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(svn r22706) -Cleanup: A loop is no loop, if it never iterates.
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@ -776,43 +776,40 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
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{
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if (DistanceFromEdge(tile) == 0) return false;
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Slope cur_slope, desired_slope;
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for (;;) {
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/* Check if there already is a road at this point? */
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if (GetTownRoadBits(tile) == ROAD_NONE) {
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/* No, try if we are able to build a road piece there.
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* If that fails clear the land, and if that fails exit.
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* This is to make sure that we can build a road here later. */
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if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
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DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
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return false;
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}
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cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
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bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
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if (cur_slope == SLOPE_FLAT) return ret;
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/* If the tile is not a slope in the right direction, then
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* maybe terraform some. */
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desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
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if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
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if (Chance16(1, 8)) {
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CommandCost res = CMD_ERROR;
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if (!_generating_world && Chance16(1, 10)) {
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/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
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res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
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DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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}
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if (res.Failed() && Chance16(1, 3)) {
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/* We can consider building on the slope, though. */
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return ret;
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}
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}
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/* Check if there already is a road at this point? */
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if (GetTownRoadBits(tile) == ROAD_NONE) {
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/* No, try if we are able to build a road piece there.
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* If that fails clear the land, and if that fails exit.
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* This is to make sure that we can build a road here later. */
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if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
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DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
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return false;
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}
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return ret;
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}
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Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
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bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
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if (cur_slope == SLOPE_FLAT) return ret;
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/* If the tile is not a slope in the right direction, then
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* maybe terraform some. */
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Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
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if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
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if (Chance16(1, 8)) {
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CommandCost res = CMD_ERROR;
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if (!_generating_world && Chance16(1, 10)) {
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/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
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res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
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DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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}
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if (res.Failed() && Chance16(1, 3)) {
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/* We can consider building on the slope, though. */
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return ret;
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}
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}
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return false;
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}
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return ret;
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}
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static bool TerraformTownTile(TileIndex tile, int edges, int dir)
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