Codechange: Use town zone constants instead of magic numbers

This commit is contained in:
SamuXarick 2023-12-11 17:04:41 +00:00 committed by rubidium42
parent 9b7a5bc876
commit fddcaef74a
4 changed files with 23 additions and 19 deletions

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@ -51,16 +51,16 @@
case 0x8A: return this->t->grow_counter / Ticks::TOWN_GROWTH_TICKS;
case 0x92: return this->t->flags; // In original game, 0x92 and 0x93 are really one word. Since flags is a byte, this is to adjust
case 0x93: return 0;
case 0x94: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[0]);
case 0x95: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[0]), 8, 8);
case 0x96: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[1]);
case 0x97: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[1]), 8, 8);
case 0x98: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[2]);
case 0x99: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[2]), 8, 8);
case 0x9A: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[3]);
case 0x9B: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[3]), 8, 8);
case 0x9C: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[4]);
case 0x9D: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[4]), 8, 8);
case 0x94: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]);
case 0x95: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]), 8, 8);
case 0x96: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_OUTSKIRT]);
case 0x97: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_OUTSKIRT]), 8, 8);
case 0x98: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_OUTER_SUBURB]);
case 0x99: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_OUTER_SUBURB]), 8, 8);
case 0x9A: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_INNER_SUBURB]);
case 0x9B: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_INNER_SUBURB]), 8, 8);
case 0x9C: return ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_CENTRE]);
case 0x9D: return GB(ClampTo<uint16_t>(this->t->cache.squared_town_zone_radius[HZB_TOWN_CENTRE]), 8, 8);
case 0x9E: return this->t->ratings[0];
case 0x9F: return GB(this->t->ratings[0], 8, 8);
case 0xA0: return this->t->ratings[1];

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@ -1937,6 +1937,8 @@ static const Roadside _town_road_types[][2] = {
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
};
static_assert(lengthof(_town_road_types) == HZB_END);
static const Roadside _town_road_types_2[][2] = {
{ ROADSIDE_GRASS, ROADSIDE_GRASS },
{ ROADSIDE_PAVED, ROADSIDE_PAVED },
@ -1945,6 +1947,8 @@ static const Roadside _town_road_types_2[][2] = {
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
};
static_assert(lengthof(_town_road_types_2) == HZB_END);
static void TileLoop_Road(TileIndex tile)
{

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@ -206,7 +206,7 @@
if (!IsValidTown(town_id)) return false;
const Town *t = ::Town::Get(town_id);
return ((uint32_t)GetDistanceSquareToTile(town_id, tile) <= t->cache.squared_town_zone_radius[0]);
return ((uint32_t)GetDistanceSquareToTile(town_id, tile) <= t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]);
}
/* static */ bool ScriptTown::HasStatue(TownID town_id)

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@ -1819,7 +1819,7 @@ static bool GrowTown(Town *t)
*/
void UpdateTownRadius(Town *t)
{
static const uint32_t _town_squared_town_zone_radius_data[23][5] = {
static const uint32_t _town_squared_town_zone_radius_data[23][HZB_END] = {
{ 4, 0, 0, 0, 0}, // 0
{ 16, 0, 0, 0, 0},
{ 25, 0, 0, 0, 0},
@ -1852,11 +1852,11 @@ void UpdateTownRadius(Town *t)
/* Actually we are proportional to sqrt() but that's right because we are covering an area.
* The offsets are to make sure the radii do not decrease in size when going from the table
* to the calculated value.*/
t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
t->cache.squared_town_zone_radius[2] = 0;
t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] = mass * 15 - 40;
t->cache.squared_town_zone_radius[HZB_TOWN_OUTSKIRT] = mass * 9 - 15;
t->cache.squared_town_zone_radius[HZB_TOWN_OUTER_SUBURB] = 0;
t->cache.squared_town_zone_radius[HZB_TOWN_INNER_SUBURB] = mass * 5 - 5;
t->cache.squared_town_zone_radius[HZB_TOWN_CENTRE] = mass * 3 + 5;
}
}
@ -3482,9 +3482,9 @@ static void ForAllStationsNearTown(Town *t, Func func)
* The true radius is not stored or calculated anywhere, only the squared radius. */
/* The efficiency of this search might be improved for large towns and many stations on the map,
* by using an integer square root approximation giving a value not less than the true square root. */
uint search_radius = t->cache.squared_town_zone_radius[0] / 2;
uint search_radius = t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] / 2;
ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
func(st);
}
});