mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3665) Add a function to turn a tile into a clear tile
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12
clear.h
12
clear.h
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@ -4,6 +4,7 @@
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#define CLEAR_H
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#include "macros.h"
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#include "tile.h"
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/* ground type, m5 bits 2...4
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* valid densities (bits 0...1) in comments after the enum
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@ -43,4 +44,15 @@ static inline void SetFenceSE(TileIndex t, uint h) { SB(_m[t].m4, 2, 3, h); }
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static inline uint GetFenceSW(TileIndex t) { return GB(_m[t].m4, 5, 3); }
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static inline void SetFenceSW(TileIndex t, uint h) { SB(_m[t].m4, 5, 3, h); }
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static inline void MakeClear(TileIndex t, ClearGround g, uint density)
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{
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SetTileType(t, MP_CLEAR);
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SetTileOwner(t, OWNER_NONE);
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_m[t].m2 = 0;
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_m[t].m3 = 0;
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_m[t].m4 = 0 << 5 | 0 << 2;
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_m[t].m5 = 0 << 5 | g << 2 | density;
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}
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#endif
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14
landscape.c
14
landscape.c
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@ -239,12 +239,7 @@ void DrawFoundation(TileInfo *ti, uint f)
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void DoClearSquare(TileIndex tile)
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{
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SetTileType(tile, MP_CLEAR);
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SetTileOwner(tile, OWNER_NONE);
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_m[tile].m2 = 0;
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_m[tile].m3 = 0;
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_m[tile].m4 = 0;
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SetClearGroundDensity(tile, CL_GRASS, _generating_world ? 3 : 0);
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MakeClear(tile, CL_GRASS, _generating_world ? 3 : 0);
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MarkTileDirtyByTile(tile);
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}
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@ -438,12 +433,7 @@ void InitializeLandscape(void)
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map_size = MapSize();
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for (i = 0; i < map_size; i++) {
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_m[i].type_height = MP_CLEAR << 4;
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_m[i].m1 = OWNER_NONE;
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_m[i].m2 = 0;
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_m[i].m3 = 0;
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_m[i].m4 = 0;
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_m[i].m5 = 3;
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MakeClear(i, CL_GRASS, 3);
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_m[i].extra = 0;
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}
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@ -82,8 +82,7 @@ static void GenerateRockyArea(TileIndex end, TileIndex start)
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BEGIN_TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
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if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
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SetTileType(tile, MP_CLEAR);
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SetClearGroundDensity(tile, CL_ROCKS, 3);
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MakeClear(tile, CL_ROCKS, 3);
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MarkTileDirtyByTile(tile);
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success = true;
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}
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@ -515,12 +515,10 @@ static void TileLoop_Trees(TileIndex tile)
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SetTreeGrowth(tile, 3);
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} else {
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/* just one tree, change type into MP_CLEAR */
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SetTileType(tile, MP_CLEAR);
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SetTileOwner(tile, OWNER_NONE);
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switch (GetTreeGround(tile)) {
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case TR_GRASS: SetClearGroundDensity(tile, CL_GRASS, 3); break;
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case TR_ROUGH: SetClearGroundDensity(tile, CL_ROUGH, 3); break;
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default: SetClearGroundDensity(tile, CL_SNOW, GetTreeDensity(tile)); break;
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case TR_GRASS: MakeClear(tile, CL_GRASS, 3); break;
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case TR_ROUGH: MakeClear(tile, CL_ROUGH, 3); break;
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default: MakeClear(tile, CL_SNOW, GetTreeDensity(tile)); break;
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}
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}
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break;
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