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(svn r4262) -Codechange: use IsClearWaterTile instead of some "home-brewn" marco. town_cmd is now map access free
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11
town_cmd.c
11
town_cmd.c
@ -23,6 +23,7 @@
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#include "economy.h"
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#include "gui.h"
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#include "unmovable_map.h"
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#include "water_map.h"
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#include "variables.h"
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#include "bridge.h"
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@ -545,8 +546,6 @@ static void LevelTownLand(TileIndex tile)
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}
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}
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#define IS_WATER_TILE(t) (IsTileType((t), MP_WATER) && _m[(t)].m5 == 0)
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static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1)
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{
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RoadBits rcmd;
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@ -621,7 +620,7 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
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tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i]));
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// Don't do it if it reaches to water.
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if (IS_WATER_TILE(tmptile)) return;
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if (IsClearWaterTile(tmptile)) return;
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// Build a house at the edge. 60% chance or
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// always ok if no road allowed.
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@ -643,7 +642,7 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
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}
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// Return if a water tile
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if (IsTileType(tile, MP_WATER) && _m[tile].m5 == 0) return;
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if (IsClearWaterTile(tile)) return;
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// Determine direction of slope,
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// and build a road if not a special slope.
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@ -669,7 +668,7 @@ build_road_and_exit:
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if (++j == 0)
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goto build_road_and_exit;
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tmptile = TILE_MASK(tmptile + TileOffsByDir(i));
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} while (IS_WATER_TILE(tmptile));
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} while (IsClearWaterTile(tmptile));
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// no water tiles in between?
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if (j == -10)
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@ -691,8 +690,6 @@ build_road_and_exit:
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} while (--j != 0);
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}
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}
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#undef IS_WATER_TILE
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// Returns true if a house was built, or no if the build failed.
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static int GrowTownAtRoad(Town *t, TileIndex tile)
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