# HG changeset patch # User truelight # Date 2005-02-04 13:56:51 # Node ID aed90f34926a26fdd365ed7f519515b2181412a0 # Parent 220466f197f14e0dac5e49118a48feae881099a4 (svn r1784) -Fix: removed ClosestTownFromTile where possible, or replaced it with _map2-data if possible (Celestar / TrueLight) diff --git a/road_cmd.c b/road_cmd.c --- a/road_cmd.c +++ b/road_cmd.c @@ -107,7 +107,7 @@ static bool CheckAllowRemoveRoad(uint ti if (_patches.extra_dynamite) return true; - t = ClosestTownFromTile(tile, (uint)-1); + t = GetTown(_map2[tile]); SetDParam(0, t->index); _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; return false; @@ -149,7 +149,10 @@ int32 CmdRemoveRoad(int x, int y, uint32 FindLandscapeHeight(&ti, x, y); tile = ti.tile; - t = ClosestTownFromTile(tile, (uint)-1); // needed for town rating penalty + if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR) + t = GetTown(_map2[tile]); // needed for town rating penalty + else + t = NULL; // allow deleting road under bridge if (ti.type != MP_TUNNELBRIDGE && !EnsureNoVehicle(tile)) @@ -964,12 +967,18 @@ static void TileLoop_Road(uint tile) return; if (((_map3_hi[tile] & 0x70) >> 4) < 6) { - t = ClosestTownFromTile(tile, (uint)-1); + if(_map_owner[tile] == OWNER_TOWN) + t = GetTown(_map2[tile]); + else + t = ClosestTownFromTile(tile, (uint)-1); + grp = 0; if (t != NULL) { - // If in the scenario editor, set the owner to a town. - if (_game_mode == GM_EDITOR) { + /* In SE, set the owner to OWNER_TOWN */ + if (_game_mode == GM_EDITOR && _map_owner[tile] != OWNER_TOWN) { _map_owner[tile] = OWNER_TOWN; + /* XXX - This line is not perfect, any suggestions? */ + _map2[tile] = ClosestTownFromTile(tile, (uint)-1)->index; } grp = GetTownRadiusGroup(t, tile); diff --git a/town_cmd.c b/town_cmd.c --- a/town_cmd.c +++ b/town_cmd.c @@ -254,8 +254,7 @@ static void MakeSingleHouseBigger(uint t _map3_lo[tile] = _map3_lo[tile] + 0x40; if ( (_map3_lo[tile] & 0xC0) == 0xC0) { - Town *t = ClosestTownFromTile(tile, (uint)-1); - ChangePopulation(t, _housetype_population[_map3_hi[tile]]); + ChangePopulation(GetTown(_map2[tile]), _housetype_population[_map3_hi[tile]]); } MarkTileDirtyByTile(tile); } @@ -288,7 +287,7 @@ static void TileLoop_Town(uint tile) _map5[tile] = (_map5[tile] & 0x40)|0x80; } - t = ClosestTownFromTile(tile, (uint)-1); + t = GetTown(_map2[tile]); r = Random(); @@ -345,7 +344,7 @@ static int32 ClearTile_Town(uint tile, b rating = _housetype_remove_ratingmod[house]; _cleared_town_rating += rating; - _cleared_town = t = ClosestTownFromTile(tile, (uint)-1); + _cleared_town = t = GetTown(_map2[tile]); if (_current_player < MAX_PLAYERS) { if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) { @@ -552,7 +551,6 @@ static void LevelTownLand(uint tile) static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1) { - Town *t2; uint16 r; int a,b,rcmd; uint tmptile; @@ -568,12 +566,6 @@ static void GrowTownInTile(uint *tile_pt // to say that this is the last iteration. _grow_town_result = 0; - // Then check if the tile we are at belongs to the town, - // if not, bail out. - t2 = ClosestTownFromTile(tile, (uint)-1); - if (t2 != t1) - return; - // Remove hills etc LevelTownLand(tile); @@ -636,13 +628,6 @@ static void GrowTownInTile(uint *tile_pt if (IS_WATER_TILE(tmptile)) return; - // If the new tile belongs to another town, - // then stop the search altogether. - if (ClosestTownFromTile(tmptile, (uint)-1) != t1) { - _grow_town_result = 0; - return; - } - // Build a house at the edge. 60% chance or // always ok if no road allowed. if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) { @@ -743,6 +728,10 @@ static int GrowTownAtRoad(Town *t, uint do block = Random() & 3; while (!HASBIT(mask,block)); tile += ToTileIndexDiff(_roadblock_tileadd[block]); + /* Don't allow building over roads of other cities */ + if (IsTileType(tile, MP_STREET) && _map_owner[tile] == OWNER_TOWN && GetTown(_map2[tile]) != t) + _grow_town_result = -1; + // Max number of times is checked. } while (--_grow_town_result >= 0); @@ -1077,7 +1066,6 @@ void GenerateTowns(void) } static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) { - Town *t2 = ClosestTownFromTile(tile, (uint)-1); int b; uint slope; @@ -1086,9 +1074,6 @@ static bool CheckBuildHouseMode(Town *t1 0x3,0xC,0x6,0x9, }; - if (t2 != t1) - return false; - slope = GetTileSlope(tile, NULL); if (slope & 0x10) return false; @@ -1122,7 +1107,6 @@ int GetTownRadiusGroup(Town *t, uint til static bool CheckFree2x2Area(Town *t1, uint tile) { - Town *t; int i; static const TileIndexDiffC _tile_add[] = { @@ -1135,10 +1119,6 @@ static bool CheckFree2x2Area(Town *t1, u for(i=0; i!=4; i++) { tile += ToTileIndexDiff(_tile_add[i]); - t = ClosestTownFromTile(tile, (uint)-1); - if (t1 != t) - return false; - if (GetTileSlope(tile, NULL)) return false; @@ -1446,7 +1426,7 @@ void DeleteTown(Town *t) for (tile = 0; tile < MapSize(); ++tile) { switch (GetTileType(tile)) { case MP_HOUSE: - if (ClosestTownFromTile(tile, (uint)-1) == t) + if (GetTown(_map2[tile]) == t) DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break;