(svn r12060) -Fix: do not clear tiles when the town won't be able to build any buildings anyway

-Fix: allow building 2x2 building on slopes if not explicitly forbidden
-Fix: it was possible to build 2x1 and 1x2 buildings on slopes even if it was not allowed
This commit is contained in:
smatz 2008-02-04 22:15:48 +00:00
parent b5055f73fe
commit e9b22d7c70
2 changed files with 116 additions and 81 deletions

View File

@ -117,7 +117,6 @@ enum TownGrowthResult {
};
static bool BuildTownHouse(Town *t, TileIndex tile);
static void DoBuildTownHouse(Town *t, TileIndex tile);
static void TownDrawHouseLift(const TileInfo *ti)
{
@ -493,7 +492,7 @@ static void TileLoop_Town(TileIndex tile)
ClearTownHouse(t, tile);
/* Rebuild with another house? */
if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile);
if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
}
_current_player = OWNER_NONE;
@ -1586,29 +1585,6 @@ bool GenerateTowns()
return true;
}
static bool CheckBuildHouseMode(TileIndex tile, Slope tileh, int mode)
{
int b;
Slope slope;
static const Slope _masks[8] = {
SLOPE_NE, SLOPE_SW, SLOPE_NW, SLOPE_SE,
SLOPE_SW, SLOPE_NE, SLOPE_SE, SLOPE_NW,
};
slope = GetTileSlope(tile, NULL);
if (IsSteepSlope(slope)) return false;
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
b = 0;
if ((slope != SLOPE_FLAT && ~slope & _masks[mode])) b = ~b;
if ((tileh != SLOPE_FLAT && ~tileh & _masks[mode + 4])) b = ~b;
if (b)
return false;
return CmdSucceeded(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
}
/** Returns the bit corresponding to the town zone of the specified tile
* @param t Town on which radius is to be found
@ -1631,32 +1607,115 @@ HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile)
return smallest;
}
static bool CheckFree2x2Area(TileIndex tile)
/**
* Clears tile and builds a house or house part.
* @param t tile index
* @param tid Town index
* @param counter of construction step
* @param stage of construction (used for drawing)
* @param type of house. Index into house specs array
* @param random_bits required for newgrf houses
* @pre house can be built here
*/
static inline void ClearMakeHouseTile(TileIndex tile, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
{
int i;
CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
assert(CmdSucceeded(cc));
static const TileIndexDiffC _tile_add[] = {
{0 , 0 },
{0 - 0, 1 - 0},
{1 - 0, 0 - 1},
{1 - 1, 1 - 0}
};
MakeHouseTile(tile, tid, counter, stage, type, random_bits);
}
for (i = 0; i != 4; i++) {
tile += ToTileIndexDiff(_tile_add[i]);
/**
* Write house information into the map. For houses > 1 tile, all tiles are marked.
* @param t tile index
* @param tid Town index
* @param counter of construction step
* @param stage of construction (used for drawing)
* @param type of house. Index into house specs array
* @param random_bits required for newgrf houses
* @pre house can be built here
*/
static void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
{
BuildingFlags size = GetHouseSpecs(type)->building_flags;
if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
ClearMakeHouseTile(t, tid, counter, stage, type, random_bits);
if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type, random_bits);
if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type, random_bits);
if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type, random_bits);
}
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR)))
return false;
/**
* Checks if a house can be built here. Important is slope, bridge above
* and ability to clear the land.
* @param tile tile to check
* @param noslope are slopes (foundations) allowed?
* @return true iff house can be built here
*/
static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
{
/* cannot build on these slopes... */
Slope slope = GetTileSlope(tile, NULL);
if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
/* building under a bridge? */
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
/* can we clear the land? */
return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
}
/**
* Checks if a house can be built at this tile, must have the same max z as parameter.
* @param tile tile to check
* @param z max z of this tile so more parts of a house are at the same height (with foundation)
* @param noslope are slopes (foundations) allowed?
* @return true iff house can be built here
* @see CanBuildHouseHere()
*/
static inline bool CheckBuildHouseSameZ(TileIndex tile, uint z, bool noslope)
{
if (!CanBuildHouseHere(tile, noslope)) return false;
/* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
if (GetTileMaxZ(tile) != z) return false;
return true;
}
/**
* Checks if a house of size 2x2 can be built at this tile
* @param tile tile, N corner
* @param z maximum tile z so all tile have the same max z
* @param noslope are slopes (foundations) allowed?
* @return true iff house can be built
* @see CheckBuildHouseSameZ()
*/
static bool CheckFree2x2Area(TileIndex tile, uint z, bool noslope)
{
/* we need to check this tile too because we can be at different tile now */
if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
tile += TileOffsByDiagDir(d);
if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
}
return true;
}
static void DoBuildTownHouse(Town *t, TileIndex tile)
/**
* Tries to build a house at this tile
* @param t town the house will belong to
* @param tile where the house will be built
* @return false iff no house can be built at this tile
*/
static bool BuildTownHouse(Town *t, TileIndex tile)
{
int i;
uint bitmask;
@ -1666,6 +1725,9 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
uint oneof = 0;
HouseSpec *hs;
/* no house allowed at all, bail out */
if (!CanBuildHouseHere(tile, false)) return false;
/* Above snow? */
slope = GetTileSlope(tile, &z);
@ -1702,6 +1764,8 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
}
}
uint maxz = GetTileMaxZ(tile);
for (;;) {
if (_loaded_newgrf_features.has_newhouses) {
uint r = RandomRange(probability_max);
@ -1742,27 +1806,30 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
if (HASBITS(t->flags12 , oneof)) continue;
/* Make sure there is no slope? */
if (hs->building_flags & TILE_NOT_SLOPED && slope != SLOPE_FLAT) continue;
bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
if (noslope && slope != SLOPE_FLAT) continue;
if (hs->building_flags & TILE_SIZE_2x2) {
if (CheckFree2x2Area(tile) ||
CheckFree2x2Area(tile += TileDiffXY(-1, 0)) ||
CheckFree2x2Area(tile += TileDiffXY( 0, -1)) ||
CheckFree2x2Area(tile += TileDiffXY( 1, 0))) {
if (CheckFree2x2Area(tile, maxz, noslope) ||
CheckFree2x2Area(tile += TileDiffXY(-1, 0), maxz, noslope) ||
CheckFree2x2Area(tile += TileDiffXY( 0, -1), maxz, noslope) ||
CheckFree2x2Area(tile += TileDiffXY( 1, 0), maxz, noslope)) {
break;
}
/* return to original tile */
tile += TileDiffXY(0, 1);
} else if (hs->building_flags & TILE_SIZE_2x1) {
if (CheckBuildHouseMode(tile + TileDiffXY(1, 0), slope, 0)) break;
/* 'tile' is already checked above - CanBuildHouseHere() and slope test */
if (CheckBuildHouseSameZ(tile + TileDiffXY(1, 0), maxz, noslope)) break;
if (CheckBuildHouseMode(tile + TileDiffXY(-1, 0), slope, 1)) {
if (CheckBuildHouseSameZ(tile + TileDiffXY(-1, 0), maxz, noslope)) {
tile += TileDiffXY(-1, 0);
break;
}
} else if (hs->building_flags & TILE_SIZE_1x2) {
if (CheckBuildHouseMode(tile + TileDiffXY(0, 1), slope, 2)) break;
if (CheckBuildHouseSameZ(tile + TileDiffXY(0, 1), maxz, noslope)) break;
if (CheckBuildHouseMode(tile + TileDiffXY(0, -1), slope, 3)) {
if (CheckBuildHouseSameZ(tile + TileDiffXY(0, -1), maxz, noslope)) {
tile += TileDiffXY(0, -1);
break;
}
@ -1795,19 +1862,7 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
}
MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, Random());
}
}
static bool BuildTownHouse(Town *t, TileIndex tile)
{
CommandCost r;
if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(r)) return false;
DoBuildTownHouse(t, tile);
return true;
}

View File

@ -210,26 +210,6 @@ static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte sta
MarkTileDirtyByTile(t);
}
/**
* Helper function for MakeHouseTile.
* It is called for each tile of a multi-tile house.
* Parametes are the same.
* @param t tile index
* @param tid Town index
* @param counter of construction step
* @param stage of construction (used for drawing)
* @param type of house. Index into house specs array
* @param random_bits required for newgrf houses
*/
static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
{
BuildingFlags size = GetHouseSpecs(type)->building_flags;
MakeHouseTile(t, tid, counter, stage, type, random_bits);
if (size & BUILDING_2_TILES_Y) MakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type, random_bits);
if (size & BUILDING_2_TILES_X) MakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type, random_bits);
if (size & BUILDING_HAS_4_TILES) MakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type, random_bits);
}
/**
* House Construction Scheme.
* Construction counter, for buildings under construction. Incremented on every