(svn r18723) -Codechange: also simplify looping over an area when building trees, desert, rocky areas or leveling land
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@@ -378,25 +378,14 @@ CommandCost CmdLevelLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if (h > MAX_TILE_HEIGHT) return_cmd_error((oldh == 0) ? STR_ERROR_ALREADY_AT_SEA_LEVEL : STR_ERROR_TOO_HIGH);
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if (p2 == 0) _error_message = STR_ERROR_ALREADY_LEVELLED;
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/* make sure sx,sy are smaller than ex,ey */
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int ex = TileX(tile);
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int ey = TileY(tile);
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int sx = TileX(p1);
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int sy = TileY(p1);
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if (ex < sx) Swap(ex, sx);
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if (ey < sy) Swap(ey, sy);
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tile = TileXY(sx, sy);
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int size_x = ex - sx + 1;
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int size_y = ey - sy + 1;
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Money money = GetAvailableMoneyForCommand();
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CommandCost cost(EXPENSES_CONSTRUCTION);
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TILE_LOOP(tile2, size_x, size_y, tile) {
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uint curh = TileHeight(tile2);
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TileArea ta(tile, p1);
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TILE_AREA_LOOP(tile, ta) {
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uint curh = TileHeight(tile);
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while (curh != h) {
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CommandCost ret = DoCommand(tile2, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND);
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CommandCost ret = DoCommand(tile, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND);
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if (CmdFailed(ret)) break;
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if (flags & DC_EXEC) {
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@@ -405,7 +394,7 @@ CommandCost CmdLevelLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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_additional_cash_required = ret.GetCost();
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return cost;
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}
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DoCommand(tile2, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
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DoCommand(tile, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
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}
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cost.AddCost(ret);
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