(svn r15890) -Codechange: unify the way 'can a town be placed here?' checks are done

-Change: the requirements for location of 'random' town are now a bit less strict
This commit is contained in:
smatz 2009-03-29 15:06:44 +00:00
parent 64bb0e60e4
commit a052191aca
1 changed files with 30 additions and 21 deletions

View File

@ -1535,6 +1535,31 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
UpdateAirportsNoise();
}
/**
* Checks if it's possible to place a town at given tile
* @param tile tile to check
* @return error value or zero cost
*/
static CommandCost TownCanBePlacedHere(TileIndex tile)
{
/* Check if too close to the edge of map */
if (DistanceFromEdge(tile) < 12) {
return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
}
/* Check distance to all other towns. */
if (IsCloseToTown(tile, 20)) {
return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
}
/* Can only build on clear flat areas, possibly with trees. */
if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
return_cmd_error(STR_0239_SITE_UNSUITABLE);
}
return CommandCost();
}
/** Create a new town.
* This obviously only works in the scenario editor. Function not removed
* as it might be possible in the future to fund your own town :)
@ -1558,22 +1583,11 @@ CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
if (size > TS_RANDOM) return CMD_ERROR;
if (layout > TL_RANDOM) return CMD_ERROR;
if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
/* Check if too close to the edge of map */
if (DistanceFromEdge(tile) < 12) {
return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
}
/* Check distance to all other towns. */
if (IsCloseToTown(tile, 20)) {
return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
}
/* Can only build on clear flat areas, possibly with trees. */
if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
return_cmd_error(STR_0239_SITE_UNSUITABLE);
}
CommandCost cost = TownCanBePlacedHere(tile);
if (CmdFailed(cost)) return cost;
/* Allocate town struct */
if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
@ -1606,16 +1620,11 @@ Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layou
break;
default: break;
}
if (DistanceFromEdge(tile) < 20) continue;
/* Make sure the tile is plain */
if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
/* Check not too close to a town */
if (IsCloseToTown(tile, 20)) continue;
/* Make sure town can be placed here */
if (CmdFailed(TownCanBePlacedHere(tile))) continue;
uint32 townnameparts;
/* Get a unique name for the town. */
if (!GenerateTownName(&townnameparts)) break;