(svn r12161) -Fix: towns will no longer build houses > 1x1 there where should be road (with 2x2, 3x3 grid town layouts)

This commit is contained in:
smatz 2008-02-16 17:10:14 +00:00
parent 058f39fe18
commit 4b7a812e55
1 changed files with 119 additions and 18 deletions

View File

@ -1617,7 +1617,6 @@ HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile)
* @param random_bits required for newgrf houses
* @pre house can be built here
*/
static inline void ClearMakeHouseTile(TileIndex tile, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
{
CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
@ -1626,6 +1625,7 @@ static inline void ClearMakeHouseTile(TileIndex tile, TownID tid, byte counter,
MakeHouseTile(tile, tid, counter, stage, type, random_bits);
}
/**
* Write house information into the map. For houses > 1 tile, all tiles are marked.
* @param t tile index
@ -1709,6 +1709,116 @@ static bool CheckFree2x2Area(TileIndex tile, uint z, bool noslope)
}
/**
* Checks if current town layout allows building here
* @param t town
* @param tile tile to check
* @return true iff town layout allows building here
* @note see layouts
*/
static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
{
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
switch (_patches.town_layout) {
case TL_2X2_GRID:
if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
break;
case TL_3X3_GRID:
if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
break;
default:
break;
}
return true;
}
/**
* Checks if current town layout allows 2x2 building here
* @param t town
* @param tile tile to check
* @return true iff town layout allows 2x2 building here
* @note see layouts
*/
static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
{
/* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
* so to do only one memory access, use MapSize() */
uint dx = MapSize() + TileX(t->xy) - TileX(tile);
uint dy = MapSize() + TileY(t->xy) - TileY(tile);
switch (_patches.town_layout) {
case TL_2X2_GRID:
if ((dx % 3) != 0 || (dy % 3) != 0) return false;
break;
case TL_3X3_GRID:
if ((dx % 4) < 2 || (dy % 4) < 2) return false;
break;
default:
break;
}
return true;
}
/**
* Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
* Also, tests both building positions that occupy this tile
* @param tile tile where the building should be built
* @param t town
* @param maxz all tiles should have the same height
* @param noslope are slopes forbidden?
* @param second diagdir from first tile to second tile
**/
static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
{
/* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
TileIndex tile2 = *tile + TileOffsByDiagDir(second);
if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
*tile = tile2;
return true;
}
return false;
}
/**
* Checks if 2x2 building is allowed here, also takes into account current town layout
* Also, tests all four building positions that occupy this tile
* @param tile tile where the building should be built
* @param t town
* @param maxz all tiles should have the same height
* @param noslope are slopes forbidden?
**/
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
{
TileIndex tile2 = *tile;
for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
*tile = tile2;
return true;
}
if (d == DIAGDIR_END) break;
tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
}
return false;
}
/**
* Tries to build a house at this tile
* @param t town the house will belong to
@ -1717,6 +1827,9 @@ static bool CheckFree2x2Area(TileIndex tile, uint z, bool noslope)
*/
static bool BuildTownHouse(Town *t, TileIndex tile)
{
/* forbidden building here by town layout */
if (!TownLayoutAllowsHouseHere(t, tile)) return false;
/* no house allowed at all, bail out */
if (!CanBuildHouseHere(tile, false)) return false;
@ -1806,25 +1919,13 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
if (noslope && slope != SLOPE_FLAT) continue;
if (hs->building_flags & TILE_SIZE_2x2) {
if (!CheckFree2x2Area(tile, maxz, noslope) &&
!CheckFree2x2Area(tile += TileDiffXY(-1, 0), maxz, noslope) &&
!CheckFree2x2Area(tile += TileDiffXY( 0, -1), maxz, noslope) &&
!CheckFree2x2Area(tile += TileDiffXY( 1, 0), maxz, noslope)) {
/* return to the original tile */
tile += TileDiffXY(0, 1);
continue; /* continue the while() loop */
}
if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
} else if (hs->building_flags & TILE_SIZE_2x1) {
/* 'tile' is already checked above - CanBuildHouseHere() and slope test */
if (!CheckBuildHouseSameZ(tile + TileDiffXY(1, 0), maxz, noslope)) {
if (!CheckBuildHouseSameZ(tile + TileDiffXY(-1, 0), maxz, noslope)) continue;
tile += TileDiffXY(-1, 0);
}
if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
} else if (hs->building_flags & TILE_SIZE_1x2) {
if (!CheckBuildHouseSameZ(tile + TileDiffXY(0, 1), maxz, noslope)) {
if (!CheckBuildHouseSameZ(tile + TileDiffXY(0, -1), maxz, noslope)) continue;
tile += TileDiffXY(0, -1);
}
if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
} else {
/* 1x1 house checks are already done */
}
/* build the house */