* Builldoze a tile (make it a #RIVER or #DIRT). * @param x X map coordinate. * @param y Y map coordinate. * @param effects Modification collecting object. * @return Tool result. */
| 209 | * @return Tool result. |
| 210 | */ |
| 211 | ToolResult Micropolis::layDoze(int x, int y, ToolEffects *effects) |
| 212 | { |
| 213 | MapValue tile = effects->getMapValue(x, y); |
| 214 | |
| 215 | if (!(tile & BULLBIT)) { |
| 216 | return TOOLRESULT_FAILED; /* Check dozeable bit. */ |
| 217 | } |
| 218 | |
| 219 | tile &= LOMASK; |
| 220 | tile = neutralizeRoad(tile); |
| 221 | |
| 222 | switch (tile) { |
| 223 | case HBRIDGE: |
| 224 | case VBRIDGE: |
| 225 | case BRWV: |
| 226 | case BRWH: |
| 227 | case HBRDG0: |
| 228 | case HBRDG1: |
| 229 | case HBRDG2: |
| 230 | case HBRDG3: |
| 231 | case VBRDG0: |
| 232 | case VBRDG1: |
| 233 | case VBRDG2: |
| 234 | case VBRDG3: |
| 235 | case HPOWER: |
| 236 | case VPOWER: |
| 237 | case HRAIL: |
| 238 | case VRAIL: /* Dozing over water, replace with water. */ |
| 239 | effects->setMapValue(x, y, RIVER); |
| 240 | break; |
| 241 | |
| 242 | default: /* Dozing on land, replace with land. Simple, eh? */ |
| 243 | effects->setMapValue(x, y, DIRT); |
| 244 | break; |
| 245 | } |
| 246 | |
| 247 | effects->addCost(1); /* Costs $1.00.... */ |
| 248 | |
| 249 | return TOOLRESULT_OK; |
| 250 | } |
| 251 | |
| 252 | |
| 253 | /** |
nothing calls this directly
no test coverage detected