(svn r3665) Add a function to turn a tile into a clear tile

pull/155/head
tron 19 years ago
parent 6b7d4721bd
commit 3cde68077e

@ -4,6 +4,7 @@
#define CLEAR_H
#include "macros.h"
#include "tile.h"
/* ground type, m5 bits 2...4
* valid densities (bits 0...1) in comments after the enum
@ -43,4 +44,15 @@ static inline void SetFenceSE(TileIndex t, uint h) { SB(_m[t].m4, 2, 3, h); }
static inline uint GetFenceSW(TileIndex t) { return GB(_m[t].m4, 5, 3); }
static inline void SetFenceSW(TileIndex t, uint h) { SB(_m[t].m4, 5, 3, h); }
static inline void MakeClear(TileIndex t, ClearGround g, uint density)
{
SetTileType(t, MP_CLEAR);
SetTileOwner(t, OWNER_NONE);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0 << 5 | 0 << 2;
_m[t].m5 = 0 << 5 | g << 2 | density;
}
#endif

@ -239,12 +239,7 @@ void DrawFoundation(TileInfo *ti, uint f)
void DoClearSquare(TileIndex tile)
{
SetTileType(tile, MP_CLEAR);
SetTileOwner(tile, OWNER_NONE);
_m[tile].m2 = 0;
_m[tile].m3 = 0;
_m[tile].m4 = 0;
SetClearGroundDensity(tile, CL_GRASS, _generating_world ? 3 : 0);
MakeClear(tile, CL_GRASS, _generating_world ? 3 : 0);
MarkTileDirtyByTile(tile);
}
@ -438,12 +433,7 @@ void InitializeLandscape(void)
map_size = MapSize();
for (i = 0; i < map_size; i++) {
_m[i].type_height = MP_CLEAR << 4;
_m[i].m1 = OWNER_NONE;
_m[i].m2 = 0;
_m[i].m3 = 0;
_m[i].m4 = 0;
_m[i].m5 = 3;
MakeClear(i, CL_GRASS, 3);
_m[i].extra = 0;
}

@ -82,8 +82,7 @@ static void GenerateRockyArea(TileIndex end, TileIndex start)
BEGIN_TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
SetTileType(tile, MP_CLEAR);
SetClearGroundDensity(tile, CL_ROCKS, 3);
MakeClear(tile, CL_ROCKS, 3);
MarkTileDirtyByTile(tile);
success = true;
}

@ -515,12 +515,10 @@ static void TileLoop_Trees(TileIndex tile)
SetTreeGrowth(tile, 3);
} else {
/* just one tree, change type into MP_CLEAR */
SetTileType(tile, MP_CLEAR);
SetTileOwner(tile, OWNER_NONE);
switch (GetTreeGround(tile)) {
case TR_GRASS: SetClearGroundDensity(tile, CL_GRASS, 3); break;
case TR_ROUGH: SetClearGroundDensity(tile, CL_ROUGH, 3); break;
default: SetClearGroundDensity(tile, CL_SNOW, GetTreeDensity(tile)); break;
case TR_GRASS: MakeClear(tile, CL_GRASS, 3); break;
case TR_ROUGH: MakeClear(tile, CL_ROUGH, 3); break;
default: MakeClear(tile, CL_SNOW, GetTreeDensity(tile)); break;
}
}
break;

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