(svn r11172) -Codechange: rewrite of town road building and addition of the possibility to clean up unconnected road bits during the local road reconstructions. Based on a patch by skidd13.

This commit is contained in:
rubidium 2007-09-26 16:12:43 +00:00
parent a85e18c922
commit 01edaeec57
14 changed files with 385 additions and 158 deletions

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@ -326,6 +326,9 @@
<File
RelativePath=".\..\src\rev.cpp">
</File>
<File
RelativePath=".\..\src\road.cpp">
</File>
<File
RelativePath=".\..\src\saveload.cpp">
</File>

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@ -667,6 +667,10 @@
RelativePath=".\..\src\rev.cpp"
>
</File>
<File
RelativePath=".\..\src\road.cpp"
>
</File>
<File
RelativePath=".\..\src\saveload.cpp"
>

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@ -58,6 +58,7 @@ players.cpp
queue.cpp
rail.cpp
rev.cpp
road.cpp
saveload.cpp
screenshot.cpp
#if SDL

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@ -165,6 +165,9 @@ enum DiagDirDiff {
DIAGDIRDIFF_90LEFT = 3 ///< 90 degrees left
};
/** Allow incrementing of DiagDirDiff variables */
DECLARE_POSTFIX_INCREMENT(DiagDirDiff);
/**
* Applies a difference on a DiagDirection
*

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@ -1187,6 +1187,7 @@ STR_CONFIG_PATCHES_TOWN_GROWTH_VERY_FAST :Very fast
STR_CONFIG_PATCHES_LARGER_TOWNS :{LTBLUE}Proportion of towns that will become cities: {ORANGE}1 in {STRING1}
STR_CONFIG_PATCHES_LARGER_TOWNS_DISABLED :{LTBLUE}Proportion of towns that will become cities: {ORANGE}None
STR_CONFIG_PATCHES_CITY_SIZE_MULTIPLIER :{LTBLUE}Initial city size multiplier: {ORANGE}{STRING1}
STR_CONFIG_MODIFIED_ROAD_REBUILD :{LTBLUE}Remove absurd road-elements during the road construction
STR_CONFIG_PATCHES_GUI :{BLACK}Interface
STR_CONFIG_PATCHES_CONSTRUCTION :{BLACK}Construction

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@ -389,6 +389,18 @@ static inline TileIndexDiff TileOffsByDir(Direction dir)
return ToTileIndexDiff(_tileoffs_by_dir[dir]);
}
/**
* Adds a DiagDir to a tile.
*
* @param tile The current tile
* @param dir The direction in which we want to step
* @return the moved tile
*/
static inline TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
{
return TILE_ADD(tile, TileOffsByDiagDir(dir));
}
/**
* A callback function type for searching tiles.
*

69
src/road.cpp Normal file
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@ -0,0 +1,69 @@
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "rail_map.h"
#include "road.h"
#include "road_map.h"
#include "water_map.h"
#include "macros.h"
bool IsPossibleCrossing(const TileIndex tile, Axis ax)
{
return (IsTileType(tile, MP_RAILWAY) &&
!HasSignals(tile) &&
GetTrackBits(tile) == (ax == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X) &&
GetTileSlope(tile, NULL) == SLOPE_FLAT);
}
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
{
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
const TileIndex neighbor_tile = TileAddByDiagDir(tile, dir);
/* Get the Roadbit pointing to the neighbor_tile */
const RoadBits target_rb = DiagDirToRoadBits(dir);
/* If the roadbit is in the current plan */
if (org_rb & target_rb) {
bool connective = false;
const RoadBits mirrored_rb = MirrorRoadBits(target_rb);
switch (GetTileType(neighbor_tile)) {
/* Allways connective ones */
case MP_CLEAR: case MP_TREES:
connective = true;
break;
/* The conditionaly connective ones */
case MP_TUNNELBRIDGE:
case MP_STATION:
case MP_ROAD: {
const RoadBits neighbor_rb = GetAnyRoadBits(neighbor_tile, ROADTYPE_ROAD) | GetAnyRoadBits(neighbor_tile, ROADTYPE_TRAM);
/* Accept only connective tiles */
connective = (neighbor_rb & mirrored_rb) || // Neighbor has got the fitting RoadBit
COUNTBITS(neighbor_rb) == 1; // Neighbor has got only one Roadbit
} break;
case MP_RAILWAY:
connective = IsPossibleCrossing(neighbor_tile, DiagDirToAxis(dir));
break;
case MP_WATER:
/* Check for real water tile */
connective = !IsWater(neighbor_tile);
break;
/* The defentetly not connective ones */
default: break;
}
/* If the neighbor tile is inconnective remove the planed road connection to it */
if (!connective) org_rb ^= target_rb;
}
}
return org_rb;
}

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@ -115,6 +115,36 @@ static inline RoadBits ComplementRoadBits(RoadBits r)
return (RoadBits)(ROAD_ALL ^ r);
}
/**
* Calculate the mirrored RoadBits
*
* Simply move the bits to their new position.
*
* @param r The given RoadBits value
* @return the mirrored
*/
static inline RoadBits MirrorRoadBits(RoadBits r)
{
return (RoadBits)(GB(r, 0, 2) << 2 | GB(r, 2, 2));
}
/**
* Calculate rotated RoadBits
*
* Move the Roadbits clockwise til they are in their final position.
*
* @param r The given RoadBits value
* @param rot The given Rotation angle
* @return the rotated
*/
static inline RoadBits RotateRoadBits(RoadBits r, DiagDirDiff rot)
{
for (; rot > (DiagDirDiff)0; rot--){
r = (RoadBits)(GB(r, 0, 1) << 3 | GB(r, 1, 3));
}
return r;
}
/**
* Create the road-part which belongs to the given DiagDirection
*
@ -129,6 +159,16 @@ static inline RoadBits DiagDirToRoadBits(DiagDirection d)
return (RoadBits)(ROAD_NW << (3 ^ d));
}
/**
* Return if the tile is a valid tile for a crossing.
*
* @note function is overloaded
* @param tile the curent tile
* @param ax the axis of the road over the rail
* @return true if it is a valid tile
*/
bool IsPossibleCrossing(const TileIndex tile, Axis ax);
/**
* Checks whether the trackdir means that we are reversing.
* @param dir the trackdir to check
@ -149,6 +189,14 @@ static inline bool IsStraightRoadTrackdir(Trackdir dir)
return (dir & 0x06) == 0;
}
/**
* Clean up unneccesary RoadBits of a planed tile.
* @param tile current tile
* @param org_rb planed RoadBits
* @return optimised RoadBits
*/
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb);
/**
* Is it allowed to remove the given road bits from the given tile?
* @param tile the tile to remove the road from

View File

@ -259,70 +259,121 @@ CommandCost CmdRemoveRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
static const RoadBits _valid_tileh_slopes_road[][15] = {
/* set of normal ones */
{
ROAD_ALL, ROAD_NONE, ROAD_NONE,
ROAD_X, ROAD_NONE, ROAD_NONE, // 3, 4, 5
ROAD_Y, ROAD_NONE, ROAD_NONE,
ROAD_Y, ROAD_NONE, ROAD_NONE, // 9, 10, 11
ROAD_X, ROAD_NONE, ROAD_NONE
ROAD_ALL, // SLOPE_FLAT
ROAD_NONE, // SLOPE_W
ROAD_NONE, // SLOPE_S
ROAD_X, // SLOPE_SW
ROAD_NONE, // SLOPE_E
ROAD_NONE, // SLOPE_EW
ROAD_Y, // SLOPE_SE
ROAD_NONE, // SLOPE_WSE
ROAD_NONE, // SLOPE_N
ROAD_Y, // SLOPE_NW
ROAD_NONE, // SLOPE_NS
ROAD_NONE, // SLOPE_NE
ROAD_X, // SLOPE_ENW
ROAD_NONE, // SLOPE_SEN
ROAD_NONE // SLOPE_ELEVATED
},
/* allowed road for an evenly raised platform */
{
ROAD_NONE,
ROAD_SW | ROAD_NW,
ROAD_SW | ROAD_SE,
ROAD_Y | ROAD_SW,
ROAD_NONE, // SLOPE_FLAT
ROAD_SW | ROAD_NW, // SLOPE_W
ROAD_SW | ROAD_SE, // SLOPE_S
ROAD_SE | ROAD_NE, // 4
ROAD_ALL,
ROAD_X | ROAD_SE,
ROAD_ALL,
ROAD_Y | ROAD_SW, // SLOPE_SW
ROAD_SE | ROAD_NE, // SLOPE_E
ROAD_ALL, // SLOPE_EW
ROAD_NW | ROAD_NE, // 8
ROAD_X | ROAD_NW,
ROAD_ALL,
ROAD_ALL,
ROAD_X | ROAD_SE, // SLOPE_SE
ROAD_ALL, // SLOPE_WSE
ROAD_NW | ROAD_NE, // SLOPE_N
ROAD_Y | ROAD_NE, // 12
ROAD_ALL,
ROAD_ALL
ROAD_X | ROAD_NW, // SLOPE_NW
ROAD_ALL, // SLOPE_NS
ROAD_ALL, // SLOPE_NE
ROAD_Y | ROAD_NE, // SLOPE_ENW
ROAD_ALL, // SLOPE_SEN
ROAD_ALL // SLOPE_ELEVATED
},
/* Singe bits on slopes */
{
ROAD_ALL, // SLOPE_FLAT
ROAD_NE | ROAD_SE, // SLOPE_W
ROAD_NE | ROAD_NW, // SLOPE_S
ROAD_NE, // SLOPE_SW
ROAD_NW | ROAD_SW, // SLOPE_E
ROAD_ALL, // SLOPE_EW
ROAD_NW, // SLOPE_SE
ROAD_ALL, // SLOPE_WSE
ROAD_SE | ROAD_SW, // SLOPE_N
ROAD_SE, // SLOPE_NW
ROAD_ALL, // SLOPE_NS
ROAD_ALL, // SLOPE_NE
ROAD_SW, // SLOPE_ENW
ROAD_ALL, // SLOPE_SEN
ROAD_ALL, // SLOPE_ELEVATED
},
};
/**
* Calculate the costs for roads on slopes
* Aside modify the RoadBits to fit on the slopes
*
* @note The RoadBits are modified too!
* @param tileh The current slope
* @param pieces The RoadBits we want to add
* @param existing The existent RoadBits
* @return The costs for these RoadBits on this slope
*/
static CommandCost CheckRoadSlope(Slope tileh, RoadBits* pieces, RoadBits existing)
{
RoadBits road_bits;
if (IsSteepSlope(tileh)) {
/* force full pieces. */
*pieces |= (RoadBits)((*pieces & 0xC) >> 2);
*pieces |= (RoadBits)((*pieces & 0x3) << 2);
/* Force straight roads. */
*pieces |= MirrorRoadBits(*pieces);
if (existing == 0 || existing == *pieces) {
if (existing == ROAD_NONE || existing == *pieces) {
if (*pieces == ROAD_X || *pieces == ROAD_Y) return _price.terraform;
}
return CMD_ERROR;
}
road_bits = *pieces | existing;
RoadBits road_bits = *pieces | existing;
/* Single bits on slopes.
* We check for the roads that need at least 2 bits */
if (_patches.build_on_slopes && !_is_old_ai_player &&
existing == ROAD_NONE && COUNTBITS(*pieces) == 1 &&
(_valid_tileh_slopes_road[2][tileh] & *pieces) == ROAD_NONE) {
return CommandCost(_price.terraform);
}
/* no special foundation */
if ((~_valid_tileh_slopes_road[0][tileh] & road_bits) == 0) {
if ((~_valid_tileh_slopes_road[0][tileh] & road_bits) == ROAD_NONE) {
/* force that all bits are set when we have slopes */
if (tileh != SLOPE_FLAT) *pieces |= _valid_tileh_slopes_road[0][tileh];
return CommandCost(); // no extra cost
}
/* foundation is used. Whole tile is leveled up */
if ((~_valid_tileh_slopes_road[1][tileh] & road_bits) == 0) {
return CommandCost(existing != 0 ? 0 : _price.terraform);
if ((~_valid_tileh_slopes_road[1][tileh] & road_bits) == ROAD_NONE) {
return CommandCost(existing != ROAD_NONE ? 0 : _price.terraform);
}
*pieces |= (RoadBits)((*pieces & 0xC) >> 2);
*pieces |= (RoadBits)((*pieces & 0x3) << 2);
/* Force straight roads. */
*pieces |= MirrorRoadBits(*pieces);
/* partly leveled up tile, only if there's no road on that tile */
if ((existing == 0 || existing == *pieces) && (tileh == SLOPE_W || tileh == SLOPE_S || tileh == SLOPE_E || tileh == SLOPE_N)) {
/* force full pieces. */
if ((existing == ROAD_NONE || existing == *pieces) && (tileh == SLOPE_W || tileh == SLOPE_S || tileh == SLOPE_E || tileh == SLOPE_N)) {
if (*pieces == ROAD_X || *pieces == ROAD_Y) return _price.terraform;
}
return CMD_ERROR;
@ -1182,8 +1233,8 @@ static void TileLoop_Road(TileIndex tile)
if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) return;
const Town* t = ClosestTownFromTile(tile, (uint)-1);
if (!HasRoadWorks(tile)) {
const Town* t = ClosestTownFromTile(tile, (uint)-1);
int grp = 0;
if (t != NULL) {
@ -1192,8 +1243,8 @@ static void TileLoop_Road(TileIndex tile)
/* Show an animation to indicate road work */
if (t->road_build_months != 0 &&
(DistanceManhattan(t->xy, tile) < 8 || grp != 0) &&
GetRoadTileType(tile) == ROAD_TILE_NORMAL && (GetAllRoadBits(tile) == ROAD_X || GetAllRoadBits(tile) == ROAD_Y)) {
if (GetTileSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile) && CHANCE16(1, 20)) {
GetRoadTileType(tile) == ROAD_TILE_NORMAL && COUNTBITS(GetAllRoadBits(tile)) > 1 ) {
if (GetTileSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile) && CHANCE16(1, 40)) {
StartRoadWorks(tile);
SndPlayTileFx(SND_21_JACKHAMMER, tile);
@ -1231,6 +1282,17 @@ static void TileLoop_Road(TileIndex tile)
}
} else if (IncreaseRoadWorksCounter(tile)) {
TerminateRoadWorks(tile);
if (_patches.mod_road_rebuild) {
/* Generate a nicer town surface */
const RoadBits old_rb = GetAnyRoadBits(tile, ROADTYPE_ROAD);
const RoadBits new_rb = CleanUpRoadBits(tile, old_rb);
if (old_rb != new_rb) {
DoCommand(tile, (old_rb ^ new_rb), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_REMOVE_ROAD);
}
}
MarkTileDirtyByTile(tile);
}
}

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@ -29,7 +29,7 @@
#include "strings.h"
#include <list>
extern const uint16 SAVEGAME_VERSION = 76;
extern const uint16 SAVEGAME_VERSION = 77;
uint16 _sl_version; ///< the major savegame version identifier
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!

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@ -1438,6 +1438,7 @@ const SettingDesc _patch_settings[] = {
SDT_CONDVAR(Patches, town_growth_rate, SLE_UINT8, 54, SL_MAX_VERSION, 0, MS, 2, 0, 4, 0, STR_CONFIG_PATCHES_TOWN_GROWTH, NULL),
SDT_CONDVAR(Patches, larger_towns, SLE_UINT8, 54, SL_MAX_VERSION, 0, D0, 4, 0, 255, 1, STR_CONFIG_PATCHES_LARGER_TOWNS, NULL),
SDT_CONDVAR(Patches, initial_city_size, SLE_UINT8, 56, SL_MAX_VERSION, 0, 0, 2, 1, 10, 1, STR_CONFIG_PATCHES_CITY_SIZE_MULTIPLIER, NULL),
SDT_CONDBOOL(Patches, mod_road_rebuild, 77, SL_MAX_VERSION, 0, 0, false, STR_CONFIG_MODIFIED_ROAD_REBUILD, NULL),
/***************************************************************************/
/* AI section of the GUI-configure patches window */

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@ -672,7 +672,6 @@ static const char *_patches_construction[] = {
"drag_signals_density",
"oil_refinery_limit",
"semaphore_build_before",
"town_layout",
};
static const char *_patches_stations[] = {
@ -700,6 +699,8 @@ static const char *_patches_economy[] = {
"ending_year",
"smooth_economy",
"allow_shares",
"town_layout",
"mod_road_rebuild",
"town_growth_rate",
"larger_towns",
"initial_city_size",

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@ -132,18 +132,6 @@ static inline DiagDirection RandomDiagDir()
return (DiagDirection)(3 & Random());
}
/**
* Move a TileIndex into a diagonal direction.
*
* @param tile The current tile
* @param dir The direction in which we want to step
* @return the moved tile
*/
static inline TileIndex AddDiagDirToTileIndex(TileIndex tile, DiagDirection dir)
{
return TILE_ADD(tile, TileOffsByDiagDir(dir));
}
/**
* House Tile drawing handler.
* Part of the tile loop process
@ -661,7 +649,7 @@ static RoadBits GetTownRoadBits(TileIndex tile)
*/
static bool IsNeighborRoadTile(TileIndex tile, DiagDirection dir, uint dist_multi)
{
static TileIndexDiff tid_lt[3]; ///< lookup table for the used diff values
static TileIndexDiff tid_lt[3]; // lookup table for the used diff values
tid_lt[0] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT));
tid_lt[1] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT));
tid_lt[2] = TileOffsByDiagDir(ReverseDiagDir(dir));
@ -681,7 +669,7 @@ static bool IsNeighborRoadTile(TileIndex tile, DiagDirection dir, uint dist_mult
cur += tid_lt[(pos & 1) ? 0 : 1];
if (pos & 2) cur += tid_lt[2];
cur = (uint)(pos / 4) * cur; ///< Multiply for the fitting distance
cur = (uint)(pos / 4) * cur; // Multiply for the fitting distance
if (GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
}
return false;
@ -797,7 +785,7 @@ static void LevelTownLand(TileIndex tile)
static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile, DiagDirection dir)
{
/* align the grid to the downtown */
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); ///< Vector from downtown to the tile
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
RoadBits rcmd = ROAD_NONE;
switch (_patches.town_layout) {
@ -849,32 +837,110 @@ static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile, DiagDirection di
}
/**
* Check there are enough neighbor house tiles next to the current tile
* Grows the town with an extra house.
* Check if there are enough neighbor house tiles
* next to the current tile. If there are enough
* add another house.
*
* @param tile current tile
* @return true if there are more than 2 house tiles next
* to the current one
* @param t The current town
* @param tile The target tile for the extra house
* @return true if an extra house has been added
*/
static bool AreNeighborsHouseTiles(TileIndex tile)
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
{
uint counter = 0; ///< counts the house neighbor tiles
/* We can't look further than that. */
if (TileX(tile) < 1 || TileY(tile) < 1) {
return false;
if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
uint counter = 0; // counts the house neighbor tiles
/* Check the tiles E,N,W and S of the current tile for houses */
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
/* If there are enough neighbors stop here */
if (counter >= 3) {
if (BuildTownHouse(t, tile)) {
_grow_town_result = -1;
return true;
}
return false;
}
}
return false;
}
/**
* Grows the town with a road piece.
*
* @param t The current town
* @param tile The current tile
* @param rcmd The RoadBits we want to build on the tile
* @return true if the RoadBits have been added else false
*/
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
{
if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
_grow_town_result = -1;
return true;
}
return false;
}
/**
* Grows the town with a bridge.
* At first we check if a bridge is reasonable.
* If so we check if we are able to build it.
*
* @param t The current town
* @param tile The current tile
* @param rcmd The RoadBits which are possible on this tile
* @return true if a bridge has been build else false
*/
static bool GrowTownWithBridge(const Town *t, TileIndex tile, RoadBits rcmd)
{
DiagDirection bridge_dir; // The direction of a bridge we maybe want to build
/* Determine direction of slope,
* and build a road if not a special slope. */
switch (GetTileSlope(tile, NULL)) {
case SLOPE_SW: bridge_dir = DIAGDIR_NE; break;
case SLOPE_SE: bridge_dir = DIAGDIR_NW; break;
case SLOPE_NW: bridge_dir = DIAGDIR_SE; break;
case SLOPE_NE: bridge_dir = DIAGDIR_SW; break;
default: return false;
}
/* Check the tiles E,N,W and S of the current tile. */
for (DiagDirection i = DIAGDIR_BEGIN; i < DIAGDIR_END; i++) {
if (IsTileType(AddDiagDirToTileIndex(tile, i), MP_HOUSE)) {
counter++;
}
/* Check if the bridge will be compatible to the RoadBits */
if (!(rcmd & DiagDirToRoadBits(ReverseDiagDir(bridge_dir)))) return false;
/* If there are enougth neighbor's stop it here */
if (counter >= 3) {
/* We are in the right direction */
uint32 bridge_length = 0; // This value stores the length of the possible bridge
TileIndex bridge_tile = tile; // Used to store the other waterside
do {
if (bridge_length++ >= 11) {
/* Max 11 tile long bridges */
return false;
}
bridge_tile = TILE_MASK(bridge_tile + TileOffsByDiagDir(bridge_dir));
} while (IsClearWaterTile(bridge_tile));
/* no water tiles in between? */
if (bridge_length == 1) return false;
for (uint8 times = 0; times <= 22; times++) {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
/* Can we actually build the bridge? */
if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) {
DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
_grow_town_result--;
return true;
}
}
/* Quit if it selecting an appropiate bridge type fails a large number of times. */
return false;
}
@ -882,25 +948,24 @@ static bool AreNeighborsHouseTiles(TileIndex tile)
* Grows the given town.
* There are at the moment 3 possible way's for
* the town expansion:
* @li Generate a random tile and check if there is a road allowed
* @li TL_ORIGINAL
* @li TL_BETTER_ROADS
* @li Check if the town geometry allows a road and which one
* @li TL_2X2_GRID
* @li TL_3X3_GRID
* @li Forbid roads, only build houses
* @li TL_NO_ROADS
* @li Generate a random tile and check if there is a road allowed
* @li TL_ORIGINAL
* @li TL_BETTER_ROADS
* @li Check if the town geometry allows a road and which one
* @li TL_2X2_GRID
* @li TL_3X3_GRID
* @li Forbid roads, only build houses
* @li TL_NO_ROADS
*
* @param tile_ptr The current tile
* @param cur_rb The current tiles RoadBits
* @param target_dir The target road dir
* @param t1 The current town
*/
static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town* t1)
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
{
RoadBits rcmd = ROAD_NONE; ///< RoadBits for the road construction command
TileIndex tmptile; ///< Dummy tile for various things
TileIndex tile = *tile_ptr; ///< The main tile on which we base our growth
RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
TileIndex tile = *tile_ptr; // The main tile on which we base our growth
TILE_ASSERT(tile);
@ -936,14 +1001,14 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection t
do target_dir = RandomDiagDir(); while (target_dir == source_dir);
}
if (!IsRoadAllowedHere(AddDiagDirToTileIndex(tile, target_dir), target_dir)) {
if (!IsRoadAllowedHere(TileAddByDiagDir(tile, target_dir), target_dir)) {
/* A road is not allowed to continue the randomized road,
* return if the road we're trying to build is curved. */
if (target_dir != ReverseDiagDir(source_dir)) return;
/* Return if neither side of the new road is a house */
if (!IsTileType(AddDiagDirToTileIndex(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
!IsTileType(AddDiagDirToTileIndex(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
return;
}
@ -955,7 +1020,7 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection t
break;
}
} else if (target_dir < (DiagDirection)5 && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
} else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
/* Continue building on a partial road.
* Should be allways OK, so we only generate
* the fitting RoadBits */
@ -978,8 +1043,7 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection t
break;
}
} else {
bool allow_house = false; ///< Value which decides if we want to construct a house
TileIndex tmptile2; ///< Yet another dummy tile
bool allow_house = false; // Value which decides if we want to construct a house
/* Reached a tunnel/bridge? Then continue at the other side of it. */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
@ -997,10 +1061,10 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection t
if (cur_rb & DiagDirToRoadBits(target_dir)) return;
/* This is the tile we will reach if we extend to this direction. */
tmptile = AddDiagDirToTileIndex(tile, target_dir);
TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
/* Don't walk into water. */
if (IsClearWaterTile(tmptile)) return;
if (IsClearWaterTile(house_tile)) return;
switch (_patches.town_layout) {
default: NOT_REACHED();
@ -1010,41 +1074,35 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection t
break;
case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
/* Fill gap if house has enougth neighbors */
tmptile2 = AddDiagDirToTileIndex(tmptile, target_dir);
if (AreNeighborsHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
_grow_town_result = -1;
}
GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
/* FALL THROUGH */
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, tmptile, target_dir);
rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
allow_house = (rcmd == ROAD_NONE);
break;
case TL_BETTER_ROADS: /* Use original afterwards! */
/* Fill gap if house has enougth neighbors */
tmptile2 = AddDiagDirToTileIndex(tmptile, target_dir);
if (AreNeighborsHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
_grow_town_result = -1;
}
GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
/* FALL THROUGH */
case TL_ORIGINAL:
/* Allow a house at the edge. 60% chance or
* always ok if no road allowed. */
rcmd = DiagDirToRoadBits(target_dir);
allow_house = (!IsRoadAllowedHere(tmptile, target_dir) || CHANCE16(6, 10));
allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || CHANCE16(6, 10));
break;
}
if (allow_house) {
/* Build a house, but not if there already is a house there. */
if (!IsTileType(tmptile, MP_HOUSE)) {
if (!IsTileType(house_tile, MP_HOUSE)) {
/* Level the land if possible */
LevelTownLand(tmptile);
LevelTownLand(house_tile);
/* And build a house.
* Set result to -1 if we managed to build it. */
if (BuildTownHouse(t1, tmptile)) {
if (BuildTownHouse(t1, house_tile)) {
_grow_town_result = -1;
}
}
@ -1057,51 +1115,13 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection t
/* Return if a water tile */
if (IsClearWaterTile(tile)) return;
DiagDirection bridge_dir; ///< The direction of a bridge we maybe want to build
/* Determine direction of slope,
* and build a road if not a special slope. */
switch (GetTileSlope(tile, NULL)) {
case SLOPE_SW: bridge_dir = DIAGDIR_NE; break;
case SLOPE_SE: bridge_dir = DIAGDIR_NW; break;
case SLOPE_NW: bridge_dir = DIAGDIR_SE; break;
case SLOPE_NE: bridge_dir = DIAGDIR_SW; break;
/* Make the roads look nicer */
rcmd = CleanUpRoadBits(tile, rcmd);
if (rcmd == ROAD_NONE) return;
default:
build_road_and_exit:
if (CmdSucceeded(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
_grow_town_result = -1;
}
return;
}
if (GrowTownWithBridge(t1, tile, rcmd)) return;
/* Check if the bridge is in the right direction */
if (!(rcmd & DiagDirToRoadBits(bridge_dir))) goto build_road_and_exit;
/* We are in the right direction */
uint32 bridge_length = 0; ///< This value stores the length of the possible bridge
tmptile = tile; ///< Now we use this dummy to store the other waterside
do {
if (bridge_length++ >= 11) {
/* Max 11 tile long bridges */
goto build_road_and_exit;
}
tmptile = TILE_MASK(tmptile + TileOffsByDiagDir(bridge_dir));
} while (IsClearWaterTile(tmptile));
/* no water tiles in between? */
if (bridge_length == 1) goto build_road_and_exit;
for (uint times = 0; times <= 22; times++) {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
/* Can we actually build the bridge? */
if (CmdSucceeded(DoCommand(tile, tmptile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) {
DoCommand(tile, tmptile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
_grow_town_result = -1;
return;
}
}
/* Quit if it selecting an appropiate bridge type fails a large number of times. */
GrowTownWithRoad(t1, tile, rcmd);
}
/** Returns "growth" if a house was built, or no if the build failed.
@ -1114,7 +1134,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
/* Special case.
* @see GrowTownInTile Check the else if
*/
DiagDirection target_dir = (DiagDirection)5; ///< The direction in which we want to extend the town
DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
TILE_ASSERT(tile);
@ -1137,7 +1157,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
}
do {
RoadBits cur_rb = GetTownRoadBits(tile); ///< The RoadBits of the current tile
RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
/* Try to grow the town from this point */
GrowTownInTile(&tile, cur_rb, target_dir, t);
@ -1151,7 +1171,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
/* Select a random bit from the blockmask, walk a step
* and continue the search from there. */
do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
tile = AddDiagDirToTileIndex(tile, target_dir);
tile = TileAddByDiagDir(tile, target_dir);
if (IsTileType(tile, MP_ROAD)) {
/* Don't allow building over roads of other cities */
@ -1220,7 +1240,7 @@ static bool GrowTown(Town *t)
PlayerID old_player = _current_player;
_current_player = OWNER_TOWN;
TileIndex tile = t->xy; ///< The tile we are working with ATM
TileIndex tile = t->xy; // The tile we are working with ATM
/* Find a road that we can base the construction on. */
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
@ -2110,8 +2130,8 @@ static void UpdateTownGrowRate(Town *t)
/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
* number of times towns are processed before a new building is built. */
static const uint16 _grow_count_values[2][6] = {
{ 120, 120, 120, 100, 80, 60 }, ///< Fund new buildings has been activated
{ 320, 420, 300, 220, 160, 100 } ///< Normal values
{ 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
{ 320, 420, 300, 220, 160, 100 } // Normal values
};
if (t->fund_buildings_months != 0) {
@ -2252,9 +2272,9 @@ void ChangeTownRating(Town *t, int add, int max)
/* penalty for removing town-owned stuff */
static const int _default_rating_settings [3][3] = {
/* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
{ 0, 128, 384}, ///< Permissive
{ 48, 192, 480}, ///< Neutral
{ 96, 384, 768}, ///< Hostile
{ 0, 128, 384}, // Permissive
{ 48, 192, 480}, // Neutral
{ 96, 384, 768}, // Hostile
};
bool CheckforTownRating(uint32 flags, Town *t, byte type)

View File

@ -242,6 +242,8 @@ struct Patches {
bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
bool autoslope; ///< Allow terraforming under things.
bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits
};
VARDEF Patches _patches;