(svn r12534) -Feature: Add a new type of town road layouts - random for each town

pull/155/head
skidd13 16 years ago
parent 15b2f07587
commit 1e7f2dbc10

@ -1173,6 +1173,7 @@ STR_CONFIG_PATCHES_TOWN_LAYOUT_DEFAULT :default
STR_CONFIG_PATCHES_TOWN_LAYOUT_BETTER_ROADS :better roads
STR_CONFIG_PATCHES_TOWN_LAYOUT_2X2_GRID :2x2 grid
STR_CONFIG_PATCHES_TOWN_LAYOUT_3X3_GRID :3x3 grid
STR_CONFIG_PATCHES_TOWN_LAYOUT_RANDOM :random
STR_CONFIG_PATCHES_TOOLBAR_POS :{LTBLUE}Position of main toolbar: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_TOOLBAR_POS_LEFT :Left

@ -6,6 +6,7 @@
#define TOWN_H
#include "oldpool.h"
#include "core/bitmath_func.hpp"
#include "core/random_func.hpp"
#include "cargo_type.h"
#include "tile_type.h"
@ -13,6 +14,7 @@
#include "town_type.h"
#include "player_type.h"
#include "newgrf_string_type.h"
#include "settings_type.h"
enum {
HOUSE_NO_CLASS = 0,
@ -161,6 +163,9 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
/* NOSAVE: The number of each type of building in the town. */
BuildingCounts building_counts;
/* NOSAVE: The town specific road layout */
TownLayout layout;
/**
* Creates a new town
*/
@ -170,8 +175,21 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
~Town();
inline bool IsValid() const { return this->xy != 0; }
void InitializeLayout();
inline TownLayout GetActiveLayout() const;
};
/**
* Get the current valid layout for the town
* @return the active layout for this town
*/
inline TownLayout Town::GetActiveLayout() const
{
return (_patches.town_layout == TL_RANDOM) ? this->layout : _patches.town_layout;
}
struct HouseSpec {
/* Standard properties */
Year min_date; ///< introduction year of the house
@ -314,7 +332,6 @@ extern const Town **_town_sort;
extern Town *_cleared_town;
extern int _cleared_town_rating;
uint TileHash2Bit(uint x, uint y);
void ResetHouses();
void ClearTownHouse(Town *t, TileIndex tile);
@ -327,4 +344,34 @@ void ChangeTownRating(Town *t, int add, int max);
HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile);
void SetTownRatingTestMode(bool mode);
/**
* Calculate a hash value from a tile position
*
* @param x The X coordinate
* @param y The Y coordinate
* @return The hash of the tile
*/
static inline uint TileHash(uint x, uint y)
{
uint hash = x >> 4;
hash ^= x >> 6;
hash ^= y >> 4;
hash -= y >> 6;
return hash;
}
/**
* Get the last two bits of the TileHash
* from a tile position.
*
* @see TileHash()
* @param x The X coordinate
* @param y The Y coordinate
* @return The last two bits from hash of the tile
*/
static inline uint TileHash2Bit(uint x, uint y)
{
return GB(TileHash(x, y), 0, 2);
}
#endif /* TOWN_H */

@ -107,6 +107,23 @@ Town::~Town()
this->xy = 0;
}
/**
* Generate a random town road layout.
*
* The layout is based on the TileHash.
*/
void Town::InitializeLayout()
{
this->layout = (TownLayout)(TileHash(TileX(this->xy), TileY(this->xy)) % NUM_TLS);
/* Set invalid layouts to valid ones */
switch (this->layout) {
default: break;
case TL_RANDOM: this->layout = TL_ORIGINAL; break;
case TL_NO_ROADS: this->layout = TL_BETTER_ROADS; break;
}
}
// Local
static int _grow_town_result;
@ -129,23 +146,6 @@ static TownDrawTileProc * const _town_draw_tile_procs[1] = {
TownDrawHouseLift
};
/**
* Calculate a hash value from a tile position
*
* @param x The X coordinate
* @param y The Y coordinate
* @return The hash of the tile
*/
uint TileHash2Bit(uint x, uint y)
{
uint hash = x >> 4;
hash ^= x >> 6;
hash ^= y >> 4;
hash -= y >> 6;
hash &= 3;
return hash;
}
/**
* Return a random direction
*
@ -708,11 +708,12 @@ static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dis
/**
* Check if a Road is allowed on a given tile
*
* @param t The current town
* @param tile The target tile
* @param dir The direction in which we want to extend the town
* @return true if it is allowed else false
*/
static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir)
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
{
if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
@ -733,7 +734,7 @@ static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir)
if (cur_slope == SLOPE_FLAT) {
no_slope:
/* Tile has no slope */
switch (_patches.town_layout) {
switch (t->GetActiveLayout()) {
default: NOT_REACHED();
case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
@ -804,13 +805,13 @@ static void LevelTownLand(TileIndex tile)
* @return the RoadBit of the current tile regarding
* the selected town layout
*/
static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile, DiagDirection dir)
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
{
/* align the grid to the downtown */
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
RoadBits rcmd = ROAD_NONE;
switch (_patches.town_layout) {
switch (t->GetActiveLayout()) {
default: NOT_REACHED();
case TL_2X2_GRID:
@ -993,7 +994,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
LevelTownLand(tile);
/* Is a road allowed here? */
switch (_patches.town_layout) {
switch (t1->GetActiveLayout()) {
default: NOT_REACHED();
case TL_NO_ROADS: /* Disallow Roads */
@ -1007,7 +1008,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
case TL_BETTER_ROADS:
case TL_ORIGINAL:
if (!IsRoadAllowedHere(tile, target_dir)) return;
if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
DiagDirection source_dir = ReverseDiagDir(target_dir);
@ -1016,7 +1017,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
do target_dir = RandomDiagDir(); while (target_dir == source_dir);
}
if (!IsRoadAllowedHere(TileAddByDiagDir(tile, target_dir), target_dir)) {
if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
/* A road is not allowed to continue the randomized road,
* return if the road we're trying to build is curved. */
if (target_dir != ReverseDiagDir(source_dir)) return;
@ -1041,7 +1042,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
* the fitting RoadBits */
_grow_town_result = GROWTH_SEARCH_STOPPED;
switch (_patches.town_layout) {
switch (t1->GetActiveLayout()) {
default: NOT_REACHED();
case TL_NO_ROADS: /* Disallow Roads */
@ -1079,7 +1080,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
/* Don't walk into water. */
if (IsWaterTile(house_tile)) return;
switch (_patches.town_layout) {
switch (t1->GetActiveLayout()) {
default: NOT_REACHED();
case TL_NO_ROADS:
@ -1103,7 +1104,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
/* Allow a house at the edge. 60% chance or
* always ok if no road allowed. */
rcmd = DiagDirToRoadBits(target_dir);
allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || Chance16(6, 10));
allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
break;
}
@ -1157,7 +1158,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
/* Number of times to search.
* Better roads, 2X2 and 3X3 grid grow quite fast so we give
* them a little handicap. */
switch (_patches.town_layout) {
switch (t->GetActiveLayout()) {
case TL_BETTER_ROADS:
_grow_town_result = 10 + t->num_houses * 2 / 9;
break;
@ -1447,6 +1448,8 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
t->InitializeLayout();
/* Random town size. */
x = (Random() & 0xF) + 8;
@ -1736,7 +1739,7 @@ static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
{
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
switch (_patches.town_layout) {
switch (t->GetActiveLayout()) {
case TL_2X2_GRID:
if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
break;
@ -1767,7 +1770,7 @@ static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
uint dx = MapSize() + TileX(t->xy) - TileX(tile);
uint dy = MapSize() + TileY(t->xy) - TileY(tile);
switch (_patches.town_layout) {
switch (t->GetActiveLayout()) {
case TL_2X2_GRID:
if ((dx % 3) != 0 || (dy % 3) != 0) return false;
break;
@ -2700,6 +2703,9 @@ static void Load_TOWN()
void AfterLoadTown()
{
_town_sort_dirty = true;
Town *t;
FOR_ALL_TOWNS(t) t->InitializeLayout();
}
extern const ChunkHandler _town_chunk_handlers[] = {

@ -66,6 +66,8 @@ enum TownLayout {
TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
TL_RANDOM, ///< Random town layout
NUM_TLS, ///< Number of town layouts
};

Loading…
Cancel
Save