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@@ -815,23 +815,23 @@ no_slope:
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return true;
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}
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}
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static bool TerraformTownTile(TileIndex tile, int edges, int dir)
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{
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TILE_ASSERT(tile);
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assert(tile < MapSize());
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CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
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DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
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return true;
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}
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static void LevelTownLand(TileIndex tile)
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{
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TILE_ASSERT(tile);
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assert(tile < MapSize());
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/* Don't terraform if land is plain or if there's a house there. */
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if (IsTileType(tile, MP_HOUSE)) return;
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Slope tileh = GetTileSlope(tile, NULL);
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if (tileh == SLOPE_FLAT) return;
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@@ -1024,13 +1024,13 @@ static bool GrowTownWithBridge(const Tow
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*/
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static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
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{
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RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
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TileIndex tile = *tile_ptr; // The main tile on which we base our growth
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TILE_ASSERT(tile);
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assert(tile < MapSize());
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if (cur_rb == ROAD_NONE) {
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/* Tile has no road. First reset the status counter
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* to say that this is the last iteration. */
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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@@ -1192,13 +1192,13 @@ static int GrowTownAtRoad(Town *t, TileI
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{
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/* Special case.
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* @see GrowTownInTile Check the else if
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*/
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DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
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TILE_ASSERT(tile);
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assert(tile < MapSize());
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/* Number of times to search.
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* Better roads, 2X2 and 3X3 grid grow quite fast so we give
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* them a little handicap. */
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switch (t->layout) {
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case TL_BETTER_ROADS:
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