(svn r22899) -Add: Allow towns to build bridges over canals and rivers.

This commit is contained in:
terkhen 2011-09-06 13:32:37 +00:00
parent 2c20738067
commit b0439aff59
1 changed files with 20 additions and 9 deletions

View File

@ -971,12 +971,11 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
assert(bridge_dir < DIAGDIR_END);
const Slope slope = GetTileSlope(tile, NULL);
if (slope == SLOPE_FLAT) return false; // no slope, no bridge
/* Make sure the direction is compatible with the slope.
* Well we check if the slope has an up bit set in the
* reverse direction. */
if (slope & InclinedSlope(bridge_dir)) return false;
if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
/* Assure that the bridge is connectable to the start side */
if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
@ -986,13 +985,25 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
TileIndex bridge_tile = tile; // Used to store the other waterside
const int delta = TileOffsByDiagDir(bridge_dir);
do {
if (bridge_length++ >= 11) {
/* Max 11 tile long bridges */
return false;
}
bridge_tile += delta;
} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
if (slope == SLOPE_FLAT) {
/* Bridges starting on flat tiles are only allowed when crossing rivers. */
do {
if (bridge_length++ >= 4) {
/* Allow to cross rivers, not big lakes. */
return false;
}
bridge_tile += delta;
} while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
} else {
do {
if (bridge_length++ >= 11) {
/* Max 11 tile long bridges */
return false;
}
bridge_tile += delta;
} while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
}
/* no water tiles in between? */
if (bridge_length == 1) return false;