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(svn r21489) -Codechange: replace the last instances of TILE_LOOP with TILE_AREA_LOOP
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@ -154,8 +154,11 @@ Industry::~Industry()
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}
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if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
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TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
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ta.ClampToMap();
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/* Remove the farmland and convert it to regular tiles over time. */
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TILE_LOOP(tile_cur, 42, 42, this->location.tile - TileDiffXY(21, 21)) {
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TILE_AREA_LOOP(tile_cur, ta) {
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tile_cur = TILE_MASK(tile_cur);
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if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
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GetIndustryIndexOfField(tile_cur) == this->index) {
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@ -961,18 +964,18 @@ static void PlantFarmField(TileIndex tile, IndustryID industry)
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uint size_x = GB(r, 0, 8);
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uint size_y = GB(r, 8, 8);
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/* offset tile to match size */
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tile -= TileDiffXY(size_x / 2, size_y / 2);
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TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
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ta.ClampToMap();
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if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
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if (ta.w == 0 || ta.h == 0) return;
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/* check the amount of bad tiles */
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uint count = 0;
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TILE_LOOP(cur_tile, size_x, size_y, tile) {
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int count = 0;
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TILE_AREA_LOOP(cur_tile, ta) {
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assert(cur_tile < MapSize());
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count += IsBadFarmFieldTile(cur_tile);
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}
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if (count * 2 >= size_x * size_y) return;
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if (count * 2 >= ta.w * ta.h) return;
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/* determine type of field */
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r = Random();
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@ -980,7 +983,7 @@ static void PlantFarmField(TileIndex tile, IndustryID industry)
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uint field_type = GB(r, 8, 8) * 9 >> 8;
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/* make field */
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TILE_LOOP(cur_tile, size_x, size_y, tile) {
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TILE_AREA_LOOP(cur_tile, ta) {
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assert(cur_tile < MapSize());
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if (!IsBadFarmFieldTile2(cur_tile)) {
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MakeField(cur_tile, field_type, industry);
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@ -994,10 +997,10 @@ static void PlantFarmField(TileIndex tile, IndustryID industry)
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type = _plantfarmfield_type[Random() & 0xF];
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}
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SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
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SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
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SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
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SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
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SetupFarmFieldFence(ta.tile - TileDiffXY(1, 0), ta.h, type, AXIS_Y);
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SetupFarmFieldFence(ta.tile - TileDiffXY(0, 1), ta.w, type, AXIS_X);
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SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y);
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SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X);
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}
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void PlantRandomFarmField(const Industry *i)
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@ -1410,14 +1413,11 @@ static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town
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static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
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{
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int size_x = 2;
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int size_y = 2;
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/* Check if we don't leave the map */
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if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
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tile += TileDiffXY(-1, -1);
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TILE_LOOP(tile_walk, size_x, size_y, tile) {
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TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
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TILE_AREA_LOOP(tile_walk, ta) {
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uint curh = TileHeight(tile_walk);
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/* Is the tile clear? */
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if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
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@ -1458,22 +1458,20 @@ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags,
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/* Remember level height */
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uint h = TileHeight(tile);
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if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
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if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
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/* Check that all tiles in area and surrounding are clear
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* this determines that there are no obstructing items */
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TileIndex cur_tile = tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform);
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uint size_x = max_x + 2 + 2 * _settings_game.construction.industry_platform;
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uint size_y = max_y + 2 + 2 * _settings_game.construction.industry_platform;
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TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
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max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
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/* Check if we don't leave the map */
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if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
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if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
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/* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
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* Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
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Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
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TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
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TILE_AREA_LOOP(tile_walk, ta) {
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uint curh = TileHeight(tile_walk);
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if (curh != h) {
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/* This tile needs terraforming. Check if we can do that without
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@ -1493,7 +1491,7 @@ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags,
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if (flags & DC_EXEC) {
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/* Terraform the land under the industry */
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TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
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TILE_AREA_LOOP(tile_walk, ta) {
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uint curh = TileHeight(tile_walk);
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while (curh != h) {
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/* We give the terraforming for free here, because we can't calculate
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