(svn r18723) -Codechange: also simplify looping over an area when building trees, desert, rocky areas or leveling land

This commit is contained in:
rubidium
2010-01-04 18:49:27 +00:00
parent 12b949d681
commit 906418347e
3 changed files with 81 additions and 124 deletions

View File

@@ -345,98 +345,84 @@ CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
{
StringID msg = INVALID_STRING_ID;
CommandCost cost(EXPENSES_OTHER);
int ex;
int ey;
int sx, sy, x, y;
if (p2 >= MapSize()) return CMD_ERROR;
/* Check the tree type. It can be random or some valid value within the current climate */
if (p1 != UINT_MAX && p1 - _tree_base_by_landscape[_settings_game.game_creation.landscape] >= _tree_count_by_landscape[_settings_game.game_creation.landscape]) return CMD_ERROR;
/* make sure sx,sy are smaller than ex, ey */
ex = TileX(tile);
ey = TileY(tile);
sx = TileX(p2);
sy = TileY(p2);
if (ex < sx) Swap(ex, sx);
if (ey < sy) Swap(ey, sy);
TileArea ta(tile, p2);
TILE_AREA_LOOP(tile, ta) {
switch (GetTileType(tile)) {
case MP_TREES:
/* no more space for trees? */
if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
msg = STR_ERROR_TREE_ALREADY_HERE;
continue;
}
for (x = sx; x <= ex; x++) {
for (y = sy; y <= ey; y++) {
TileIndex tile = TileXY(x, y);
if (flags & DC_EXEC) {
AddTreeCount(tile, 1);
MarkTileDirtyByTile(tile);
}
/* 2x as expensive to add more trees to an existing tile */
cost.AddCost(_price[PR_BUILD_TREES] * 2);
break;
switch (GetTileType(tile)) {
case MP_TREES:
/* no more space for trees? */
if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 4) {
msg = STR_ERROR_TREE_ALREADY_HERE;
continue;
}
if (flags & DC_EXEC) {
AddTreeCount(tile, 1);
MarkTileDirtyByTile(tile);
}
/* 2x as expensive to add more trees to an existing tile */
cost.AddCost(_price[PR_BUILD_TREES] * 2);
break;
case MP_WATER:
if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
continue;
}
/* FALL THROUGH */
case MP_CLEAR:
if (IsBridgeAbove(tile)) {
msg = STR_ERROR_SITE_UNSUITABLE;
continue;
}
if (IsTileType(tile, MP_CLEAR)) {
/* Remove fields or rocks. Note that the ground will get barrened */
switch (GetClearGround(tile)) {
case CLEAR_FIELDS:
case CLEAR_ROCKS: {
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
break;
}
default: break;
}
}
if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
}
if (flags & DC_EXEC) {
TreeType treetype;
treetype = (TreeType)p1;
if (treetype == TREE_INVALID) {
treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
}
/* Plant full grown trees in scenario editor */
PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
MarkTileDirtyByTile(tile);
/* When planting rainforest-trees, set tropiczone to rainforest in editor. */
if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS))
SetTropicZone(tile, TROPICZONE_RAINFOREST);
}
cost.AddCost(_price[PR_BUILD_TREES]);
break;
default:
case MP_WATER:
if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
continue;
}
/* FALL THROUGH */
case MP_CLEAR:
if (IsBridgeAbove(tile)) {
msg = STR_ERROR_SITE_UNSUITABLE;
break;
}
continue;
}
if (IsTileType(tile, MP_CLEAR)) {
/* Remove fields or rocks. Note that the ground will get barrened */
switch (GetClearGround(tile)) {
case CLEAR_FIELDS:
case CLEAR_ROCKS: {
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
break;
}
default: break;
}
}
if (_game_mode != GM_EDITOR && Company::IsValidID(_current_company)) {
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t != NULL) ChangeTownRating(t, RATING_TREE_UP_STEP, RATING_TREE_MAXIMUM, flags);
}
if (flags & DC_EXEC) {
TreeType treetype;
treetype = (TreeType)p1;
if (treetype == TREE_INVALID) {
treetype = GetRandomTreeType(tile, GB(Random(), 24, 8));
if (treetype == TREE_INVALID) treetype = TREE_CACTUS;
}
/* Plant full grown trees in scenario editor */
PlantTreesOnTile(tile, treetype, 0, _game_mode == GM_EDITOR ? 3 : 0);
MarkTileDirtyByTile(tile);
/* When planting rainforest-trees, set tropiczone to rainforest in editor. */
if (_game_mode == GM_EDITOR && IsInsideMM(treetype, TREE_RAINFOREST, TREE_CACTUS))
SetTropicZone(tile, TROPICZONE_RAINFOREST);
}
cost.AddCost(_price[PR_BUILD_TREES]);
break;
default:
msg = STR_ERROR_SITE_UNSUITABLE;
break;
}
}