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
@ -552,7 +551,6 @@ static void LevelTownLand(uint tile)
static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
{
Town *t2;
uint16 r;
int a,b,rcmd;
uint tmptile;
@ -568,12 +566,6 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
// to say that this is the last iteration.
_grow_town_result = 0;
// Then check if the tile we are at belongs to the town,
// if not, bail out.
t2 = ClosestTownFromTile(tile, (uint)-1);
if (t2 != t1)
return;
// Remove hills etc
LevelTownLand(tile);
@ -636,13 +628,6 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
if (IS_WATER_TILE(tmptile))
return;
// If the new tile belongs to another town,
// then stop the search altogether.
if (ClosestTownFromTile(tmptile, (uint)-1) != t1) {
_grow_town_result = 0;
return;
}
// Build a house at the edge. 60% chance or
// always ok if no road allowed.
if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
@ -743,6 +728,10 @@ static int GrowTownAtRoad(Town *t, uint tile)
do block = Random() & 3; while (!HASBIT(mask,block));
tile += ToTileIndexDiff(_roadblock_tileadd[block]);
/* Don't allow building over roads of other cities */
if (IsTileType(tile, MP_STREET) && _map_owner[tile] == OWNER_TOWN && GetTown(_map2[tile]) != t)
_grow_town_result = -1;
// Max number of times is checked.
} while (--_grow_town_result >= 0);
@ -1077,7 +1066,6 @@ void GenerateTowns(void)
}
static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
Town *t2 = ClosestTownFromTile(tile, (uint)-1);
int b;
uint slope;
@ -1086,9 +1074,6 @@ static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
0x3,0xC,0x6,0x9,
};
if (t2 != t1)
return false;
slope = GetTileSlope(tile, NULL);
if (slope & 0x10)
return false;
@ -1122,7 +1107,6 @@ int GetTownRadiusGroup(Town *t, uint tile)
static bool CheckFree2x2Area(Town *t1, uint tile)
{
Town *t;
int i;
static const TileIndexDiffC _tile_add[] = {
@ -1135,10 +1119,6 @@ static bool CheckFree2x2Area(Town *t1, uint tile)
for(i=0; i!=4; i++) {
tile += ToTileIndexDiff(_tile_add[i]);
t = ClosestTownFromTile(tile, (uint)-1);
if (t1 != t)
return false;
if (GetTileSlope(tile, NULL))
return false;
@ -1446,7 +1426,7 @@ void DeleteTown(Town *t)
for (tile = 0; tile < MapSize(); ++tile) {
switch (GetTileType(tile)) {
case MP_HOUSE:
if (ClosestTownFromTile(tile, (uint)-1) == t)
if (GetTown(_map2[tile]) == t)
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;