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(svn r11091) -Codechange: Partial rewrite of the road management code of towns, in order to make it more readable and with improved performance. (FS#1161 by skidd13)
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1e4f8d7a23
@ -126,7 +126,7 @@ static inline RoadBits ComplementRoadBits(RoadBits r)
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*/
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static inline RoadBits DiagDirToRoadBits(DiagDirection d)
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{
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return (RoadBits)(1U << (3 ^ d));
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return (RoadBits)(ROAD_NW << (3 ^ d));
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}
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/**
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393
src/town_cmd.cpp
393
src/town_cmd.cpp
@ -121,6 +121,28 @@ uint OriginalTileRandomiser(uint x, uint y)
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return variant;
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}
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/**
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* Return a random direction
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*
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* @return a random direction
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*/
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static inline DiagDirection RandomDiagDir()
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{
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return (DiagDirection)(3 & Random());
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}
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/**
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* Move a TileIndex into a diagonal direction.
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*
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* @param tile The current tile
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* @param dir The direction in which we want to step
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* @return the moved tile
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*/
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static inline TileIndex AddDiagDirToTileIndex(TileIndex tile, DiagDirection dir)
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{
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return TILE_ADD(tile, TileOffsByDiagDir(dir));
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}
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/**
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* House Tile drawing handler.
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* Part of the tile loop process
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@ -567,29 +589,6 @@ static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID n
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/* not used */
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}
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static const TileIndexDiffC _roadblock_tileadd[] = {
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{ 0, -1},
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{ 1, 0},
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{ 0, 1},
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{-1, 0},
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/* Store the first 3 elements again.
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* Lets us rotate without using &3. */
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{ 0, -1},
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{ 1, 0},
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{ 0, 1}
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};
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/**
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* Distance multiplyer
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* Defines the possible distances between 2 road tiles
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*/
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enum RoadBlockTitleDistance {
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RB_TILE_DIST1 = 1, ///< 1 tile between
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RB_TILE_DIST2, ///< 2 tiles between
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};
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static bool GrowTown(Town *t);
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static void TownTickHandler(Town *t)
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@ -627,7 +626,15 @@ void OnTick_Town()
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}
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}
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static RoadBits GetTownRoadMask(TileIndex tile)
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/**
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* Return the RoadBits of a tile
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*
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* @note There are many other functions doing things like that.
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* @note Needs to be checked for needlessness.
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* @param tile The tile we want to analyse
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* @return The roadbits of the given tile
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*/
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static RoadBits GetTownRoadBits(TileIndex tile)
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{
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TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
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RoadBits r = ROAD_NONE;
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@ -649,22 +656,48 @@ static RoadBits GetTownRoadMask(TileIndex tile)
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* @param dir target direction
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* @param dist_multi distance multiplyer
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* @return true if one of the neighboring tiles at the
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* given distance is a road tile else
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* given distance is a road tile else false
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*/
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static bool IsNeighborRoadTile(TileIndex tile, int dir, RoadBlockTitleDistance dist_multi)
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static bool IsNeighborRoadTile(TileIndex tile, DiagDirection dir, uint dist_multi)
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{
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return (HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 1]))), dir ^ 2) ||
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HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 3]))), dir ^ 2) ||
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HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 1]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir) ||
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HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 3]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir));
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static TileIndexDiff tid_lt[3]; ///< lookup table for the used diff values
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tid_lt[0] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT));
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tid_lt[1] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT));
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tid_lt[2] = TileOffsByDiagDir(ReverseDiagDir(dir));
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/* We add 1 to the distance because we want to get 1 for
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* the min distance multiplyer and not 0.
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* Therefore we start at 4. The 4 is used because
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* there are 4 tiles per distance step to check.
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*/
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dist_multi = (dist_multi + 1) * 4;
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for (uint pos = 4; pos < dist_multi; pos++) {
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TileIndexDiff cur = 0;
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/* For each even value of pos add the right TileIndexDiff
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* for each uneven value the left TileIndexDiff
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* for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff
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*/
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cur += tid_lt[(pos & 1) ? 0 : 1];
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if (pos & 2) cur += tid_lt[2];
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cur = (uint)(pos / 4) * cur; ///< Multiply for the fitting distance
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if (GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
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}
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return false;
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}
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static bool IsRoadAllowedHere(TileIndex tile, int dir)
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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 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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{
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if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
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Slope k;
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Slope slope;
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Slope cur_slope, desired_slope;
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/* If this assertion fails, it might be because the world contains
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* land at the edges. This is not ok. */
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@ -672,47 +705,44 @@ static bool IsRoadAllowedHere(TileIndex tile, int dir)
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for (;;) {
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/* Check if there already is a road at this point? */
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if (GetAnyRoadTrackBits(tile, ROADTYPE_ROAD) == 0) {
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if (GetTownRoadBits(tile) == ROAD_NONE) {
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/* No, try to build one in the direction.
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* if that fails clear the land, and if that fails exit.
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* This is to make sure that we can build a road here later. */
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if (CmdFailed(DoCommand(tile, (dir & ROAD_NW ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
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if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
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CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
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return false;
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}
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slope = GetTileSlope(tile, NULL);
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if (slope == SLOPE_FLAT) {
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cur_slope = GetTileSlope(tile, NULL);
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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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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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return !IsNeighborRoadTile(tile, dir, RB_TILE_DIST1);
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return !IsNeighborRoadTile(tile, dir, 1);
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case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */
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return !(IsNeighborRoadTile(tile, dir, RB_TILE_DIST1) ||
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IsNeighborRoadTile(tile, dir, RB_TILE_DIST2));
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return !IsNeighborRoadTile(tile, dir, 2);
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}
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}
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/* If the tile is not a slope in the right direction, then
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* maybe terraform some. */
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k = (dir & ROAD_NW) ? SLOPE_NE : SLOPE_NW;
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if (k != slope && ComplementSlope(k) != slope) {
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desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NE : SLOPE_NW;
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if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
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uint32 r = Random();
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if (CHANCE16I(1, 8, r) && !_generating_world) {
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CommandCost res;
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if (CHANCE16I(1, 16, r)) {
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res = DoCommand(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
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CMD_TERRAFORM_LAND);
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res = DoCommand(tile, cur_slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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} else {
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/* Note: Do not replace " ^ 0xF" with ComplementSlope(). The slope might be steep. */
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res = DoCommand(tile, slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
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CMD_TERRAFORM_LAND);
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res = DoCommand(tile, cur_slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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}
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if (CmdFailed(res) && CHANCE16I(1, 3, r)) {
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/* We can consider building on the slope, though. */
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@ -759,76 +789,60 @@ static void LevelTownLand(TileIndex tile)
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*
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* @param t current town
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* @param tile tile in reference to the town
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* @param dir The direction to which we are growing ATM
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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)
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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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/* lx, ly description:
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* @li lx and ly are true if the tile is a crossing tile.
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* @li lx xor ly are true if the tile is a straight road tile.
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* @li lx and ly are false if the tile is a house tile.
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*/
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bool lx, ly;
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RoadBits rcmd = ROAD_NONE;
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switch (_patches.town_layout) {
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default: NOT_REACHED();
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case TL_2X2_GRID:
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lx = ((grid_pos.x % 3) == 0);
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ly = ((grid_pos.y % 3) == 0);
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if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
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if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
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break;
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case TL_3X3_GRID:
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lx = ((grid_pos.x % 4) == 0);
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ly = ((grid_pos.y % 4) == 0);
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if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
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if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
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break;
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}
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/* generate the basic grid structure */
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if (!lx && !ly) { ///< It is a house tile
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return ROAD_NONE;
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} else if (lx && !ly) { ///< It is a Y-dir road tile
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return ROAD_Y;
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} else if (!lx && ly) { ///< It is a X-dir road tile
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return ROAD_X;
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} else { ///< It is a crossing tile
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/* Presets for junctions on slopes
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* not nice :( */
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switch (GetTileSlope(tile, NULL)) {
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case SLOPE_W:
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return ROAD_NW | ROAD_SW;
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case SLOPE_S:
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return ROAD_SE | ROAD_SW;
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case SLOPE_SW:
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return ROAD_Y | ROAD_SW;
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case SLOPE_E:
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return ROAD_NE | ROAD_SE;
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case SLOPE_SE:
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return ROAD_X | ROAD_SE;
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case SLOPE_N:
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return ROAD_NW | ROAD_NE;
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case SLOPE_NW:
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return ROAD_X | ROAD_NW;
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case SLOPE_NE:
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return ROAD_Y | ROAD_NE;
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case SLOPE_STEEP_W:
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case SLOPE_STEEP_N:
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return ROAD_X;
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case SLOPE_STEEP_S:
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case SLOPE_STEEP_E:
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return ROAD_Y;
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default:
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return ROAD_ALL;
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}
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/* Skip slope optimisations */
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if (rcmd == ROAD_NONE) return rcmd;
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RoadBits rb_template;
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switch (GetTileSlope(tile, NULL)) {
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default: rb_template = ROAD_ALL; break;
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case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
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case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
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case SLOPE_S: rb_template = ROAD_SE | ROAD_SW; break;
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case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
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case SLOPE_E: rb_template = ROAD_NE | ROAD_SE; break;
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case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
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case SLOPE_N: rb_template = ROAD_NW | ROAD_NE; break;
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case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
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case SLOPE_STEEP_W:
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case SLOPE_STEEP_S:
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case SLOPE_STEEP_E:
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case SLOPE_STEEP_N:
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rb_template = (dir == DIAGDIR_NE || dir == DIAGDIR_SW) ? ROAD_X : ROAD_Y;
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break;
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}
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/* Check for the right growth dir */
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if (DiagDirToRoadBits(ReverseDiagDir(dir)) & (rcmd & rb_template)) return rb_template & rcmd;
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return (dir == DIAGDIR_NE || dir == DIAGDIR_SW) ? ROAD_X : ROAD_Y;
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}
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/**
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* Check there are enougth neighbor house tiles next to the current tile
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* Check there are enough neighbor house tiles next to the current tile
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*
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* @param tile current tile
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* @return true if there are more than 2 house tiles next
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@ -844,8 +858,8 @@ static bool AreNeighborsHouseTiles(TileIndex tile)
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}
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/* Check the tiles E,N,W and S of the current tile. */
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for (uint i = 0; i < 4; i++) {
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if (IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i])), MP_HOUSE)) {
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for (DiagDirection i = DIAGDIR_BEGIN; i < DIAGDIR_END; i++) {
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if (IsTileType(AddDiagDirToTileIndex(tile, i), MP_HOUSE)) {
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counter++;
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}
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@ -870,25 +884,20 @@ static bool AreNeighborsHouseTiles(TileIndex tile)
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* @li Forbid roads, only build houses
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* @li TL_NO_ROADS
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*
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* @param tile_ptr current tile
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* @param mask current tiles RoadBits
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* @param block road block
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* @param t1 current town
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* @param tile_ptr The current tile
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* @param cur_rb The current tiles RoadBits
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* @param target_dir The target road dir
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* @param t1 The current town
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*/
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static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1)
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static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town* t1)
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{
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RoadBits rcmd;
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TileIndex tmptile;
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DiagDirection i;
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int j;
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TileIndex tile = *tile_ptr;
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RoadBits rcmd = ROAD_NONE; ///< RoadBits for the road construction command
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TileIndex tmptile; ///< Dummy tile for various things
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TileIndex tile = *tile_ptr; ///< The main tile on which we base our growth
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TILE_ASSERT(tile);
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if (mask == 0) {
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int a;
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int b;
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if (cur_rb == ROAD_NONE) {
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/* Tile has no road. First reset the status counter
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* to say that this is the last iteration. */
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_grow_town_result = 0;
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@ -905,37 +914,29 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
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case TL_3X3_GRID:
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case TL_2X2_GRID:
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rcmd = GetTownRoadGridElement(t1, tile);
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if (rcmd == ROAD_NONE) {
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return;
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}
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rcmd = GetTownRoadGridElement(t1, tile, target_dir);
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if (rcmd == ROAD_NONE) return;
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break;
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case TL_BETTER_ROADS:
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case TL_ORIGINAL:
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if (!IsRoadAllowedHere(tile, block)) {
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return;
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}
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if (!IsRoadAllowedHere(tile, target_dir)) return;
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DiagDirection source_dir = ReverseDiagDir(target_dir);
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/* Randomize new road block numbers */
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a = block;
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b = block ^ 2;
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if (CHANCE16(1, 4)) {
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do {
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a = GB(Random(), 0, 2);
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} while (a == b);
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/* Randomize a new target dir */
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do target_dir = RandomDiagDir(); while (target_dir == source_dir);
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}
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if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
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if (!IsRoadAllowedHere(AddDiagDirToTileIndex(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 (a != (b ^ 2)) {
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return;
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}
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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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/* Return if neither side of the new road is a house */
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if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
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!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE)) {
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if (!IsTileType(AddDiagDirToTileIndex(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
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!IsTileType(AddDiagDirToTileIndex(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
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return;
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}
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@ -943,13 +944,14 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
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* at any side of the new road. */
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}
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rcmd = (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
|
||||
rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
|
||||
break;
|
||||
}
|
||||
|
||||
} else if (block < 5 && !HASBIT(mask, block ^ 2)) {
|
||||
} else if (target_dir < (DiagDirection)5 && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
|
||||
/* Continue building on a partial road.
|
||||
* Always OK. */
|
||||
* Should be allways OK, so we only generate
|
||||
* the fitting RoadBits */
|
||||
_grow_town_result = 0;
|
||||
|
||||
switch (_patches.town_layout) {
|
||||
@ -960,18 +962,17 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
|
||||
|
||||
case TL_3X3_GRID:
|
||||
case TL_2X2_GRID:
|
||||
rcmd = GetTownRoadGridElement(t1, tile);
|
||||
rcmd = GetTownRoadGridElement(t1, tile, target_dir);
|
||||
break;
|
||||
|
||||
case TL_BETTER_ROADS:
|
||||
case TL_ORIGINAL:
|
||||
rcmd = (RoadBits)(ROAD_NW << (block ^ 2));
|
||||
rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
int i;
|
||||
bool allow_house = false;
|
||||
TileIndex tmptile2;
|
||||
bool allow_house = false; ///< Value which decides if we want to construct a house
|
||||
TileIndex tmptile2; ///< Yet another dummy tile
|
||||
|
||||
/* Reached a tunnel/bridge? Then continue at the other side of it. */
|
||||
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
|
||||
@ -985,13 +986,13 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
|
||||
|
||||
/* Possibly extend the road in a direction.
|
||||
* Randomize a direction and if it has a road, bail out. */
|
||||
i = GB(Random(), 0, 2);
|
||||
if (HASBIT(mask, i)) return;
|
||||
target_dir = RandomDiagDir();
|
||||
if (cur_rb & DiagDirToRoadBits(target_dir)) return;
|
||||
|
||||
/* This is the tile we will reach if we extend to this direction. */
|
||||
tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i]));
|
||||
tmptile = AddDiagDirToTileIndex(tile, target_dir);
|
||||
|
||||
/* Don't do it if it reaches to water. */
|
||||
/* Don't walk into water. */
|
||||
if (IsClearWaterTile(tmptile)) return;
|
||||
|
||||
switch (_patches.town_layout) {
|
||||
@ -1003,19 +1004,19 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
|
||||
|
||||
case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
|
||||
/* Fill gap if house has enougth neighbors */
|
||||
tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i]));
|
||||
tmptile2 = AddDiagDirToTileIndex(tmptile, target_dir);
|
||||
if (AreNeighborsHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
|
||||
_grow_town_result = -1;
|
||||
}
|
||||
|
||||
case TL_2X2_GRID:
|
||||
rcmd = GetTownRoadGridElement(t1, tmptile);
|
||||
rcmd = GetTownRoadGridElement(t1, tmptile, target_dir);
|
||||
allow_house = (rcmd == ROAD_NONE);
|
||||
break;
|
||||
|
||||
case TL_BETTER_ROADS: /* Use original afterwards! */
|
||||
/* Fill gap if house has enougth neighbors */
|
||||
tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i]));
|
||||
tmptile2 = AddDiagDirToTileIndex(tmptile, target_dir);
|
||||
if (AreNeighborsHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
|
||||
_grow_town_result = -1;
|
||||
}
|
||||
@ -1023,11 +1024,11 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
|
||||
case TL_ORIGINAL:
|
||||
/* Allow a house at the edge. 60% chance or
|
||||
* always ok if no road allowed. */
|
||||
allow_house = (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10));
|
||||
rcmd = DiagDirToRoadBits(target_dir);
|
||||
allow_house = (!IsRoadAllowedHere(tmptile, target_dir) || CHANCE16(6, 10));
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (allow_house) {
|
||||
/* Build a house, but not if there already is a house there. */
|
||||
if (!IsTileType(tmptile, MP_HOUSE)) {
|
||||
@ -1044,19 +1045,19 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
|
||||
}
|
||||
|
||||
_grow_town_result = 0;
|
||||
rcmd = (RoadBits)(ROAD_NW << i);
|
||||
}
|
||||
|
||||
/* Return if a water tile */
|
||||
if (IsClearWaterTile(tile)) return;
|
||||
|
||||
DiagDirection bridge_dir; ///< The direction of a bridge we maybe want to build
|
||||
/* Determine direction of slope,
|
||||
* and build a road if not a special slope. */
|
||||
switch (GetTileSlope(tile, NULL)) {
|
||||
case SLOPE_SW: i = DIAGDIR_NE; break;
|
||||
case SLOPE_SE: i = DIAGDIR_NW; break;
|
||||
case SLOPE_NW: i = DIAGDIR_SE; break;
|
||||
case SLOPE_NE: i = DIAGDIR_SW; break;
|
||||
case SLOPE_SW: bridge_dir = DIAGDIR_NE; break;
|
||||
case SLOPE_SE: bridge_dir = DIAGDIR_NW; break;
|
||||
case SLOPE_NW: bridge_dir = DIAGDIR_SE; break;
|
||||
case SLOPE_NE: bridge_dir = DIAGDIR_SW; break;
|
||||
|
||||
default:
|
||||
build_road_and_exit:
|
||||
@ -1067,38 +1068,33 @@ build_road_and_exit:
|
||||
}
|
||||
|
||||
/* Check if the bridge is in the right direction */
|
||||
if ((rcmd == ROAD_X && (i == DIAGDIR_NW || i == DIAGDIR_SE)) ||
|
||||
(rcmd == ROAD_Y && (i == DIAGDIR_NE || i == DIAGDIR_SW))) {
|
||||
goto build_road_and_exit;
|
||||
}
|
||||
if (!(rcmd & DiagDirToRoadBits(bridge_dir))) goto build_road_and_exit;
|
||||
|
||||
tmptile = tile;
|
||||
|
||||
/* Now it contains the direction of the slope */
|
||||
j = -11; // max 11 tile long bridges
|
||||
/* We are in the right direction */
|
||||
uint32 bridge_length = 0; ///< This value stores the length of the possible bridge
|
||||
tmptile = tile; ///< Now we use this dummy to store the other waterside
|
||||
do {
|
||||
if (++j == 0)
|
||||
if (bridge_length++ >= 11) {
|
||||
/* Max 11 tile long bridges */
|
||||
goto build_road_and_exit;
|
||||
tmptile = TILE_MASK(tmptile + TileOffsByDiagDir(i));
|
||||
}
|
||||
tmptile = TILE_MASK(tmptile + TileOffsByDiagDir(bridge_dir));
|
||||
} while (IsClearWaterTile(tmptile));
|
||||
|
||||
/* no water tiles in between? */
|
||||
if (j == -10)
|
||||
goto build_road_and_exit;
|
||||
if (bridge_length == 1) goto build_road_and_exit;
|
||||
|
||||
/* Quit if it selecting an appropiate bridge type fails a large number of times. */
|
||||
j = 22;
|
||||
do {
|
||||
for (uint times = 0; times <= 22; times++) {
|
||||
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
|
||||
|
||||
/* Can we actually build the bridge? */
|
||||
if (CmdSucceeded(DoCommand(tile, tmptile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) {
|
||||
DoCommand(tile, tmptile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
|
||||
_grow_town_result = -1;
|
||||
|
||||
/* obviously, if building any bridge would fail, there is no need to try other bridge-types */
|
||||
_grow_town_result = -1;
|
||||
return;
|
||||
}
|
||||
} while (--j != 0);
|
||||
}
|
||||
/* Quit if it selecting an appropiate bridge type fails a large number of times. */
|
||||
}
|
||||
|
||||
/** Returns "growth" if a house was built, or no if the build failed.
|
||||
@ -1108,7 +1104,10 @@ build_road_and_exit:
|
||||
*/
|
||||
static int GrowTownAtRoad(Town *t, TileIndex tile)
|
||||
{
|
||||
int block = 5; // special case
|
||||
/* Special case.
|
||||
* @see GrowTownInTile Check the else if
|
||||
*/
|
||||
DiagDirection target_dir = (DiagDirection)5; ///< The direction in which we want to extend the town
|
||||
|
||||
TILE_ASSERT(tile);
|
||||
|
||||
@ -1131,22 +1130,21 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
|
||||
}
|
||||
|
||||
do {
|
||||
/* Get a bitmask of the road blocks on a tile */
|
||||
RoadBits mask = GetTownRoadMask(tile);
|
||||
RoadBits cur_rb = GetTownRoadBits(tile); ///< The RoadBits of the current tile
|
||||
|
||||
/* Try to grow the town from this point */
|
||||
GrowTownInTile(&tile, mask, block, t);
|
||||
GrowTownInTile(&tile, cur_rb, target_dir, t);
|
||||
|
||||
/* Exclude the source position from the bitmask
|
||||
* and return if no more road blocks available */
|
||||
ClrBitT(mask, (block ^ 2));
|
||||
if (mask == ROAD_NONE)
|
||||
cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
|
||||
if (cur_rb == ROAD_NONE)
|
||||
return _grow_town_result;
|
||||
|
||||
/* Select a random bit from the blockmask, walk a step
|
||||
* and continue the search from there. */
|
||||
do block = Random() & 3; while (!HASBIT(mask, block));
|
||||
tile += ToTileIndexDiff(_roadblock_tileadd[block]);
|
||||
do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
|
||||
tile = AddDiagDirToTileIndex(tile, target_dir);
|
||||
|
||||
if (IsTileType(tile, MP_ROAD)) {
|
||||
/* Don't allow building over roads of other cities */
|
||||
@ -1166,25 +1164,33 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
|
||||
return (_grow_town_result == -2);
|
||||
}
|
||||
|
||||
/** Generate a random road block
|
||||
/**
|
||||
* Generate a random road block.
|
||||
* The probability of a straight road
|
||||
* is somewhat higher than a curved. */
|
||||
* is somewhat higher than a curved.
|
||||
*
|
||||
* @return A RoadBits value with 2 bits set
|
||||
*/
|
||||
static RoadBits GenRandomRoadBits()
|
||||
{
|
||||
uint32 r = Random();
|
||||
uint a = GB(r, 0, 2);
|
||||
uint b = GB(r, 8, 2);
|
||||
if (a == b) b ^= 2;
|
||||
return (RoadBits)((1 << a) + (1 << b));
|
||||
return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
|
||||
}
|
||||
|
||||
/** Grow the town
|
||||
* @Return true if a house was built, or no if the build failed. */
|
||||
static bool GrowTown(Town *t)
|
||||
{
|
||||
TileIndex tile;
|
||||
const TileIndexDiffC *ptr;
|
||||
PlayerID old_player;
|
||||
|
||||
/* Let the town be a ghost town
|
||||
* The player wanted it in such a way. Thus there he has it. ;)
|
||||
* Never reached in editor mode. */
|
||||
if (_patches.town_layout == TL_NO_ROADS && _generating_world) {
|
||||
return false;
|
||||
}
|
||||
|
||||
static const TileIndexDiffC _town_coord_mod[] = {
|
||||
{-1, 0},
|
||||
@ -1201,22 +1207,17 @@ static bool GrowTown(Town *t)
|
||||
{ 2, -2},
|
||||
{ 0, 0}
|
||||
};
|
||||
|
||||
/* Let the town be a ghost town
|
||||
* The player wanted it in such a way. Thus there he has it. ;)
|
||||
* Never reached in editor mode. */
|
||||
if (_patches.town_layout == TL_NO_ROADS && _generating_world) {
|
||||
return false;
|
||||
}
|
||||
const TileIndexDiffC *ptr;
|
||||
|
||||
/* Current player is a town */
|
||||
old_player = _current_player;
|
||||
PlayerID old_player = _current_player;
|
||||
_current_player = OWNER_TOWN;
|
||||
|
||||
TileIndex tile = t->xy; ///< The tile we are working with ATM
|
||||
|
||||
/* Find a road that we can base the construction on. */
|
||||
tile = t->xy;
|
||||
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
|
||||
if (GetAnyRoadTrackBits(tile, ROADTYPE_ROAD) != 0) {
|
||||
if (GetTownRoadBits(tile) != ROAD_NONE) {
|
||||
int r = GrowTownAtRoad(t, tile);
|
||||
_current_player = old_player;
|
||||
return r != 0;
|
||||
|
Loading…
Reference in New Issue
Block a user