mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3773) Shove some semantics down ottd's throat by replacing ints and magic numbers by enums and some related changes
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d793292778
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f3fb21c96c
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@ -215,7 +215,6 @@ bool CheckIfAuthorityAllows(TileIndex tile);
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Town *ClosestTownFromTile(TileIndex tile, uint threshold);
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void ChangeTownRating(Town *t, int add, int max);
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uint GetRoadBitsByTile(TileIndex tile);
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int GetTownRadiusGroup(const Town *t, TileIndex tile);
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void ShowNetworkChatQueryWindow(byte desttype, byte dest);
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void ShowNetworkGiveMoneyWindow(byte player);
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75
road_cmd.c
75
road_cmd.c
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@ -73,11 +73,6 @@ static bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, bool* edge_roa
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return true;
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}
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uint GetRoadBitsByTile(TileIndex tile)
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{
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uint32 r = GetTileTrackStatus(tile, TRANSPORT_ROAD);
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return (byte)(r | (r >> 8));
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}
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/** Delete a piece of road.
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* @param x,y tile coordinates for road construction
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@ -158,30 +153,33 @@ int32 CmdRemoveRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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switch (GetRoadType(ti.tile)) {
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case ROAD_NORMAL: {
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byte c = pieces, t2;
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RoadBits present = GetRoadBits(ti.tile);
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RoadBits c = pieces;
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if (ti.tileh != 0 && (ti.map5 == ROAD_Y || ti.map5 == ROAD_X)) {
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if (ti.tileh != 0 && (present == ROAD_Y || present == ROAD_X)) {
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c |= (c & 0xC) >> 2;
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c |= (c & 0x3) << 2;
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}
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// limit the bits to delete to the existing bits.
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if ((c &= ti.map5) == 0) goto return_error;
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c &= present;
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if (c == 0) goto return_error;
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// calculate the cost
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t2 = c;
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cost = 0;
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do {
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if (t2 & 1) cost += _price.remove_road;
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} while (t2 >>= 1);
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if (c & ROAD_NW) cost += _price.remove_road;
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if (c & ROAD_SW) cost += _price.remove_road;
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if (c & ROAD_SE) cost += _price.remove_road;
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if (c & ROAD_NE) cost += _price.remove_road;
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if (flags & DC_EXEC) {
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ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM);
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_m[tile].m5 ^= c;
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if (GetRoadBits(tile) == 0) {
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present ^= c;
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if (present == 0) {
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DoClearSquare(tile);
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} else {
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SetRoadBits(tile, present);
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MarkTileDirtyByTile(tile);
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}
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}
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@ -248,10 +246,10 @@ static const RoadBits _valid_tileh_slopes_road[][15] = {
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};
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static uint32 CheckRoadSlope(int tileh, byte *pieces, byte existing)
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static uint32 CheckRoadSlope(int tileh, RoadBits* pieces, RoadBits existing)
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{
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if (!IsSteepTileh(tileh)) {
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byte road_bits = *pieces | existing;
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RoadBits road_bits = *pieces | existing;
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// no special foundation
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if ((~_valid_tileh_slopes_road[0][tileh] & road_bits) == 0) {
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@ -266,11 +264,11 @@ static uint32 CheckRoadSlope(int tileh, byte *pieces, byte existing)
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}
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// partly leveled up tile, only if there's no road on that tile
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if (!existing && (tileh == 1 || tileh == 2 || tileh == 4 || tileh == 8)) {
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if (existing == 0 && (tileh == 1 || tileh == 2 || tileh == 4 || tileh == 8)) {
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// force full pieces.
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*pieces |= (*pieces & 0xC) >> 2;
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*pieces |= (*pieces & 0x3) << 2;
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return (*pieces == (ROAD_NE|ROAD_SW) || *pieces == (ROAD_SE|ROAD_NW)) ? _price.terraform : CMD_ERROR;
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return (*pieces == ROAD_X || *pieces == ROAD_Y) ? _price.terraform : CMD_ERROR;
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}
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}
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return CMD_ERROR;
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@ -285,14 +283,16 @@ int32 CmdBuildRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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TileInfo ti;
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int32 cost;
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byte pieces = (byte)p1, existing = 0;
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RoadBits existing = 0;
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RoadBits pieces;
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TileIndex tile;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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/* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
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* if a non-player is building the road */
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if ((pieces >> 4) || (_current_player < MAX_PLAYERS && p2 != 0) || !IsTownIndex(p2)) return CMD_ERROR;
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if ((p1 >> 4) || (_current_player < MAX_PLAYERS && p2 != 0) || !IsTownIndex(p2)) return CMD_ERROR;
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pieces = p1;
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FindLandscapeHeight(&ti, x, y);
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tile = ti.tile;
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@ -302,16 +302,16 @@ int32 CmdBuildRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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switch (ti.type) {
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case MP_STREET:
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switch (GetRoadType(ti.tile)) {
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switch (GetRoadType(tile)) {
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case ROAD_NORMAL:
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if ((GetRoadBits(ti.tile) & pieces) == pieces) {
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existing = GetRoadBits(tile);
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if ((existing & pieces) == pieces) {
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return_cmd_error(STR_1007_ALREADY_BUILT);
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}
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existing = ti.map5;
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break;
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case ROAD_CROSSING:
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if (pieces != GetCrossingRoadBits(ti.tile)) { // XXX is this correct?
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if (pieces != GetCrossingRoadBits(tile)) { // XXX is this correct?
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return_cmd_error(STR_1007_ALREADY_BUILT);
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}
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goto do_clear;
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@ -363,7 +363,7 @@ int32 CmdBuildRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if ((ti.map5 & 0xC0) != 0xC0) goto do_clear;
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/* only allow roads pertendicular to bridge */
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if (((pieces & 5U) != 0) == ((ti.map5 & 0x01U) != 0)) goto do_clear;
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if (((pieces & ROAD_Y) != 0) == ((ti.map5 & 0x01U) != 0)) goto do_clear;
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/* check if clear land under bridge */
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if ((ti.map5 & 0xF8) == 0xE8) { /* road under bridge */
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@ -396,26 +396,23 @@ do_clear:;
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if (cost && (!_patches.build_on_slopes || _is_old_ai_player))
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return CMD_ERROR;
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if (ti.type != MP_STREET || GetRoadType(ti.tile) != ROAD_NORMAL) {
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cost += DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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} else {
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if (ti.type == MP_STREET && GetRoadType(tile) == ROAD_NORMAL) {
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// Don't put the pieces that already exist
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pieces &= ~ti.map5;
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pieces &= ComplementRoadBits(existing);
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} else {
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cost += DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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}
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{
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byte t = pieces;
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while (t) {
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if (t & 1) cost += _price.build_road;
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t >>= 1;
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}
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}
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if (pieces & ROAD_NW) cost += _price.build_road;
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if (pieces & ROAD_SW) cost += _price.build_road;
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if (pieces & ROAD_SE) cost += _price.build_road;
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if (pieces & ROAD_NE) cost += _price.build_road;
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if (flags & DC_EXEC) {
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if (ti.type != MP_STREET) {
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MakeRoadNormal(tile, _current_player, pieces, p2);
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if (ti.type == MP_STREET) {
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SetRoadBits(tile, existing | pieces);
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} else {
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_m[tile].m5 |= pieces;
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MakeRoadNormal(tile, _current_player, pieces, p2);
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}
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MarkTileDirtyByTile(tile);
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@ -2,6 +2,7 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "road_map.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "functions.h"
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@ -72,7 +73,7 @@ static void BuildRoadOutsideStation(TileIndex tile, int direction)
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static const byte _roadbits_by_dir[4] = {2,1,8,4};
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tile += TileOffsByDir(direction);
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// if there is a roadpiece just outside of the station entrance, build a connecting route
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if (IsTileType(tile, MP_STREET) && !(_m[tile].m5 & 0x20)) {
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if (IsTileType(tile, MP_STREET) && GetRoadType(tile) == ROAD_NORMAL) {
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DoCommandP(tile, _roadbits_by_dir[direction], 0, NULL, CMD_BUILD_ROAD);
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}
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}
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@ -2,6 +2,7 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.h"
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#include "road_map.h"
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#include "station.h"
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@ -42,3 +43,10 @@ RoadBits GetAnyRoadBits(TileIndex tile)
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default: return 0;
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}
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}
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TrackBits GetAnyRoadTrackBits(TileIndex tile)
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{
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uint32 r = GetTileTrackStatus(tile, TRANSPORT_ROAD);
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return (byte)(r | (r >> 8));
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}
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@ -33,6 +33,12 @@ static inline RoadBits GetRoadBits(TileIndex tile)
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return GB(_m[tile].m5, 0, 4);
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}
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static inline void SetRoadBits(TileIndex tile, RoadBits r)
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{
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SB(_m[tile].m5, 0, 4, r);
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}
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static inline RoadBits GetCrossingRoadBits(TileIndex tile)
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{
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return _m[tile].m5 & 8 ? ROAD_Y : ROAD_X;
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@ -67,6 +73,9 @@ static inline RoadType GetRoadType(TileIndex tile)
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RoadBits GetAnyRoadBits(TileIndex);
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TrackBits GetAnyRoadTrackBits(TileIndex tile);
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static inline void MakeRoadNormal(TileIndex t, Owner owner, RoadBits bits, uint town)
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{
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SetTileType(t, MP_STREET);
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45
town_cmd.c
45
town_cmd.c
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@ -461,17 +461,17 @@ void OnTick_Town(void)
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}
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}
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static byte GetTownRoadMask(TileIndex tile)
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static RoadBits GetTownRoadMask(TileIndex tile)
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{
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byte b = GetRoadBitsByTile(tile);
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byte r = 0;
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TrackBits b = GetAnyRoadTrackBits(tile);
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RoadBits r = 0;
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if (b & 0x01) r |= 10;
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if (b & 0x02) r |= 5;
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if (b & 0x04) r |= 9;
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if (b & 0x08) r |= 6;
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if (b & 0x10) r |= 3;
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if (b & 0x20) r |= 12;
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if (b & TRACK_BIT_X) r |= ROAD_X;
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if (b & TRACK_BIT_Y) r |= ROAD_Y;
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if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
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if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
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if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW;
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if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
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return r;
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}
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@ -486,7 +486,7 @@ static bool IsRoadAllowedHere(TileIndex tile, int dir)
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for (;;) {
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// Check if there already is a road at this point?
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if (GetRoadBitsByTile(tile) == 0) {
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if (GetAnyRoadTrackBits(tile) == 0) {
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// No, try to build one in the direction.
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// if that fails clear the land, and if that fails exit.
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// This is to make sure that we can build a road here later.
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@ -567,17 +567,20 @@ static void LevelTownLand(TileIndex tile)
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#define IS_WATER_TILE(t) (IsTileType((t), MP_WATER) && _m[(t)].m5 == 0)
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static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
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static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1)
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{
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int a,b,rcmd;
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RoadBits rcmd;
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TileIndex tmptile;
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uint i;
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DiagDirection i;
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int j;
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TileIndex tile = *tile_ptr;
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TILE_ASSERT(tile);
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if (mask == 0) {
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int a;
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int b;
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// Tile has no road. First reset the status counter
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// to say that this is the last iteration.
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_grow_town_result = 0;
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@ -618,6 +621,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
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_grow_town_result = 0;
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rcmd = 1 << (block ^ 2);
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} else {
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int i;
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// Reached a tunnel? Then continue at the other side of it.
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if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5& ~3) == 4) {
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@ -665,10 +669,10 @@ static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
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// Determine direction of slope,
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// and build a road if not a special slope.
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switch (GetTileSlope(tile, NULL)) {
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case 3: i = 0; break;
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case 6: i = 3; break;
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case 9: i = 1; break;
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case 12: i = 2; break;
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case 3: i = DIAGDIR_NE; break;
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case 6: i = DIAGDIR_NW; break;
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case 9: i = DIAGDIR_SE; break;
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case 12: i = DIAGDIR_SW; break;
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default:
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build_road_and_exit:
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@ -714,7 +718,6 @@ build_road_and_exit:
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// Returns true if a house was built, or no if the build failed.
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static int GrowTownAtRoad(Town *t, TileIndex tile)
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{
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uint mask;
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int block = 5; // special case
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TILE_ASSERT(tile);
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@ -724,7 +727,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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do {
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// Get a bitmask of the road blocks on a tile
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mask = GetTownRoadMask(tile);
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RoadBits mask = GetTownRoadMask(tile);
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// Try to grow the town from this point
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GrowTownInTile(&tile,mask,block,t);
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@ -761,7 +764,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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// Generate a random road block
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// The probability of a straight road
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// is somewhat higher than a curved.
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static int GenRandomRoadBits(void)
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static RoadBits GenRandomRoadBits(void)
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{
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uint32 r = Random();
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uint a = GB(r, 0, 2);
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@ -801,7 +804,7 @@ static bool GrowTown(Town *t)
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// Find a road that we can base the construction on.
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tile = t->xy;
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for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
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if (GetRoadBitsByTile(tile) != 0) {
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if (GetAnyRoadTrackBits(tile) != 0) {
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int r = GrowTownAtRoad(t, tile);
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_current_player = old_player;
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return r;
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