Changeset - r8451:bc0114b86050
[Not reviewed]
master
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skidd13 - 16 years ago 2008-01-30 17:31:39
skidd13@openttd.org
(svn r12021) -Cleanup: Make some parts of the town growth a bit more descriptive
-Codechange: Remove some needless checks
1 file changed with 25 insertions and 37 deletions:
0 comments (0 inline, 0 general)
src/town_cmd.cpp
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@@ -673,25 +673,25 @@ static RoadBits GetTownRoadBits(TileInde
 
 * @return true if one of the neighboring tiles at the
 
 *  given distance is a road tile else false
 
 */
 
static bool IsNeighborRoadTile(TileIndex tile, DiagDirection dir, uint dist_multi)
 
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
 
{
 
	static TileIndexDiff tid_lt[3]; // lookup table for the used diff values
 
	tid_lt[0] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT));
 
	tid_lt[1] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT));
 
	tid_lt[2] = TileOffsByDiagDir(ReverseDiagDir(dir));
 
	/* Lookup table for the used diff values */
 
	const TileIndexDiff tid_lt[3] = {
 
		TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
 
		TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
 
		TileOffsByDiagDir(ReverseDiagDir(dir)),
 
	};
 

	
 
	/* We add 1 to the distance because we want to get 1 for
 
	 * the min distance multiplyer and not 0.
 
	 * Therefore we start at 4. The 4 is used because
 
	 * there are 4 tiles per distance step to check.
 
	 */
 
	 * there are 4 tiles per distance step to check. */
 
	dist_multi = (dist_multi + 1) * 4;
 
	for (uint pos = 4; pos < dist_multi; pos++) {
 
		TileIndexDiff cur = 0;
 
		/* For each even value of pos add the right TileIndexDiff
 
		 * for each uneven value the left TileIndexDiff
 
		 * for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff
 
		 */
 
		 * for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff */
 
		cur += tid_lt[(pos & 1) ? 0 : 1];
 
		if (pos & 2) cur += tid_lt[2];
 

	
 
@@ -710,19 +710,15 @@ static bool IsNeighborRoadTile(TileIndex
 
 */
 
static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir)
 
{
 
	if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
 
	if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
 

	
 
	Slope cur_slope, desired_slope;
 

	
 
	/* If this assertion fails, it might be because the world contains
 
	 *  land at the edges. This is not ok. */
 
	TILE_ASSERT(tile);
 

	
 
	for (;;) {
 
		/* Check if there already is a road at this point? */
 
		if (GetTownRoadBits(tile) == ROAD_NONE) {
 
			/* No, try to build one in the direction.
 
			 * if that fails clear the land, and if that fails exit.
 
			/* No, try if we are able to build a road piece there.
 
			 * If that fails clear the land, and if that fails exit.
 
			 * This is to make sure that we can build a road here later. */
 
			if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
 
					CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
 
@@ -736,10 +732,10 @@ no_slope:
 
			switch (_patches.town_layout) {
 
				default: NOT_REACHED();
 

	
 
				case TL_ORIGINAL: /* Disallow the road if any neighboring tile has a road (distance: 1) */
 
				case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
 
					return !IsNeighborRoadTile(tile, dir, 1);
 

	
 
				case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */
 
				case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
 
					return !IsNeighborRoadTile(tile, dir, 2);
 
			}
 
		}
 
@@ -751,8 +747,8 @@ no_slope:
 
			if (Chance16(1, 8)) {
 
				CommandCost res = CMD_ERROR;
 
				if (!_generating_world && Chance16(1, 10)) {
 
					/* Note: Do not replace " ^ 0xF" with ComplementSlope(). The slope might be steep. */
 
					res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ 0xF, 0,
 
					/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
 
					res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
 
							DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
 
				}
 
				if (CmdFailed(res) && Chance16(1, 3)) {
 
@@ -790,8 +786,8 @@ static void LevelTownLand(TileIndex tile
 
	if (tileh == SLOPE_FLAT) return;
 

	
 
	/* First try up, then down */
 
	if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
 
		TerraformTownTile(tile, tileh & 0xF, 0);
 
	if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
 
		TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
 
	}
 
}
 

	
 
@@ -914,7 +910,7 @@ static bool GrowTownWithRoad(const Town 
 
 * @param bridge_dir The valid direction in which to grow a bridge
 
 * @return true if a bridge has been build else false
 
 */
 
static bool GrowTownWithBridge(const Town *t, TileIndex tile, DiagDirection bridge_dir)
 
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
 
{
 
	assert(bridge_dir < DIAGDIR_END);
 

	
 
@@ -922,33 +918,25 @@ static bool GrowTownWithBridge(const Tow
 
	if (slope == SLOPE_FLAT) return false; // no slope, no bridge
 

	
 
	/* Make sure the direction is compatible with the slope.
 
	 * If any of the following bits match, the slope is forbidden for
 
	 *  that diagdir. This means 5 non-steep slopes, and 3 steep-slopes
 
	 *  per diagdir.
 
	 * 0 -> 0b1100
 
	 * 1 -> 0b0110
 
	 * 2 -> 0b0011
 
	 * 3 -> 0b1001
 
	 * 0xCC is 0b11001100, so we just shift it right with
 
	 * the direction to get the forbidden slope mask. */
 
	if (HASBITS(slope & 0x0F, 0xCC >> bridge_dir)) return false;
 
	 * Well we check if the slope has an up bit set in the
 
	 * reverse direction. */
 
	if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
 

	
 
	/* Assure that the bridge is connectable to the start side */
 
	if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
 

	
 
	/* We are in the right direction */
 
	uint8 bridge_length = 0;     // This value stores the length of the possible bridge
 
	uint8 bridge_length = 0;      // This value stores the length of the possible bridge
 
	TileIndex bridge_tile = tile; // Used to store the other waterside
 

	
 
	int delta = TileOffsByDiagDir(bridge_dir);
 

	
 
	const int delta = TileOffsByDiagDir(bridge_dir);
 
	do {
 
		if (bridge_length++ >= 11) {
 
			/* Max 11 tile long bridges */
 
			return false;
 
		}
 
		bridge_tile += delta;
 
	} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile) && TileX(bridge_tile) != 0);
 
	} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
 

	
 
	/* no water tiles in between? */
 
	if (bridge_length == 1) return false;
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