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authortruelight <truelight@openttd.org>2004-09-10 19:02:27 +0000
committertruelight <truelight@openttd.org>2004-09-10 19:02:27 +0000
commiteb49a19460f1478a9e9cee99a76391acec72d939 (patch)
treedf7199c5876910bc07eb93bce29fdee7172c0fcf /town_cmd.c
parent1c1a5b91c9b8fab3d178d207e6f77c880a142d6c (diff)
downloadopenttd-eb49a19460f1478a9e9cee99a76391acec72d939.tar.xz
(svn r194) -Codechange: stripping trailing-spaces. Please keep this that way!
Diffstat (limited to 'town_cmd.c')
-rw-r--r--town_cmd.c112
1 files changed, 56 insertions, 56 deletions
diff --git a/town_cmd.c b/town_cmd.c
index 6ed0b6151..ee5de74f3 100644
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -76,8 +76,8 @@ static void DrawTile_Town(TileInfo *ti)
if ((image = dcts->sprite_2) != 0) {
if (!(_display_opt & DO_TRANS_BUILDINGS))
image = (image & 0x3FFF) | 0x3224000;
-
- AddSortableSpriteToDraw(image,
+
+ AddSortableSpriteToDraw(image,
ti->x | (dcts->subtile_xy>>4),
ti->y | (dcts->subtile_xy&0xF),
(dcts->width_height>>4)+1,
@@ -100,7 +100,7 @@ static uint GetSlopeZ_Town(TileInfo *ti)
{
uint z = GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + ti->z;
if (ti->tileh != 0) z = (z & ~7) + 4;
- return (uint16) z;
+ return (uint16) z;
}
static uint GetSlopeTileh_Town(TileInfo *ti)
@@ -140,7 +140,7 @@ static void AnimateTile_Town(uint tile)
_map_owner[tile] &= 0x7F;
DeleteAnimatedTile(tile);
}
-
+
MarkTileDirtyByTile(tile);
}
@@ -169,9 +169,9 @@ static void ChangePopulation(Town *t, int mod)
static void MakeSingleHouseBigger(uint tile)
{
byte b;
-
+
assert(IS_TILETYPE(tile, MP_HOUSE));
-
+
b = _map5[tile];
if (b & 0x80)
return;
@@ -185,14 +185,14 @@ static void MakeSingleHouseBigger(uint tile)
if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
Town *t = ClosestTownFromTile(tile, (uint)-1);
- ChangePopulation(t, _housetype_population[_map2[tile]]);
+ ChangePopulation(t, _housetype_population[_map2[tile]]);
}
MarkTileDirtyByTile(tile);
}
static void MakeTownHouseBigger(uint tile)
{
- uint flags = _house_more_flags[_map2[tile]];
+ uint flags = _house_more_flags[_map2[tile]];
if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
@@ -245,7 +245,7 @@ static void TileLoop_Town(uint tile)
_current_player = OWNER_TOWN;
ClearTownHouse(t, tile);
-
+
// rebuild with another house?
if ( (byte) (r >> 8) >= 12) {
DoBuildTownHouse(t, tile);
@@ -274,12 +274,12 @@ static int32 ClearTile_Town(uint tile, byte flags)
rating = _housetype_remove_ratingmod[house];
_cleared_town_rating += rating;
_cleared_town = t = ClosestTownFromTile(tile, (uint)-1);
-
+
if (_current_player < MAX_PLAYERS) {
if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
SET_DPARAM16(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
- }
+ }
}
if (flags & DC_EXEC) {
@@ -293,7 +293,7 @@ static int32 ClearTile_Town(uint tile, byte flags)
static void GetAcceptedCargo_Town(uint tile, AcceptedCargo *ac)
{
int type = _map2[tile];
-
+
ac->type_1 = CT_PASSENGERS;
ac->amount_1 = _housetype_cargo_passengers[type];
@@ -336,7 +336,7 @@ static const TileIndexDiff _roadblock_tileadd[4+3] = {
TILE_XY(1,0),
TILE_XY(0,1),
TILE_XY(-1,0),
-
+
// Store the first 3 elements again.
// Lets us rotate without using &3.
TILE_XY(0,-1),
@@ -352,7 +352,7 @@ static void TownTickHandler(Town *t)
if (GrowTown(t)) {
i = t->growth_rate;
} else {
- i = 0;
+ i = 0;
}
}
t->grow_counter = i;
@@ -400,7 +400,7 @@ static bool IsRoadAllowedHere(uint tile, int dir)
// If this assertion fails, it might be because the world contains
// land at the edges. This is not ok.
TILE_ASSERT(tile);
-
+
for(;;) {
// Check if there already is a road at this point?
if (GetRoadBitsByTile(tile) == 0) {
@@ -421,11 +421,11 @@ static bool IsRoadAllowedHere(uint tile, int dir)
HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1] + _roadblock_tileadd[dir+2])), dir) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3] + _roadblock_tileadd[dir+2])), dir))
return false;
-
+
// Otherwise allow
return true;
}
-
+
// If the tile is not a slope in the right direction, then
// maybe terraform some.
if ((k = (dir&1)?0xC:0x9) != slope && (k^0xF) != slope) {
@@ -447,7 +447,7 @@ static bool IsRoadAllowedHere(uint tile, int dir)
static bool TerraformTownTile(uint tile, int edges, int dir)
{
int32 r;
-
+
TILE_ASSERT(tile);
r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
@@ -491,7 +491,7 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
if (mask == 0) {
// Tile has no road. First reset the status counter
- // to say that this is the last iteration.
+ // to say that this is the last iteration.
_grow_town_result = 0;
// Then check if the tile we are at belongs to the town,
@@ -520,7 +520,7 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
// return if the road we're trying to build is curved.
if ( a != (b^2))
return;
-
+
// Return if neither side of the new road is a house
if (!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+1]), MP_HOUSE) &&
!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+3]), MP_HOUSE))
@@ -544,7 +544,7 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
*tile_ptr = flotr.tile;
return;
}
-
+
// For any other kind of tunnel/bridge, bail out.
if (IS_TILETYPE(tile, MP_TUNNELBRIDGE))
return;
@@ -557,7 +557,7 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
// This is the tile we will reach if we extend to this direction.
tmptile = TILE_ADD(tile,_roadblock_tileadd[i]);
-
+
// Don't do it if it reaches to water.
if (IS_WATER_TILE(tmptile))
return;
@@ -569,7 +569,7 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
return;
}
- // Build a house at the edge. 60% chance or
+ // Build a house at the edge. 60% chance or
// always ok if no road allowed.
if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
// But not if there already is a house there.
@@ -722,7 +722,7 @@ bool GrowTown(Town *t)
return GrowTownAtRoad(t, tile);
}
offs = *ptr++;
-
+
tile = TILE_ADD(tile, offs);
} while (offs);
@@ -732,7 +732,7 @@ bool GrowTown(Town *t)
ptr = _town_coord_mod;
do {
FindLandscapeHeightByTile(&ti, tile);
-
+
// Only work with plain land that not already has a house with map5=0
if (ti.tileh == 0 && !(ti.type==MP_HOUSE && ti.map5==0)) {
if (DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) != CMD_ERROR) {
@@ -800,7 +800,7 @@ restart:
SET_DPARAM32(0, r);
GetString(buf1, t1->townnametype);
-
+
// Check size and width
if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130)
continue;
@@ -814,7 +814,7 @@ restart:
}
}
t1->townnameparts = r;
-
+
return;
}
}
@@ -868,7 +868,7 @@ static void DoCreateTown(Town *t, TileIndex tile)
t->statues = 0;
CreateTownName(t);
-
+
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
@@ -906,7 +906,7 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
uint tile = TILE_FROM_XY(x,y);
TileInfo ti;
Town *t;
-
+
SET_EXPENSES_TYPE(EXPENSES_OTHER);
// Check if too close to the edge of map
@@ -925,7 +925,7 @@ int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
// Allocate town struct
t = AllocateTown();
if (t == NULL)
- return_cmd_error(STR_023A_TOO_MANY_TOWNS);
+ return_cmd_error(STR_023A_TOO_MANY_TOWNS);
// Create the town
if (flags & DC_EXEC) {
@@ -959,7 +959,7 @@ Town *CreateRandomTown()
// Check not too close to a town
if (IsCloseToTown(tile, 20))
continue;
-
+
// Allocate a town struct
t = AllocateTown();
if (t == NULL)
@@ -1042,7 +1042,7 @@ static bool CheckFree2x2Area(Town *t1, uint tile)
tile += _tile_add[i];
t = ClosestTownFromTile(tile, (uint)-1);
- if (t1 != t)
+ if (t1 != t)
return false;
if (GetTileSlope(tile, NULL))
@@ -1063,7 +1063,7 @@ static void DoBuildTownHouse(Town *t, uint tile)
uint slope;
int z;
uint oneof;
-
+
// Above snow?
slope = GetTileSlope(tile, &z);
@@ -1110,7 +1110,7 @@ static void DoBuildTownHouse(Town *t, uint tile)
// Make sure there is no slope?
if (_housetype_extra_flags[house]&0x12 && slope)
continue;
-
+
if (_housetype_extra_flags[house]&0x10) {
if (CheckFree2x2Area(t,tile) ||
CheckFree2x2Area(t,(tile+=TILE_XY(-1,0))) ||
@@ -1121,7 +1121,7 @@ static void DoBuildTownHouse(Town *t, uint tile)
} else if (_housetype_extra_flags[house]&4) {
if (CheckBuildHouseMode(t, tile+TILE_XY(1,0), slope, 0))
break;
-
+
if (CheckBuildHouseMode(t, tile+TILE_XY(-1,0), slope, 1)) {
tile += TILE_XY(-1,0);
break;
@@ -1143,7 +1143,7 @@ static void DoBuildTownHouse(Town *t, uint tile)
// Special houses that there can be only one of.
t->flags12 |= oneof;
-
+
{
int m3lo,m5,eflags;
@@ -1152,21 +1152,21 @@ static void DoBuildTownHouse(Town *t, uint tile)
m5 = 0;
if (_generating_world) {
uint32 r = Random();
-
+
// Value for map3lo
m3lo = 0xC0;
if ((byte)r >= 220) m3lo &= (r>>8);
if (m3lo == 0xC0)
ChangePopulation(t, _housetype_population[house]);
-
+
// Initial value for map5.
m5 = (r >> 16) & 0x3F;
}
-
+
assert(IS_TILETYPE(tile, MP_CLEAR));
- ModifyTile(tile,
+ ModifyTile(tile,
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
house, /* map2 */
m3lo, /* map3_lo */
@@ -1216,7 +1216,7 @@ static void DoBuildTownHouse(Town *t, uint tile)
static bool BuildTownHouse(Town *t, uint tile)
{
int32 r;
-
+
// make sure it's possible
if (!EnsureNoVehicle(tile)) return false;
if (GetTileSlope(tile, NULL) & 0x10) return false;
@@ -1258,7 +1258,7 @@ static void ClearTownHouse(Town *t, uint tile) {
tile += TILE_XY(-1,-1);
}
}
-
+
// Remove population from the town if the
// house is finished.
if ((~_map3_lo[tile] & 0xC0) == 0) {
@@ -1273,7 +1273,7 @@ static void ClearTownHouse(Town *t, uint tile) {
t->flags12 &= ~2;
if (house == 0x14 || house == 0x20)
t->flags12 &= ~4;
-
+
// Do the actual clearing of tiles
eflags = _housetype_extra_flags[house];
DoClearTownHouseHelper(tile);
@@ -1286,7 +1286,7 @@ int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Town *t = DEREF_TOWN(p1);
-
+
str = AllocateName((byte*)_decode_parameters, 4);
if (str == 0)
return CMD_ERROR;
@@ -1349,7 +1349,7 @@ void ExpandTown(Town *t)
int amount, n;
_generating_world = true;
-
+
amount = ((int)Random()&3) + 3;
t->num_houses += amount;
UpdateTownRadius(t);
@@ -1374,7 +1374,7 @@ static void TownActionAdvertise(Town *t, int action)
{
static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
static const byte _advertising_radius[3] = {10,15,20};
- ModifyStationRatingAround(t->xy, _current_player,
+ ModifyStationRatingAround(t->xy, _current_player,
_advertising_amount[action],
_advertising_radius[action]);
}
@@ -1384,14 +1384,14 @@ static void TownActionRoadRebuild(Town *t, int action)
Player *p;
t->road_build_months = 6;
-
+
SET_DPARAM16(0, t->index);
p = DEREF_PLAYER(_current_player);
SET_DPARAM16(1, p->name_1);
SET_DPARAM32(2, p->name_2);
- AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
+ AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
}
@@ -1429,7 +1429,7 @@ static void TownActionBuildStatue(Town *t, int action)
// Layouted as an outward spiral
static const TileIndexDiff _statue_tiles[] = {
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(1,0), TILE_XY(1,0),
- TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
@@ -1437,7 +1437,7 @@ static void TownActionBuildStatue(Town *t, int action)
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(0,1), TILE_XY(0,1), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
- TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
@@ -1445,7 +1445,7 @@ static void TownActionBuildStatue(Town *t, int action)
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
- TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
0,
@@ -1657,7 +1657,7 @@ Town *ClosestTownFromTile(uint tile, uint threshold)
Town *t;
uint dist, best = threshold;
Town *best_town = NULL;
-
+
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
dist = GetTileDist(tile, t->xy);
@@ -1680,9 +1680,9 @@ void ChangeTownRating(Town *t, int add, int max)
return;
SETBIT(t->have_ratings, _current_player);
-
+
rating = t->ratings[_current_player];
-
+
if (add < 0) {
if (rating > max) {
rating += add;
@@ -1714,7 +1714,7 @@ bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type)
return true;
/* check if you're allowed to remove the street/bridge/tunnel/industry
- * owned by a town no removal if rating is lower than ... depends now on
+ * owned by a town no removal if rating is lower than ... depends now on
* difficulty setting. Minimum town rating selected by difficulty level
*/
modemod = _default_rating_settings[_opt_mod_ptr->diff.town_council_tolerance][type];
@@ -1785,7 +1785,7 @@ const TileTypeProcs _tile_type_town_procs = {
// Save and load of towns.
static const byte _town_desc[] = {
SLE_VAR(Town,xy, SLE_UINT16),
-
+
SLE_CONDVAR(Town,population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
SLE_CONDVAR(Town,population, SLE_UINT32, 3, 255),