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@ -254,8 +254,7 @@ static void MakeSingleHouseBigger(uint tile)
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_map3_lo[tile] = _map3_lo[tile] + 0x40;
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if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
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Town *t = ClosestTownFromTile(tile, (uint)-1);
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ChangePopulation(t, _housetype_population[_map3_hi[tile]]);
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ChangePopulation(GetTown(_map2[tile]), _housetype_population[_map3_hi[tile]]);
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}
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MarkTileDirtyByTile(tile);
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}
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@ -288,7 +287,7 @@ static void TileLoop_Town(uint tile)
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_map5[tile] = (_map5[tile] & 0x40)|0x80;
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}
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t = ClosestTownFromTile(tile, (uint)-1);
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t = GetTown(_map2[tile]);
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r = Random();
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@ -345,7 +344,7 @@ static int32 ClearTile_Town(uint tile, byte flags)
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rating = _housetype_remove_ratingmod[house];
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_cleared_town_rating += rating;
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_cleared_town = t = ClosestTownFromTile(tile, (uint)-1);
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_cleared_town = t = GetTown(_map2[tile]);
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if (_current_player < MAX_PLAYERS) {
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if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
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@ -552,7 +551,6 @@ static void LevelTownLand(uint tile)
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static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
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{
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Town *t2;
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uint16 r;
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int a,b,rcmd;
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uint tmptile;
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@ -568,12 +566,6 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
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// to say that this is the last iteration.
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_grow_town_result = 0;
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// Then check if the tile we are at belongs to the town,
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// if not, bail out.
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t2 = ClosestTownFromTile(tile, (uint)-1);
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if (t2 != t1)
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return;
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// Remove hills etc
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LevelTownLand(tile);
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@ -636,13 +628,6 @@ static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
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if (IS_WATER_TILE(tmptile))
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return;
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// If the new tile belongs to another town,
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// then stop the search altogether.
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if (ClosestTownFromTile(tmptile, (uint)-1) != t1) {
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_grow_town_result = 0;
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return;
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}
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// Build a house at the edge. 60% chance or
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// always ok if no road allowed.
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if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
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@ -743,6 +728,10 @@ static int GrowTownAtRoad(Town *t, uint tile)
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do block = Random() & 3; while (!HASBIT(mask,block));
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tile += ToTileIndexDiff(_roadblock_tileadd[block]);
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/* Don't allow building over roads of other cities */
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if (IsTileType(tile, MP_STREET) && _map_owner[tile] == OWNER_TOWN && GetTown(_map2[tile]) != t)
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_grow_town_result = -1;
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// Max number of times is checked.
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} while (--_grow_town_result >= 0);
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@ -1077,7 +1066,6 @@ void GenerateTowns(void)
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}
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static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
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Town *t2 = ClosestTownFromTile(tile, (uint)-1);
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int b;
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uint slope;
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@ -1086,9 +1074,6 @@ static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
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0x3,0xC,0x6,0x9,
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};
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if (t2 != t1)
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return false;
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slope = GetTileSlope(tile, NULL);
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if (slope & 0x10)
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return false;
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@ -1122,7 +1107,6 @@ int GetTownRadiusGroup(Town *t, uint tile)
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static bool CheckFree2x2Area(Town *t1, uint tile)
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{
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Town *t;
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int i;
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static const TileIndexDiffC _tile_add[] = {
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@ -1135,10 +1119,6 @@ static bool CheckFree2x2Area(Town *t1, uint tile)
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for(i=0; i!=4; i++) {
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tile += ToTileIndexDiff(_tile_add[i]);
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t = ClosestTownFromTile(tile, (uint)-1);
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if (t1 != t)
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return false;
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if (GetTileSlope(tile, NULL))
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return false;
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@ -1446,7 +1426,7 @@ void DeleteTown(Town *t)
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for (tile = 0; tile < MapSize(); ++tile) {
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switch (GetTileType(tile)) {
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case MP_HOUSE:
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if (ClosestTownFromTile(tile, (uint)-1) == t)
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if (GetTown(_map2[tile]) == t)
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DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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break;
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