(svn r12021) -Cleanup: Make some parts of the town growth a bit more descriptive

-Codechange: Remove some needless checks
This commit is contained in:
skidd13 2008-01-30 17:31:39 +00:00
parent 46589fa827
commit 953c3cb6df
1 changed files with 25 additions and 37 deletions

View File

@ -673,25 +673,25 @@ static RoadBits GetTownRoadBits(TileIndex tile)
* @return true if one of the neighboring tiles at the
* given distance is a road tile else false
*/
static bool IsNeighborRoadTile(TileIndex tile, DiagDirection dir, uint dist_multi)
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
{
static TileIndexDiff tid_lt[3]; // lookup table for the used diff values
tid_lt[0] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT));
tid_lt[1] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT));
tid_lt[2] = TileOffsByDiagDir(ReverseDiagDir(dir));
/* Lookup table for the used diff values */
const TileIndexDiff tid_lt[3] = {
TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
TileOffsByDiagDir(ReverseDiagDir(dir)),
};
/* We add 1 to the distance because we want to get 1 for
* the min distance multiplyer and not 0.
* Therefore we start at 4. The 4 is used because
* there are 4 tiles per distance step to check.
*/
* there are 4 tiles per distance step to check. */
dist_multi = (dist_multi + 1) * 4;
for (uint pos = 4; pos < dist_multi; pos++) {
TileIndexDiff cur = 0;
/* For each even value of pos add the right TileIndexDiff
* for each uneven value the left TileIndexDiff
* for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff
*/
* for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff */
cur += tid_lt[(pos & 1) ? 0 : 1];
if (pos & 2) cur += tid_lt[2];
@ -710,19 +710,15 @@ static bool IsNeighborRoadTile(TileIndex tile, DiagDirection dir, uint dist_mult
*/
static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir)
{
if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
Slope cur_slope, desired_slope;
/* If this assertion fails, it might be because the world contains
* land at the edges. This is not ok. */
TILE_ASSERT(tile);
for (;;) {
/* Check if there already is a road at this point? */
if (GetTownRoadBits(tile) == ROAD_NONE) {
/* No, try to build one in the direction.
* if that fails clear the land, and if that fails exit.
/* No, try if we are able to build a road piece there.
* If that fails clear the land, and if that fails exit.
* This is to make sure that we can build a road here later. */
if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
@ -736,10 +732,10 @@ no_slope:
switch (_patches.town_layout) {
default: NOT_REACHED();
case TL_ORIGINAL: /* Disallow the road if any neighboring tile has a road (distance: 1) */
case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
return !IsNeighborRoadTile(tile, dir, 1);
case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */
case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
return !IsNeighborRoadTile(tile, dir, 2);
}
}
@ -751,8 +747,8 @@ no_slope:
if (Chance16(1, 8)) {
CommandCost res = CMD_ERROR;
if (!_generating_world && Chance16(1, 10)) {
/* Note: Do not replace " ^ 0xF" with ComplementSlope(). The slope might be steep. */
res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ 0xF, 0,
/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
}
if (CmdFailed(res) && Chance16(1, 3)) {
@ -790,8 +786,8 @@ static void LevelTownLand(TileIndex tile)
if (tileh == SLOPE_FLAT) return;
/* First try up, then down */
if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
TerraformTownTile(tile, tileh & 0xF, 0);
if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
}
}
@ -914,7 +910,7 @@ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
* @param bridge_dir The valid direction in which to grow a bridge
* @return true if a bridge has been build else false
*/
static bool GrowTownWithBridge(const Town *t, TileIndex tile, DiagDirection bridge_dir)
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
{
assert(bridge_dir < DIAGDIR_END);
@ -922,33 +918,25 @@ static bool GrowTownWithBridge(const Town *t, TileIndex tile, DiagDirection brid
if (slope == SLOPE_FLAT) return false; // no slope, no bridge
/* Make sure the direction is compatible with the slope.
* If any of the following bits match, the slope is forbidden for
* that diagdir. This means 5 non-steep slopes, and 3 steep-slopes
* per diagdir.
* 0 -> 0b1100
* 1 -> 0b0110
* 2 -> 0b0011
* 3 -> 0b1001
* 0xCC is 0b11001100, so we just shift it right with
* the direction to get the forbidden slope mask. */
if (HASBITS(slope & 0x0F, 0xCC >> bridge_dir)) return false;
* Well we check if the slope has an up bit set in the
* reverse direction. */
if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
/* Assure that the bridge is connectable to the start side */
if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
/* We are in the right direction */
uint8 bridge_length = 0; // This value stores the length of the possible bridge
uint8 bridge_length = 0; // This value stores the length of the possible bridge
TileIndex bridge_tile = tile; // Used to store the other waterside
int delta = TileOffsByDiagDir(bridge_dir);
const int delta = TileOffsByDiagDir(bridge_dir);
do {
if (bridge_length++ >= 11) {
/* Max 11 tile long bridges */
return false;
}
bridge_tile += delta;
} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile) && TileX(bridge_tile) != 0);
} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
/* no water tiles in between? */
if (bridge_length == 1) return false;