(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 76bf94bf00
commit b42e76d858
3 changed files with 81 additions and 124 deletions

View File

@@ -50,21 +50,12 @@ void CcTerraform(bool success, TileIndex tile, uint32 p1, uint32 p2)
/** Scenario editor command that generates desert areas */
static void GenerateDesertArea(TileIndex end, TileIndex start)
{
int size_x, size_y;
int sx = TileX(start);
int sy = TileY(start);
int ex = TileX(end);
int ey = TileY(end);
if (_game_mode != GM_EDITOR) return;
if (ex < sx) Swap(ex, sx);
if (ey < sy) Swap(ey, sy);
size_x = (ex - sx) + 1;
size_y = (ey - sy) + 1;
_generating_world = true;
TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
TileArea ta(start, end);
TILE_AREA_LOOP(tile, ta) {
SetTropicZone(tile, (_ctrl_pressed) ? TROPICZONE_NORMAL : TROPICZONE_DESERT);
DoCommandP(tile, 0, 0, CMD_LANDSCAPE_CLEAR);
MarkTileDirtyByTile(tile);
@@ -75,21 +66,12 @@ static void GenerateDesertArea(TileIndex end, TileIndex start)
/** Scenario editor command that generates rocky areas */
static void GenerateRockyArea(TileIndex end, TileIndex start)
{
int size_x, size_y;
bool success = false;
int sx = TileX(start);
int sy = TileY(start);
int ex = TileX(end);
int ey = TileY(end);
if (_game_mode != GM_EDITOR) return;
if (ex < sx) Swap(ex, sx);
if (ey < sy) Swap(ey, sy);
size_x = (ex - sx) + 1;
size_y = (ey - sy) + 1;
bool success = false;
TileArea ta(start, end);
TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
TILE_AREA_LOOP(tile, ta) {
switch (GetTileType(tile)) {
case MP_TREES:
if (GetTreeGround(tile) == TREE_GROUND_SHORE) continue;