|
|
|
@ -1374,6 +1374,15 @@ static bool TownCanGrowRoad(TileIndex tile)
|
|
|
|
|
return HasBit(GetRoadTypeInfo(rt)->flags, ROTF_TOWN_BUILD) || GetTownRoadType() == rt;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if the town is allowed to build roads.
|
|
|
|
|
* @return true If the town is allowed to build roads.
|
|
|
|
|
*/
|
|
|
|
|
static inline bool TownAllowedToBuildRoads()
|
|
|
|
|
{
|
|
|
|
|
return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Grows the given town.
|
|
|
|
|
* There are at the moment 3 possible way's for
|
|
|
|
@ -1403,7 +1412,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
|
|
|
|
|
* to say that this is the last iteration. */
|
|
|
|
|
_grow_town_result = GROWTH_SEARCH_STOPPED;
|
|
|
|
|
|
|
|
|
|
if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
|
|
|
|
|
if (!TownAllowedToBuildRoads()) return;
|
|
|
|
|
if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
|
|
|
|
|
|
|
|
|
|
/* Remove hills etc */
|
|
|
|
@ -1457,7 +1466,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
|
|
|
|
|
* the fitting RoadBits */
|
|
|
|
|
_grow_town_result = GROWTH_SEARCH_STOPPED;
|
|
|
|
|
|
|
|
|
|
if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
|
|
|
|
|
if (!TownAllowedToBuildRoads()) return;
|
|
|
|
|
|
|
|
|
|
switch (t1->layout) {
|
|
|
|
|
default: NOT_REACHED();
|
|
|
|
@ -1528,7 +1537,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
|
|
|
|
|
|
|
|
|
|
if (!IsValidTile(house_tile)) return;
|
|
|
|
|
|
|
|
|
|
if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
|
|
|
|
|
if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
|
|
|
|
|
switch (t1->layout) {
|
|
|
|
|
default: NOT_REACHED();
|
|
|
|
|
|
|
|
|
@ -1606,7 +1615,7 @@ static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
|
|
|
|
|
if (HasTileWaterGround(target_tile)) return false;
|
|
|
|
|
|
|
|
|
|
RoadBits target_rb = GetTownRoadBits(target_tile);
|
|
|
|
|
if (_settings_game.economy.allow_town_roads || _generating_world) {
|
|
|
|
|
if (TownAllowedToBuildRoads()) {
|
|
|
|
|
/* Check whether a road connection exists or can be build. */
|
|
|
|
|
switch (GetTileType(target_tile)) {
|
|
|
|
|
case MP_ROAD:
|
|
|
|
@ -1773,7 +1782,7 @@ static bool GrowTown(Town *t)
|
|
|
|
|
|
|
|
|
|
/* No road available, try to build a random road block by
|
|
|
|
|
* clearing some land and then building a road there. */
|
|
|
|
|
if (_settings_game.economy.allow_town_roads || _generating_world) {
|
|
|
|
|
if (TownAllowedToBuildRoads()) {
|
|
|
|
|
tile = t->xy;
|
|
|
|
|
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
|
|
|
|
|
/* Only work with plain land that not already has a house */
|
|
|
|
@ -2437,7 +2446,7 @@ static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
|
|
|
|
|
static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
|
|
|
|
|
{
|
|
|
|
|
/* Allow towns everywhere when we don't build roads */
|
|
|
|
|
if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
|
|
|
|
|
if (!TownAllowedToBuildRoads()) return true;
|
|
|
|
|
|
|
|
|
|
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
|
|
|
|
|
|
|
|
|
@ -2468,7 +2477,7 @@ static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
|
|
|
|
|
static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
|
|
|
|
|
{
|
|
|
|
|
/* Allow towns everywhere when we don't build roads */
|
|
|
|
|
if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
|
|
|
|
|
if (!TownAllowedToBuildRoads()) return true;
|
|
|
|
|
|
|
|
|
|
/* Compute relative position of tile. (Positive offsets are towards north) */
|
|
|
|
|
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
|
|
|
|
|