mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r12534) -Feature: Add a new type of town road layouts - random for each town
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@ -1173,6 +1173,7 @@ STR_CONFIG_PATCHES_TOWN_LAYOUT_DEFAULT :default
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STR_CONFIG_PATCHES_TOWN_LAYOUT_BETTER_ROADS :better roads
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STR_CONFIG_PATCHES_TOWN_LAYOUT_2X2_GRID :2x2 grid
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STR_CONFIG_PATCHES_TOWN_LAYOUT_3X3_GRID :3x3 grid
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STR_CONFIG_PATCHES_TOWN_LAYOUT_RANDOM :random
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STR_CONFIG_PATCHES_TOOLBAR_POS :{LTBLUE}Position of main toolbar: {ORANGE}{STRING1}
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STR_CONFIG_PATCHES_TOOLBAR_POS_LEFT :Left
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49
src/town.h
49
src/town.h
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@ -6,6 +6,7 @@
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#define TOWN_H
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#include "oldpool.h"
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#include "core/bitmath_func.hpp"
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#include "core/random_func.hpp"
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#include "cargo_type.h"
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#include "tile_type.h"
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@ -13,6 +14,7 @@
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#include "town_type.h"
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#include "player_type.h"
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#include "newgrf_string_type.h"
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#include "settings_type.h"
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enum {
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HOUSE_NO_CLASS = 0,
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@ -161,6 +163,9 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
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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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/* NOSAVE: The town specific road layout */
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TownLayout layout;
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/**
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* Creates a new town
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*/
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@ -170,8 +175,21 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
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~Town();
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inline bool IsValid() const { return this->xy != 0; }
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void InitializeLayout();
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inline TownLayout GetActiveLayout() const;
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};
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/**
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* Get the current valid layout for the town
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* @return the active layout for this town
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*/
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inline TownLayout Town::GetActiveLayout() const
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{
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return (_patches.town_layout == TL_RANDOM) ? this->layout : _patches.town_layout;
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}
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struct HouseSpec {
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/* Standard properties */
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Year min_date; ///< introduction year of the house
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@ -314,7 +332,6 @@ extern const Town **_town_sort;
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extern Town *_cleared_town;
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extern int _cleared_town_rating;
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uint TileHash2Bit(uint x, uint y);
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void ResetHouses();
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void ClearTownHouse(Town *t, TileIndex tile);
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@ -327,4 +344,34 @@ void ChangeTownRating(Town *t, int add, int max);
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HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile);
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void SetTownRatingTestMode(bool mode);
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/**
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* Calculate a hash value from a tile position
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*
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* @param x The X coordinate
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* @param y The Y coordinate
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* @return The hash of the tile
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*/
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static inline uint TileHash(uint x, uint y)
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{
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uint hash = x >> 4;
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hash ^= x >> 6;
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hash ^= y >> 4;
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hash -= y >> 6;
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return hash;
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}
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/**
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* Get the last two bits of the TileHash
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* from a tile position.
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*
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* @see TileHash()
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* @param x The X coordinate
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* @param y The Y coordinate
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* @return The last two bits from hash of the tile
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*/
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static inline uint TileHash2Bit(uint x, uint y)
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{
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return GB(TileHash(x, y), 0, 2);
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}
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#endif /* TOWN_H */
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@ -107,6 +107,23 @@ Town::~Town()
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this->xy = 0;
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}
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/**
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* Generate a random town road layout.
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*
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* The layout is based on the TileHash.
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*/
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void Town::InitializeLayout()
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{
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this->layout = (TownLayout)(TileHash(TileX(this->xy), TileY(this->xy)) % NUM_TLS);
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/* Set invalid layouts to valid ones */
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switch (this->layout) {
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default: break;
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case TL_RANDOM: this->layout = TL_ORIGINAL; break;
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case TL_NO_ROADS: this->layout = TL_BETTER_ROADS; break;
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}
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}
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// Local
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static int _grow_town_result;
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@ -129,23 +146,6 @@ static TownDrawTileProc * const _town_draw_tile_procs[1] = {
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TownDrawHouseLift
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};
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/**
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* Calculate a hash value from a tile position
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*
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* @param x The X coordinate
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* @param y The Y coordinate
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* @return The hash of the tile
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*/
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uint TileHash2Bit(uint x, uint y)
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{
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uint hash = x >> 4;
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hash ^= x >> 6;
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hash ^= y >> 4;
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hash -= y >> 6;
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hash &= 3;
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return hash;
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}
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/**
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* Return a random direction
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*
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@ -708,11 +708,12 @@ static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dis
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/**
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* Check if a Road is allowed on a given tile
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*
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* @param t The current town
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* @param tile The target tile
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* @param dir The direction in which we want to extend the town
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* @return true if it is allowed else false
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*/
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static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir)
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static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
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{
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if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
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@ -733,7 +734,7 @@ static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir)
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if (cur_slope == SLOPE_FLAT) {
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no_slope:
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/* Tile has no slope */
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switch (_patches.town_layout) {
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switch (t->GetActiveLayout()) {
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default: NOT_REACHED();
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case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
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@ -804,13 +805,13 @@ static void LevelTownLand(TileIndex tile)
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* @return the RoadBit of the current tile regarding
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* the selected town layout
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*/
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static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile, DiagDirection dir)
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static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
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{
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/* align the grid to the downtown */
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TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
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RoadBits rcmd = ROAD_NONE;
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switch (_patches.town_layout) {
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switch (t->GetActiveLayout()) {
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default: NOT_REACHED();
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case TL_2X2_GRID:
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@ -993,7 +994,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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LevelTownLand(tile);
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/* Is a road allowed here? */
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switch (_patches.town_layout) {
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switch (t1->GetActiveLayout()) {
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default: NOT_REACHED();
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case TL_NO_ROADS: /* Disallow Roads */
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@ -1007,7 +1008,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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case TL_BETTER_ROADS:
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case TL_ORIGINAL:
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if (!IsRoadAllowedHere(tile, target_dir)) return;
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if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
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DiagDirection source_dir = ReverseDiagDir(target_dir);
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@ -1016,7 +1017,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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do target_dir = RandomDiagDir(); while (target_dir == source_dir);
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}
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if (!IsRoadAllowedHere(TileAddByDiagDir(tile, target_dir), target_dir)) {
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if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
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/* A road is not allowed to continue the randomized road,
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* return if the road we're trying to build is curved. */
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if (target_dir != ReverseDiagDir(source_dir)) return;
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@ -1041,7 +1042,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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* the fitting RoadBits */
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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switch (_patches.town_layout) {
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switch (t1->GetActiveLayout()) {
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default: NOT_REACHED();
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case TL_NO_ROADS: /* Disallow Roads */
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@ -1079,7 +1080,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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/* Don't walk into water. */
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if (IsWaterTile(house_tile)) return;
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switch (_patches.town_layout) {
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switch (t1->GetActiveLayout()) {
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default: NOT_REACHED();
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case TL_NO_ROADS:
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@ -1103,7 +1104,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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/* Allow a house at the edge. 60% chance or
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* always ok if no road allowed. */
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rcmd = DiagDirToRoadBits(target_dir);
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allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || Chance16(6, 10));
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allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
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break;
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}
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@ -1157,7 +1158,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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/* Number of times to search.
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* Better roads, 2X2 and 3X3 grid grow quite fast so we give
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* them a little handicap. */
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switch (_patches.town_layout) {
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switch (t->GetActiveLayout()) {
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case TL_BETTER_ROADS:
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_grow_town_result = 10 + t->num_houses * 2 / 9;
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break;
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@ -1447,6 +1448,8 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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UpdateTownVirtCoord(t);
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_town_sort_dirty = true;
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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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@ -1736,7 +1739,7 @@ static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
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{
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TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
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switch (_patches.town_layout) {
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switch (t->GetActiveLayout()) {
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case TL_2X2_GRID:
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if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
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break;
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@ -1767,7 +1770,7 @@ static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
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uint dx = MapSize() + TileX(t->xy) - TileX(tile);
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uint dy = MapSize() + TileY(t->xy) - TileY(tile);
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switch (_patches.town_layout) {
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switch (t->GetActiveLayout()) {
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case TL_2X2_GRID:
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if ((dx % 3) != 0 || (dy % 3) != 0) return false;
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break;
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@ -2700,6 +2703,9 @@ static void Load_TOWN()
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void AfterLoadTown()
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{
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_town_sort_dirty = true;
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Town *t;
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FOR_ALL_TOWNS(t) t->InitializeLayout();
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}
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extern const ChunkHandler _town_chunk_handlers[] = {
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@ -66,6 +66,8 @@ enum TownLayout {
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TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
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TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
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TL_RANDOM, ///< Random town layout
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NUM_TLS, ///< Number of town layouts
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};
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