mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r12560) -Cleanup: town_cmd.cpp and header files - variable scope and a bit of coding style
This commit is contained in:
parent
2675db8d70
commit
42ed287506
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@ -351,7 +351,7 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
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}
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/* Reset the ratings for the old player */
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t->ratings[old_player] = 500;
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t->ratings[old_player] = RATING_INITIAL;
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ClrBit(t->have_ratings, old_player);
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}
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@ -47,12 +47,17 @@ enum BuildingFlags {
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZonesBits {
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HZB_BEGIN = 0,
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HZB_TOWN_EDGE = 0,
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HZB_TOWN_OUTSKIRT,
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HZB_TOWN_OUTER_SUBURB,
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HZB_TOWN_INNER_SUBURB,
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HZB_TOWN_CENTRE,
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HZB_END,
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};
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assert_compile(HZB_END == 5);
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DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
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enum HouseZones { ///< Bit Value Meaning
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HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
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@ -158,7 +163,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
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bool larger_town;
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/* NOSAVE: UpdateTownRadius updates this given the house count. */
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uint16 radius[5];
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uint16 radius[HZB_END];
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/* NOSAVE: The number of each type of building in the town. */
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BuildingCounts building_counts;
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247
src/town_cmd.cpp
247
src/town_cmd.cpp
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@ -142,7 +142,7 @@ static void TownDrawHouseLift(const TileInfo *ti)
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}
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typedef void TownDrawTileProc(const TileInfo *ti);
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static TownDrawTileProc * const _town_draw_tile_procs[1] = {
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static TownDrawTileProc *const _town_draw_tile_procs[1] = {
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TownDrawHouseLift
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};
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@ -163,9 +163,6 @@ static inline DiagDirection RandomDiagDir()
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*/
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static void DrawTile_Town(TileInfo *ti)
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{
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const DrawBuildingsTileStruct *dcts;
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SpriteID image;
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SpriteID pal;
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HouseID house_id = GetHouseType(ti->tile);
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if (house_id >= NEW_HOUSE_OFFSET) {
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@ -181,19 +178,17 @@ static void DrawTile_Town(TileInfo *ti)
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}
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/* Retrieve pointer to the draw town tile struct */
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dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
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const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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image = dcts->ground.sprite;
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pal = dcts->ground.pal;
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DrawGroundSprite(image, pal);
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DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
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/* If houses are invisible, do not draw the upper part */
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if (IsInvisibilitySet(TO_HOUSES)) return;
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/* Add a house on top of the ground? */
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image = dcts->building.sprite;
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SpriteID image = dcts->building.sprite;
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if (image != 0) {
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AddSortableSpriteToDraw(image, dcts->building.pal,
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ti->x + dcts->subtile_x,
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@ -233,8 +228,6 @@ static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
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*/
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static void AnimateTile_Town(TileIndex tile)
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{
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int pos, dest;
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if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
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AnimateNewHouseTile(tile);
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return;
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@ -252,21 +245,21 @@ static void AnimateTile_Town(TileIndex tile)
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}
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if (!LiftHasDestination(tile)) {
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int i;
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uint i;
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/* Building has 6 floors, number 0 .. 6, where 1 is illegal.
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* This is due to the fact that the first floor is, in the graphics,
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* the height of 2 'normal' floors.
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* Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
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do {
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i = (Random() & 7) - 1;
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} while (i < 0 || i == 1 || i * 6 == GetLiftPosition(tile));
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i = RandomRange(7);
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} while (i == 1 || i * 6 == GetLiftPosition(tile));
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SetLiftDestination(tile, i);
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}
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pos = GetLiftPosition(tile);
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dest = GetLiftDestination(tile) * 6;
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int pos = GetLiftPosition(tile);
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int dest = GetLiftDestination(tile) * 6;
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pos += (pos < dest) ? 1 : -1;
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SetLiftPosition(tile, pos);
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@ -283,7 +276,7 @@ static void AnimateTile_Town(TileIndex tile)
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*/
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static bool IsCloseToTown(TileIndex tile, uint dist)
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{
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const Town* t;
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const Town *t;
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FOR_ALL_TOWNS(t) {
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if (DistanceManhattan(tile, t->xy) < dist) return true;
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@ -316,10 +309,8 @@ static void MarkTownSignDirty(Town *t)
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*/
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void UpdateTownVirtCoord(Town *t)
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{
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Point pt;
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MarkTownSignDirty(t);
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pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
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Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
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SetDParam(0, t->index);
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SetDParam(1, t->population);
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UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
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@ -357,10 +348,9 @@ static void ChangePopulation(Town *t, int mod)
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*/
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uint32 GetWorldPopulation()
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{
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uint32 pop;
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const Town* t;
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uint32 pop = 0;
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const Town *t;
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pop = 0;
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FOR_ALL_TOWNS(t) pop += t->population;
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return pop;
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}
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@ -412,10 +402,7 @@ static void MakeTownHouseBigger(TileIndex tile)
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*/
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static void TileLoop_Town(TileIndex tile)
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{
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Town *t;
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uint32 r;
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HouseID house_id = GetHouseType(tile);
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HouseSpec *hs = GetHouseSpecs(house_id);
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/* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
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* doesn't exist any more, so don't continue here. */
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@ -427,16 +414,18 @@ static void TileLoop_Town(TileIndex tile)
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return;
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}
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const HouseSpec *hs = GetHouseSpecs(house_id);
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/* If the lift has a destination, it is already an animated tile. */
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if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
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house_id < NEW_HOUSE_OFFSET &&
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!LiftHasDestination(tile) &&
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Chance16(1, 2))
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Chance16(1, 2)) {
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AddAnimatedTile(tile);
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}
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t = GetTownByTile(tile);
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r = Random();
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Town *t = GetTownByTile(tile);
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uint32 r = Random();
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if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
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for (uint i = 0; i < 256; i++) {
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@ -469,22 +458,18 @@ static void TileLoop_Town(TileIndex tile)
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} else {
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if (GB(r, 0, 8) < hs->population) {
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uint amt = GB(r, 0, 8) / 8 + 1;
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uint moved;
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if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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t->new_max_pass += amt;
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moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
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t->new_act_pass += moved;
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t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
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}
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if (GB(r, 8, 8) < hs->mail_generation) {
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uint amt = GB(r, 8, 8) / 8 + 1;
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uint moved;
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if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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t->new_max_mail += amt;
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moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
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t->new_act_mail += moved;
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t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
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}
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}
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@ -517,19 +502,17 @@ static void ClickTile_Town(TileIndex tile)
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static CommandCost ClearTile_Town(TileIndex tile, byte flags)
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{
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int rating;
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CommandCost cost(EXPENSES_CONSTRUCTION);
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Town *t;
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HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
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if ((flags & DC_AUTO) && !(flags & DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
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if (!CanDeleteHouse(tile)) return CMD_ERROR;
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const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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CommandCost cost(EXPENSES_CONSTRUCTION);
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cost.AddCost(_price.remove_house * hs->removal_cost >> 8);
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rating = hs->remove_rating_decrease;
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int rating = hs->remove_rating_decrease;
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_cleared_town_rating += rating;
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_cleared_town = t = GetTownByTile(tile);
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Town *t = _cleared_town = GetTownByTile(tile);
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if (IsValidPlayer(_current_player)) {
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if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
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@ -548,7 +531,7 @@ static CommandCost ClearTile_Town(TileIndex tile, byte flags)
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static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
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{
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HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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CargoID accepts[3];
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/* Set the initial accepted cargo types */
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@ -772,11 +755,9 @@ no_slope:
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static bool TerraformTownTile(TileIndex tile, int edges, int dir)
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{
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CommandCost r;
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TILE_ASSERT(tile);
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r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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if (CmdFailed(r) || r.GetCost() >= 126 * 16) return false;
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DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
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return true;
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@ -784,13 +765,11 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir)
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static void LevelTownLand(TileIndex tile)
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{
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Slope tileh;
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TILE_ASSERT(tile);
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/* Don't terraform if land is plain or if there's a house there. */
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if (IsTileType(tile, MP_HOUSE)) return;
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tileh = GetTileSlope(tile, NULL);
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Slope tileh = GetTileSlope(tile, NULL);
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if (tileh == SLOPE_FLAT) return;
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/* First try up, then down */
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@ -1228,10 +1207,11 @@ static RoadBits GenRandomRoadBits()
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}
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/** Grow the town
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* @Return true if a house was built, or no if the build failed. */
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* @param t town to grow
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* @return true iff a house was built
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*/
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static bool GrowTown(Town *t)
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{
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/* Let the town be a ghost town
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* The player wanted it in such a way. Thus there he has it. ;)
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* Never reached in editor mode. */
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@ -1254,7 +1234,6 @@ static bool GrowTown(Town *t)
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{ 2, -2},
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{ 0, 0}
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};
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const TileIndexDiffC *ptr;
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/* Current player is a town */
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PlayerID old_player = _current_player;
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@ -1263,6 +1242,7 @@ static bool GrowTown(Town *t)
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TileIndex tile = t->xy; // The tile we are working with ATM
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/* Find a road that we can base the construction on. */
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const TileIndexDiffC *ptr;
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for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
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if (GetTownRoadBits(tile) != ROAD_NONE) {
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int r = GrowTownAtRoad(t, tile);
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@ -1353,7 +1333,7 @@ static bool CreateTownName(uint32 *townnameparts)
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uint32 grfid = grf ? GetGRFTownNameId(_opt.town_name - _nb_orig_names) : 0;
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uint16 townnametype = grf ? GetGRFTownNameType(_opt.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _opt.town_name;
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assert(townnameparts);
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assert(townnameparts != NULL);
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for (;;) {
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restart:
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@ -1402,7 +1382,6 @@ void UpdateTownMaxPass(Town *t)
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static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size)
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{
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extern int _nb_orig_names;
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int x, i;
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t->xy = tile;
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t->num_houses = 0;
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@ -1429,8 +1408,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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t->act_food = 0;
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t->act_water = 0;
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for (i = 0; i != MAX_PLAYERS; i++)
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t->ratings[i] = 500;
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for (uint i = 0; i != MAX_PLAYERS; i++) t->ratings[i] = RATING_INITIAL;
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t->have_ratings = 0;
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t->exclusivity = INVALID_PLAYER;
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@ -1454,7 +1432,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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t->InitializeLayout();
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/* Random town size. */
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x = (Random() & 0xF) + 8;
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int x = (Random() & 0xF) + 8;
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switch (size_mode) {
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default: NOT_REACHED();
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@ -1477,7 +1455,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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t->num_houses += x;
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UpdateTownRadius(t);
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i = x * 4;
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int i = x * 4;
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do {
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GrowTown(t);
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} while (--i);
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@ -1497,8 +1475,6 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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*/
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CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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uint32 townnameparts;
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/* Only in the scenario editor */
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if (_game_mode != GM_EDITOR) return CMD_ERROR;
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if (p2 > TSM_CITY) return CMD_ERROR;
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@ -1516,6 +1492,8 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (IsCloseToTown(tile, 20))
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return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
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uint32 townnameparts;
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/* Get a unique name for the town. */
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if (!CreateTownName(&townnameparts))
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return_cmd_error(STR_023A_TOO_MANY_TOWNS);
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@ -1537,13 +1515,9 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
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{
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TileIndex tile;
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Town *t;
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uint32 townnameparts;
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do {
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/* Generate a tile index not too close from the edge */
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tile = RandomTile();
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TileIndex tile = RandomTile();
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if (DistanceFromEdge(tile) < 20) continue;
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/* Make sure the tile is plain */
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@ -1552,16 +1526,19 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
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/* Check not too close to a town */
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if (IsCloseToTown(tile, 20)) continue;
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uint32 townnameparts;
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/* Get a unique name for the town. */
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if (!CreateTownName(&townnameparts)) break;
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/* Allocate a town struct */
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t = new Town(tile);
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Town *t = new Town(tile);
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if (t == NULL) break;
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DoCreateTown(t, tile, townnameparts, mode, size);
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return t;
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} while (--attempts);
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} while (--attempts != 0);
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return NULL;
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}
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@ -1602,17 +1579,15 @@ bool GenerateTowns()
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* @param tile TileIndex where radius needs to be found
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* @return the bit position of the given zone, as defined in HouseZones
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*/
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HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile)
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HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
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{
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uint dist = DistanceSquare(tile, t->xy);
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HouseZonesBits smallest;
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uint i;
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if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
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smallest = HZB_TOWN_EDGE;
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for (i = 0; i != lengthof(t->radius); i++) {
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if (dist < t->radius[i]) smallest = (HouseZonesBits)i;
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HouseZonesBits smallest = HZB_TOWN_EDGE;
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for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
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if (dist < t->radius[i]) smallest = i;
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}
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return smallest;
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@ -1878,7 +1853,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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|
||||
/* 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 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
|
|||
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) {
|
||||
|
@ -1991,12 +1966,10 @@ static void DoClearTownHouseHelper(TileIndex tile)
|
|||
|
||||
void ClearTownHouse(Town *t, TileIndex tile)
|
||||
{
|
||||
HouseID house = GetHouseType(tile);
|
||||
uint eflags;
|
||||
HouseSpec *hs;
|
||||
|
||||
assert(IsTileType(tile, MP_HOUSE));
|
||||
|
||||
HouseID house = GetHouseType(tile);
|
||||
|
||||
/* 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.
|
||||
if (GetHouseSpecs(house-1)->building_flags & TILE_SIZE_2x1) {
|
||||
|
@ -2014,7 +1987,7 @@ void ClearTownHouse(Town *t, TileIndex tile)
|
|||
}
|
||||
}
|
||||
|
||||
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 @@ void ClearTownHouse(Town *t, TileIndex tile)
|
|||
}
|
||||
|
||||
/* 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 @@ static bool IsUniqueTownName(const char *name)
|
|||
*/
|
||||
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 @@ CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|||
/** 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 @@ extern const byte _town_action_costs[8] = {
|
|||
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 void TownActionRoadRebuild(Town* t)
|
|||
|
||||
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 @@ static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
|
|||
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 @@ static bool SearchTileForStatue(TileIndex tile, uint32 town_id)
|
|||
* 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 @@ static void TownActionFundBuildings(Town* t)
|
|||
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 @@ static void TownActionBuyRights(Town* t)
|
|||
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 @@ static void TownActionBribe(Town* t)
|
|||
}
|
||||
}
|
||||
|
||||
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 @@ extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
|
|||
*/
|
||||
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 @@ CommandCost CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|||
|
||||
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 @@ static void UpdateTownGrowRate(Town *t)
|
|||
{ 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 UpdateTownAmounts(Town *t)
|
|||
|
||||
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 @@ static void UpdateTownUnwanted(Town *t)
|
|||
|
||||
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 @@ bool CheckIfAuthorityAllows(TileIndex tile)
|
|||
}
|
||||
|
||||
|
||||
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 SetTownRatingTestMode(bool mode)
|
|||
|
||||
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 @@ void ChangeTownRating(Town *t, int add, int max)
|
|||
|
||||
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 @@ static const int _default_rating_settings [3][3] = {
|
|||
|
||||
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 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type)
|
|||
* 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 TownsMonthlyLoop()
|
|||
|
||||
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 @@ static CommandCost TerraformTile_Town(TileIndex tile, uint32 flags, uint z_new,
|
|||
{
|
||||
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) &&
|
||||
|
|
|
@ -35,12 +35,19 @@ enum {
|
|||
|
||||
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,
|
||||
|
||||
|
|
Loading…
Reference in New Issue