Mercurial > hg > openttd
changeset 8814:eb3b487b80a4 draft
(svn r12560) -Cleanup: town_cmd.cpp and header files - variable scope and a bit of coding style
author | smatz <smatz@openttd.org> |
---|---|
date | Fri, 04 Apr 2008 14:53:06 +0000 |
parents | 1ac052d87671 |
children | d89ac2583e59 |
files | src/economy.cpp src/town.h src/town_cmd.cpp src/town_type.h |
diffstat | 4 files changed, 123 insertions(+), 152 deletions(-) [+] |
line wrap: on
line diff
--- a/src/economy.cpp +++ b/src/economy.cpp @@ -351,7 +351,7 @@ } /* Reset the ratings for the old player */ - t->ratings[old_player] = 500; + t->ratings[old_player] = RATING_INITIAL; ClrBit(t->have_ratings, old_player); }
--- a/src/town.h +++ b/src/town.h @@ -47,12 +47,17 @@ DECLARE_ENUM_AS_BIT_SET(BuildingFlags) enum HouseZonesBits { + HZB_BEGIN = 0, HZB_TOWN_EDGE = 0, HZB_TOWN_OUTSKIRT, HZB_TOWN_OUTER_SUBURB, HZB_TOWN_INNER_SUBURB, HZB_TOWN_CENTRE, + HZB_END, }; +assert_compile(HZB_END == 5); + +DECLARE_POSTFIX_INCREMENT(HouseZonesBits) enum HouseZones { ///< Bit Value Meaning HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none @@ -158,7 +163,7 @@ bool larger_town; /* NOSAVE: UpdateTownRadius updates this given the house count. */ - uint16 radius[5]; + uint16 radius[HZB_END]; /* NOSAVE: The number of each type of building in the town. */ BuildingCounts building_counts;
--- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -142,7 +142,7 @@ } typedef void TownDrawTileProc(const TileInfo *ti); -static TownDrawTileProc * const _town_draw_tile_procs[1] = { +static TownDrawTileProc *const _town_draw_tile_procs[1] = { TownDrawHouseLift }; @@ -163,9 +163,6 @@ */ static void DrawTile_Town(TileInfo *ti) { - const DrawBuildingsTileStruct *dcts; - SpriteID image; - SpriteID pal; HouseID house_id = GetHouseType(ti->tile); if (house_id >= NEW_HOUSE_OFFSET) { @@ -181,19 +178,17 @@ } /* Retrieve pointer to the draw town tile struct */ - dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)]; + const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)]; if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); - image = dcts->ground.sprite; - pal = dcts->ground.pal; - DrawGroundSprite(image, pal); + DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal); /* If houses are invisible, do not draw the upper part */ if (IsInvisibilitySet(TO_HOUSES)) return; /* Add a house on top of the ground? */ - image = dcts->building.sprite; + SpriteID image = dcts->building.sprite; if (image != 0) { AddSortableSpriteToDraw(image, dcts->building.pal, ti->x + dcts->subtile_x, @@ -233,8 +228,6 @@ */ static void AnimateTile_Town(TileIndex tile) { - int pos, dest; - if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) { AnimateNewHouseTile(tile); return; @@ -252,21 +245,21 @@ } if (!LiftHasDestination(tile)) { - int i; - - /* Building has 6 floors, number 0 .. 6, where 1 is illegal. - * This is due to the fact that the first floor is, in the graphics, + uint i; + + /* Building has 6 floors, number 0 .. 6, where 1 is illegal. + * This is due to the fact that the first floor is, in the graphics, * the height of 2 'normal' floors. - * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */ + * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */ do { - i = (Random() & 7) - 1; - } while (i < 0 || i == 1 || i * 6 == GetLiftPosition(tile)); + i = RandomRange(7); + } while (i == 1 || i * 6 == GetLiftPosition(tile)); SetLiftDestination(tile, i); } - pos = GetLiftPosition(tile); - dest = GetLiftDestination(tile) * 6; + int pos = GetLiftPosition(tile); + int dest = GetLiftDestination(tile) * 6; pos += (pos < dest) ? 1 : -1; SetLiftPosition(tile, pos); @@ -283,7 +276,7 @@ */ static bool IsCloseToTown(TileIndex tile, uint dist) { - const Town* t; + const Town *t; FOR_ALL_TOWNS(t) { if (DistanceManhattan(tile, t->xy) < dist) return true; @@ -316,10 +309,8 @@ */ void UpdateTownVirtCoord(Town *t) { - Point pt; - MarkTownSignDirty(t); - pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE); + Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE); SetDParam(0, t->index); SetDParam(1, t->population); UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, @@ -357,10 +348,9 @@ */ uint32 GetWorldPopulation() { - uint32 pop; - const Town* t; - - pop = 0; + uint32 pop = 0; + const Town *t; + FOR_ALL_TOWNS(t) pop += t->population; return pop; } @@ -412,10 +402,7 @@ */ static void TileLoop_Town(TileIndex tile) { - Town *t; - uint32 r; HouseID house_id = GetHouseType(tile); - HouseSpec *hs = GetHouseSpecs(house_id); /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house * doesn't exist any more, so don't continue here. */ @@ -427,16 +414,18 @@ return; } + const HouseSpec *hs = GetHouseSpecs(house_id); + /* If the lift has a destination, it is already an animated tile. */ if ((hs->building_flags & BUILDING_IS_ANIMATED) && house_id < NEW_HOUSE_OFFSET && !LiftHasDestination(tile) && - Chance16(1, 2)) + Chance16(1, 2)) { AddAnimatedTile(tile); - - t = GetTownByTile(tile); - - r = Random(); + } + + Town *t = GetTownByTile(tile); + uint32 r = Random(); if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) { for (uint i = 0; i < 256; i++) { @@ -469,22 +458,18 @@ } else { if (GB(r, 0, 8) < hs->population) { uint amt = GB(r, 0, 8) / 8 + 1; - uint moved; if (_economy.fluct <= 0) amt = (amt + 1) >> 1; t->new_max_pass += amt; - moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt); - t->new_act_pass += moved; + t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt); } if (GB(r, 8, 8) < hs->mail_generation) { uint amt = GB(r, 8, 8) / 8 + 1; - uint moved; if (_economy.fluct <= 0) amt = (amt + 1) >> 1; t->new_max_mail += amt; - moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt); - t->new_act_mail += moved; + t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt); } } @@ -517,19 +502,17 @@ static CommandCost ClearTile_Town(TileIndex tile, byte flags) { - int rating; - CommandCost cost(EXPENSES_CONSTRUCTION); - Town *t; - HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); - - if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED); + if ((flags & DC_AUTO) && !(flags & DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED); if (!CanDeleteHouse(tile)) return CMD_ERROR; + const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); + + CommandCost cost(EXPENSES_CONSTRUCTION); cost.AddCost(_price.remove_house * hs->removal_cost >> 8); - rating = hs->remove_rating_decrease; + int rating = hs->remove_rating_decrease; _cleared_town_rating += rating; - _cleared_town = t = GetTownByTile(tile); + Town *t = _cleared_town = GetTownByTile(tile); if (IsValidPlayer(_current_player)) { if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) { @@ -548,7 +531,7 @@ static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac) { - HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); + const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); CargoID accepts[3]; /* Set the initial accepted cargo types */ @@ -772,11 +755,9 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir) { - CommandCost r; - TILE_ASSERT(tile); - r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); + CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); if (CmdFailed(r) || r.GetCost() >= 126 * 16) return false; DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND); return true; @@ -784,13 +765,11 @@ static void LevelTownLand(TileIndex tile) { - Slope tileh; - TILE_ASSERT(tile); /* Don't terraform if land is plain or if there's a house there. */ if (IsTileType(tile, MP_HOUSE)) return; - tileh = GetTileSlope(tile, NULL); + Slope tileh = GetTileSlope(tile, NULL); if (tileh == SLOPE_FLAT) return; /* First try up, then down */ @@ -1228,10 +1207,11 @@ } /** Grow the town - * @Return true if a house was built, or no if the build failed. */ + * @param t town to grow + * @return true iff a house was built + */ static bool GrowTown(Town *t) { - /* Let the town be a ghost town * The player wanted it in such a way. Thus there he has it. ;) * Never reached in editor mode. */ @@ -1254,7 +1234,6 @@ { 2, -2}, { 0, 0} }; - const TileIndexDiffC *ptr; /* Current player is a town */ PlayerID old_player = _current_player; @@ -1263,6 +1242,7 @@ TileIndex tile = t->xy; // The tile we are working with ATM /* Find a road that we can base the construction on. */ + const TileIndexDiffC *ptr; for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) { if (GetTownRoadBits(tile) != ROAD_NONE) { int r = GrowTownAtRoad(t, tile); @@ -1353,7 +1333,7 @@ uint32 grfid = grf ? GetGRFTownNameId(_opt.town_name - _nb_orig_names) : 0; uint16 townnametype = grf ? GetGRFTownNameType(_opt.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _opt.town_name; - assert(townnameparts); + assert(townnameparts != NULL); for (;;) { restart: @@ -1402,7 +1382,6 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size) { extern int _nb_orig_names; - int x, i; t->xy = tile; t->num_houses = 0; @@ -1429,8 +1408,7 @@ t->act_food = 0; t->act_water = 0; - for (i = 0; i != MAX_PLAYERS; i++) - t->ratings[i] = 500; + for (uint i = 0; i != MAX_PLAYERS; i++) t->ratings[i] = RATING_INITIAL; t->have_ratings = 0; t->exclusivity = INVALID_PLAYER; @@ -1454,7 +1432,7 @@ t->InitializeLayout(); /* Random town size. */ - x = (Random() & 0xF) + 8; + int x = (Random() & 0xF) + 8; switch (size_mode) { default: NOT_REACHED(); @@ -1477,7 +1455,7 @@ t->num_houses += x; UpdateTownRadius(t); - i = x * 4; + int i = x * 4; do { GrowTown(t); } while (--i); @@ -1497,8 +1475,6 @@ */ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { - uint32 townnameparts; - /* Only in the scenario editor */ if (_game_mode != GM_EDITOR) return CMD_ERROR; if (p2 > TSM_CITY) return CMD_ERROR; @@ -1516,6 +1492,8 @@ if (IsCloseToTown(tile, 20)) return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN); + uint32 townnameparts; + /* Get a unique name for the town. */ if (!CreateTownName(&townnameparts)) return_cmd_error(STR_023A_TOO_MANY_TOWNS); @@ -1537,13 +1515,9 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size) { - TileIndex tile; - Town *t; - uint32 townnameparts; - do { /* Generate a tile index not too close from the edge */ - tile = RandomTile(); + TileIndex tile = RandomTile(); if (DistanceFromEdge(tile) < 20) continue; /* Make sure the tile is plain */ @@ -1552,16 +1526,19 @@ /* Check not too close to a town */ if (IsCloseToTown(tile, 20)) continue; + uint32 townnameparts; + /* Get a unique name for the town. */ if (!CreateTownName(&townnameparts)) break; /* Allocate a town struct */ - t = new Town(tile); + Town *t = new Town(tile); if (t == NULL) break; DoCreateTown(t, tile, townnameparts, mode, size); return t; - } while (--attempts); + } while (--attempts != 0); + return NULL; } @@ -1602,17 +1579,15 @@ * @param tile TileIndex where radius needs to be found * @return the bit position of the given zone, as defined in HouseZones */ -HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile) +HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile) { uint dist = DistanceSquare(tile, t->xy); - HouseZonesBits smallest; - uint i; if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE; - smallest = HZB_TOWN_EDGE; - for (i = 0; i != lengthof(t->radius); i++) { - if (dist < t->radius[i]) smallest = (HouseZonesBits)i; + HouseZonesBits smallest = HZB_TOWN_EDGE; + for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) { + if (dist < t->radius[i]) smallest = i; } return smallest; @@ -1878,7 +1853,7 @@ /* Generate a list of all possible houses that can be built. */ for (uint i = 0; i < HOUSE_MAX; i++) { - HouseSpec *hs = GetHouseSpecs(i); + const HouseSpec *hs = GetHouseSpecs(i); /* Verify that the candidate house spec matches the current tile status */ if ((~hs->building_availability & bitmask) == 0 && hs->enabled) { /* Without NewHouses, all houses have probability '1' */ @@ -1907,7 +1882,7 @@ houses[i] = houses[num]; probs[i] = probs[num]; - HouseSpec *hs = GetHouseSpecs(house); + const HouseSpec *hs = GetHouseSpecs(house); if (_loaded_newgrf_features.has_newhouses) { if (hs->override != 0) { @@ -1991,11 +1966,9 @@ void ClearTownHouse(Town *t, TileIndex tile) { + assert(IsTileType(tile, MP_HOUSE)); + HouseID house = GetHouseType(tile); - uint eflags; - HouseSpec *hs; - - assert(IsTileType(tile, MP_HOUSE)); /* need to align the tile to point to the upper left corner of the house */ if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks. @@ -2014,7 +1987,7 @@ } } - hs = GetHouseSpecs(house); + const HouseSpec *hs = GetHouseSpecs(house); /* Remove population from the town if the house is finished. */ if (IsHouseCompleted(tile)) { @@ -2032,7 +2005,7 @@ } /* Do the actual clearing of tiles */ - eflags = hs->building_flags; + uint eflags = hs->building_flags; DoClearTownHouseHelper(tile); if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0)); if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1)); @@ -2061,15 +2034,13 @@ */ CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { - Town *t; - if (!IsValidTownID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR; - t = GetTown(p1); - if (!IsUniqueTownName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); if (flags & DC_EXEC) { + Town *t = GetTown(p1); + free(t->name); t->name = strdup(_cmd_text); @@ -2085,16 +2056,14 @@ /** Called from GUI */ void ExpandTown(Town *t) { - uint amount, n; - _generating_world = true; /* The more houses, the faster we grow */ - amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3; + uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3; t->num_houses += amount; UpdateTownRadius(t); - n = amount * 10; + uint n = amount * 10; do GrowTown(t); while (--n); t->num_houses -= amount; @@ -2108,22 +2077,22 @@ 2, 4, 9, 35, 48, 53, 117, 175 }; -static void TownActionAdvertiseSmall(Town* t) +static void TownActionAdvertiseSmall(Town *t) { ModifyStationRatingAround(t->xy, _current_player, 0x40, 10); } -static void TownActionAdvertiseMedium(Town* t) +static void TownActionAdvertiseMedium(Town *t) { ModifyStationRatingAround(t->xy, _current_player, 0x70, 15); } -static void TownActionAdvertiseLarge(Town* t) +static void TownActionAdvertiseLarge(Town *t) { ModifyStationRatingAround(t->xy, _current_player, 0xA0, 20); } -static void TownActionRoadRebuild(Town* t) +static void TownActionRoadRebuild(Town *t) { t->road_build_months = 6; @@ -2136,9 +2105,6 @@ static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id) { - PlayerID old; - CommandCost r; - /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */ if (IsSteepSlope(GetTileSlope(tile, NULL))) return false; @@ -2148,9 +2114,9 @@ return false; } - old = _current_player; + PlayerID old = _current_player; _current_player = OWNER_NONE; - r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); _current_player = old; if (CmdFailed(r)) return false; @@ -2177,15 +2143,16 @@ * in order to find a free tile to place a statue * @param t town to search in */ -static void TownActionBuildStatue(Town* t) +static void TownActionBuildStatue(Town *t) { TileIndex tile = t->xy; - if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index)) + if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index)) { SetBit(t->statues, _current_player); // Once found and built, "inform" the Town + } } -static void TownActionFundBuildings(Town* t) +static void TownActionFundBuildings(Town *t) { /* Build next tick */ t->grow_counter = 1; @@ -2195,7 +2162,7 @@ t->fund_buildings_months = 3; } -static void TownActionBuyRights(Town* t) +static void TownActionBuyRights(Town *t) { /* Check if it's allowed to by the rights */ if (!_patches.exclusive_rights) return; @@ -2206,15 +2173,14 @@ ModifyStationRatingAround(t->xy, _current_player, 130, 17); } -static void TownActionBribe(Town* t) +static void TownActionBribe(Town *t) { - if (!RandomRange(15)) { - Station *st; - + if (Chance16(1, 14)) { /* set as unwanted for 6 months */ t->unwanted[_current_player] = 6; /* set all close by station ratings to 0 */ + Station *st; FOR_ALL_STATIONS(st) { if (st->town == t && st->owner == _current_player) { for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0; @@ -2237,8 +2203,8 @@ } } -typedef void TownActionProc(Town* t); -static TownActionProc * const _town_action_proc[] = { +typedef void TownActionProc(Town *t); +static TownActionProc *const _town_action_proc[] = { TownActionAdvertiseSmall, TownActionAdvertiseMedium, TownActionAdvertiseLarge, @@ -2261,11 +2227,9 @@ */ CommandCost CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { - Town *t; - if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR; - t = GetTown(p1); + Town *t = GetTown(p1); if (!HasBit(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR; @@ -2281,28 +2245,28 @@ static void UpdateTownGrowRate(Town *t) { - int n; - Station *st; - uint16 m; - Player *p; - - /* Reset player ratings if they're low */ + /* Increase player ratings if they're low */ + const Player *p; FOR_ALL_PLAYERS(p) { - if (p->is_active && t->ratings[p->index] <= 200) { - t->ratings[p->index] += 5; + if (p->is_active) { + t->ratings[p->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[p->index] + RATING_GROWTH_UP_STEP); } } - n = 0; + int n = 0; + + Station *st; FOR_ALL_STATIONS(st) { if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) { if (st->time_since_load <= 20 || st->time_since_unload <= 20) { n++; - if (IsValidPlayer(st->owner) && t->ratings[st->owner] <= 1000-12) - t->ratings[st->owner] += 12; + if (IsValidPlayer(st->owner)) { + t->ratings[st->owner] = min((int)RATING_MAXIMUM, t->ratings[st->owner] + RATING_STATION_UP_STEP); + } } else { - if (IsValidPlayer(st->owner) && t->ratings[st->owner] >= -1000+15) - t->ratings[st->owner] -= 15; + if (IsValidPlayer(st->owner)) { + t->ratings[st->owner] = max((int)RATING_MINIMUM, t->ratings[st->owner] + RATING_STATION_DOWN_STEP); + } } } } @@ -2317,6 +2281,8 @@ { 320, 420, 300, 220, 160, 100 } // Normal values }; + uint16 m; + if (t->fund_buildings_months != 0) { m = _grow_count_values[0][min(n, 5)]; t->fund_buildings_months--; @@ -2367,7 +2333,7 @@ static void UpdateTownUnwanted(Town *t) { - const Player* p; + const Player *p; FOR_ALL_PLAYERS(p) { if (t->unwanted[p->index] > 0) t->unwanted[p->index]--; @@ -2376,14 +2342,12 @@ bool CheckIfAuthorityAllows(TileIndex tile) { - Town *t; - if (!IsValidPlayer(_current_player)) return true; - t = ClosestTownFromTile(tile, _patches.dist_local_authority); + Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority); if (t == NULL) return true; - if (t->ratings[_current_player] > -200) return true; + if (t->ratings[_current_player] > RATING_VERYPOOR) return true; _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; SetDParam(0, t->index); @@ -2392,14 +2356,14 @@ } -Town* CalcClosestTownFromTile(TileIndex tile, uint threshold) +Town *CalcClosestTownFromTile(TileIndex tile, uint threshold) { Town *t; - uint dist, best = threshold; + uint best = threshold; Town *best_town = NULL; FOR_ALL_TOWNS(t) { - dist = DistanceManhattan(tile, t->xy); + uint dist = DistanceManhattan(tile, t->xy); if (dist < best) { best = dist; best_town = t; @@ -2442,8 +2406,6 @@ void ChangeTownRating(Town *t, int add, int max) { - int rating; - /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */ if (t == NULL || !IsValidPlayer(_current_player) || @@ -2453,7 +2415,7 @@ SetBit(t->have_ratings, _current_player); - rating = _town_rating_test ? t->test_rating : t->ratings[_current_player]; + int rating = _town_rating_test ? t->test_rating : t->ratings[_current_player]; if (add < 0) { if (rating > max) { @@ -2483,8 +2445,6 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type) { - int modemod; - /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */ if (t == NULL || !IsValidPlayer(_current_player) || _cheats.magic_bulldozer.value) return true; @@ -2493,7 +2453,7 @@ * 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.diff.town_council_tolerance][type]; + int modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type]; if ((_town_rating_test ? t->test_rating : t->ratings[_current_player]) < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) { SetDParam(0, t->index); @@ -2522,15 +2482,14 @@ void InitializeTowns() { - Subsidy *s; - /* Clean the town pool and create 1 block in it */ _Town_pool.CleanPool(); _Town_pool.AddBlockToPool(); memset(_subsidies, 0, sizeof(_subsidies)); - for (s=_subsidies; s != endof(_subsidies); s++) + for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) { s->cargo_type = CT_INVALID; + } _cur_town_ctr = 0; _cur_town_iter = 0; @@ -2542,7 +2501,7 @@ { if (AutoslopeEnabled()) { HouseID house = GetHouseType(tile); - HouseSpec *hs = GetHouseSpecs(house); + const HouseSpec *hs = GetHouseSpecs(house); /* Here we differ from TTDP by checking TILE_NOT_SLOPED */ if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
--- a/src/town_type.h +++ b/src/town_type.h @@ -35,12 +35,19 @@ RATING_MAXIMUM = RATING_OUTSTANDING, + RATING_INITIAL = 500, ///< initial rating + /* RATINGS AFFECTING NUMBERS */ RATING_TREE_DOWN_STEP = -35, RATING_TREE_MINIMUM = RATING_MINIMUM, RATING_TREE_UP_STEP = 7, RATING_TREE_MAXIMUM = 220, + RATING_GROWTH_UP_STEP = 5, ///< when a town grows, all players have rating increased a bit ... + RATING_GROWTH_MAXIMUM = RATING_MEDIOCRE, ///< ... up to RATING_MEDIOCRE + RATING_STATION_UP_STEP = 12, ///< when a town grows, player gains reputation for all well serviced stations ... + RATING_STATION_DOWN_STEP = -15, ///< ... but loses for bad serviced stations + RATING_TUNNEL_BRIDGE_DOWN_STEP = -250, RATING_TUNNEL_BRIDGE_MINIMUM = 0,