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(svn r11215) -Codechange: replace magic constants with less magic symbols. Patch by skidd13.
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8e5480aa16
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@ -98,6 +98,13 @@ Town::~Town()
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// Local
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static int _grow_town_result;
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/* Describe the possible states */
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enum TownGrowthResult {
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GROWTH_SUCCEED = -1,
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GROWTH_SEARCH_STOPPED = 0
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// GROWTH_SEARCH_RUNNING >= 1
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};
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static bool BuildTownHouse(Town *t, TileIndex tile);
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static void DoBuildTownHouse(Town *t, TileIndex tile);
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@ -861,7 +868,7 @@ static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
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/* If there are enough neighbors stop here */
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if (counter >= 3) {
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if (BuildTownHouse(t, tile)) {
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_grow_town_result = -1;
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_grow_town_result = GROWTH_SUCCEED;
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return true;
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}
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return false;
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@ -881,7 +888,7 @@ static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
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static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
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{
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if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
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_grow_town_result = -1;
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_grow_town_result = GROWTH_SUCCEED;
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return true;
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}
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return false;
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@ -936,7 +943,7 @@ static bool GrowTownWithBridge(const Town *t, TileIndex tile, RoadBits rcmd)
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/* Can we actually build the bridge? */
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if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) {
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DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
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_grow_town_result--;
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_grow_town_result = GROWTH_SUCCEED;
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return true;
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}
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}
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@ -972,7 +979,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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if (cur_rb == ROAD_NONE) {
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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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_grow_town_result = GROWTH_SEARCH_STOPPED;
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/* Remove hills etc */
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LevelTownLand(tile);
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@ -1024,7 +1031,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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/* Continue building on a partial road.
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* Should be allways OK, so we only generate
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* the fitting RoadBits */
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_grow_town_result = 0;
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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switch (_patches.town_layout) {
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default: NOT_REACHED();
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@ -1103,13 +1110,13 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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/* And build a house.
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* Set result to -1 if we managed to build it. */
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if (BuildTownHouse(t1, house_tile)) {
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_grow_town_result = -1;
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_grow_town_result = GROWTH_SUCCEED;
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}
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}
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return;
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}
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_grow_town_result = 0;
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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}
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/* Return if a water tile */
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@ -1176,7 +1183,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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if (IsTileType(tile, MP_ROAD)) {
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/* Don't allow building over roads of other cities */
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if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) {
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_grow_town_result = -1;
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_grow_town_result = GROWTH_SUCCEED;
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} else if (_game_mode == GM_EDITOR) {
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/* If we are in the SE, and this road-piece has no town owner yet, it just found an
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* owner :) (happy happy happy road now) */
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