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(svn r27739) -Cleanup/Revert (r12162): Clearing MP_HOUSE with DC_EXEC always fails, so there is no effect in testing for houses first. (adf88)
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@ -2058,11 +2058,10 @@ static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, Hou
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* Checks if a house can be built here. Important is slope, bridge above
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* Checks if a house can be built here. Important is slope, bridge above
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* and ability to clear the land.
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* and ability to clear the land.
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* @param tile tile to check
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* @param tile tile to check
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* @param town town that is checking
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* @param noslope are slopes (foundations) allowed?
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* @param noslope are slopes (foundations) allowed?
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* @return true iff house can be built here
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* @return true iff house can be built here
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*/
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*/
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static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
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static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
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{
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{
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/* cannot build on these slopes... */
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/* cannot build on these slopes... */
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Slope slope = GetTileSlope(tile);
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Slope slope = GetTileSlope(tile);
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@ -2071,9 +2070,6 @@ static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
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/* building under a bridge? */
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/* building under a bridge? */
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if (IsBridgeAbove(tile)) return false;
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if (IsBridgeAbove(tile)) return false;
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/* do not try to build over house owned by another town */
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if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
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/* can we clear the land? */
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/* can we clear the land? */
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return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
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return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
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}
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}
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@ -2082,15 +2078,14 @@ static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
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/**
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/**
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* Checks if a house can be built at this tile, must have the same max z as parameter.
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* Checks if a house can be built at this tile, must have the same max z as parameter.
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* @param tile tile to check
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* @param tile tile to check
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* @param town town that is checking
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* @param z max z of this tile so more parts of a house are at the same height (with foundation)
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* @param z max z of this tile so more parts of a house are at the same height (with foundation)
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* @param noslope are slopes (foundations) allowed?
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* @param noslope are slopes (foundations) allowed?
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* @return true iff house can be built here
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* @return true iff house can be built here
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* @see CanBuildHouseHere()
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* @see CanBuildHouseHere()
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*/
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*/
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static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
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static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
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{
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{
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if (!CanBuildHouseHere(tile, town, noslope)) return false;
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if (!CanBuildHouseHere(tile, noslope)) return false;
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/* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
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/* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
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if (GetTileMaxZ(tile) != z) return false;
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if (GetTileMaxZ(tile) != z) return false;
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@ -2102,20 +2097,19 @@ static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool
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/**
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/**
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* Checks if a house of size 2x2 can be built at this tile
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* Checks if a house of size 2x2 can be built at this tile
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* @param tile tile, N corner
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* @param tile tile, N corner
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* @param town town that is checking
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* @param z maximum tile z so all tile have the same max z
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* @param z maximum tile z so all tile have the same max z
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* @param noslope are slopes (foundations) allowed?
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* @param noslope are slopes (foundations) allowed?
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* @return true iff house can be built
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* @return true iff house can be built
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* @see CheckBuildHouseSameZ()
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* @see CheckBuildHouseSameZ()
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*/
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*/
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static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
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static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
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{
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{
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/* we need to check this tile too because we can be at different tile now */
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/* we need to check this tile too because we can be at different tile now */
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if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
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if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
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for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
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for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
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tile += TileOffsByDiagDir(d);
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tile += TileOffsByDiagDir(d);
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if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
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if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
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}
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}
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return true;
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return true;
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@ -2202,10 +2196,10 @@ static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslop
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/* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
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/* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
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TileIndex tile2 = *tile + TileOffsByDiagDir(second);
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TileIndex tile2 = *tile + TileOffsByDiagDir(second);
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if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
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if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
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tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
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tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
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if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
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if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
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*tile = tile2;
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*tile = tile2;
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return true;
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return true;
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}
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}
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@ -2227,7 +2221,7 @@ static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool nosl
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TileIndex tile2 = *tile;
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TileIndex tile2 = *tile;
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for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
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for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
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if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
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if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
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*tile = tile2;
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*tile = tile2;
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return true;
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return true;
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}
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}
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@ -2251,7 +2245,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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if (!TownLayoutAllowsHouseHere(t, tile)) return false;
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if (!TownLayoutAllowsHouseHere(t, tile)) return false;
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/* no house allowed at all, bail out */
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/* no house allowed at all, bail out */
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if (!CanBuildHouseHere(tile, t->index, false)) return false;
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if (!CanBuildHouseHere(tile, false)) return false;
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Slope slope = GetTileSlope(tile);
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Slope slope = GetTileSlope(tile);
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int maxz = GetTileMaxZ(tile);
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int maxz = GetTileMaxZ(tile);
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