(svn r23168) -Feature [FS#1824]: always draw fences around field tiles
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@@ -216,12 +216,12 @@ static inline void SetIndustryIndexOfField(TileIndex t, IndustryID i)
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/**
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* Is there a fence at the south eastern border?
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* @param t the tile to check for fences
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* @pre IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)
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* @pre IsClearGround(t, CLEAR_FIELDS)
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* @return 0 if there is no fence, otherwise the fence type
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*/
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static inline uint GetFenceSE(TileIndex t)
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{
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assert(IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES));
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assert(IsClearGround(t, CLEAR_FIELDS));
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return GB(_m[t].m4, 2, 3);
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}
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@@ -230,23 +230,23 @@ static inline uint GetFenceSE(TileIndex t)
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* eastern border.
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* @param t the tile to check for fences
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* @param h 0 if there is no fence, otherwise the fence type
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* @pre IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)
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* @pre IsClearGround(t, CLEAR_FIELDS)
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*/
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static inline void SetFenceSE(TileIndex t, uint h)
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{
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assert(IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)); // XXX incomplete
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assert(IsClearGround(t, CLEAR_FIELDS));
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SB(_m[t].m4, 2, 3, h);
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}
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/**
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* Is there a fence at the south western border?
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* @param t the tile to check for fences
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* @pre IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)
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* @pre IsClearGround(t, CLEAR_FIELDS)
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* @return 0 if there is no fence, otherwise the fence type
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*/
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static inline uint GetFenceSW(TileIndex t)
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{
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assert(IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES));
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assert(IsClearGround(t, CLEAR_FIELDS));
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return GB(_m[t].m4, 5, 3);
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}
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@@ -255,14 +255,64 @@ static inline uint GetFenceSW(TileIndex t)
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* western border.
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* @param t the tile to check for fences
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* @param h 0 if there is no fence, otherwise the fence type
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* @pre IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)
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* @pre IsClearGround(t, CLEAR_FIELDS)
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*/
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static inline void SetFenceSW(TileIndex t, uint h)
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{
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assert(IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)); // XXX incomplete
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assert(IsClearGround(t, CLEAR_FIELDS));
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SB(_m[t].m4, 5, 3, h);
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}
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/**
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* Is there a fence at the north eastern border?
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* @param t the tile to check for fences
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* @pre IsClearGround(t, CLEAR_FIELDS)
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* @return 0 if there is no fence, otherwise the fence type
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*/
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static inline uint GetFenceNE(TileIndex t)
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{
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assert(IsClearGround(t, CLEAR_FIELDS));
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return GB(_m[t].m3, 5, 3);
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}
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/**
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* Sets the type of fence (and whether there is one) for the north
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* eastern border.
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* @param t the tile to check for fences
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* @param h 0 if there is no fence, otherwise the fence type
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* @pre IsClearGround(t, CLEAR_FIELDS)
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*/
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static inline void SetFenceNE(TileIndex t, uint h)
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{
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assert(IsClearGround(t, CLEAR_FIELDS));
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SB(_m[t].m3, 5, 3, h);
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}
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/**
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* Is there a fence at the north western border?
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* @param t the tile to check for fences
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* @pre IsClearGround(t, CLEAR_FIELDS)
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* @return 0 if there is no fence, otherwise the fence type
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*/
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static inline uint GetFenceNW(TileIndex t)
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{
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assert(IsClearGround(t, CLEAR_FIELDS));
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return GB(_m[t].m6, 2, 3);
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}
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/**
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* Sets the type of fence (and whether there is one) for the north
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* western border.
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* @param t the tile to check for fences
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* @param h 0 if there is no fence, otherwise the fence type
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* @pre IsClearGround(t, CLEAR_FIELDS)
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*/
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static inline void SetFenceNW(TileIndex t, uint h)
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{
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assert(IsClearGround(t, CLEAR_FIELDS));
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SB(_m[t].m6, 2, 3, h);
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}
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/**
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* Make a clear tile.
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