diff --git a/src/viewport.cpp b/src/viewport.cpp --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -83,6 +83,7 @@ #include "window_gui.h" #include "linkgraph/linkgraph_gui.h" #include "viewport_kdtree.h" +#include "town_kdtree.h" #include "viewport_sprite_sorter.h" #include "bridge_map.h" #include "company_base.h" @@ -1039,11 +1040,48 @@ static void DrawTileHighlightType(const } /** + * Highlights tiles insede local authority of selected towns. + * @param *ti TileInfo Tile that is being drawn + */ +static void HighlightTownLocalAuthorityTiles(const TileInfo *ti) +{ + /* Going through cases in order of computational time. */ + + if (_town_local_authority_kdtree.Count() == 0) return; + + /* Tile belongs to town regardless of distance from town. */ + if (GetTileType(ti->tile) == MP_HOUSE) { + if (!Town::GetByTile(ti->tile)->show_zone) return; + + DrawTileSelectionRect(ti, PALETTE_CRASH); + return; + } + + /* If the closest town in the highlighted list is far, we can stop searching. */ + TownID tid = _town_local_authority_kdtree.FindNearest(TileX(ti->tile), TileY(ti->tile)); + Town *closest_highlighted_town = Town::Get(tid); + + if (DistanceManhattan(ti->tile, closest_highlighted_town->xy) >= _settings_game.economy.dist_local_authority) return; + + /* Tile is inside of the local autrhority distance of a highlighted town, + but it is possible that a non-highlighted town is even closer. */ + Town *closest_town = ClosestTownFromTile(ti->tile, _settings_game.economy.dist_local_authority); + + if (closest_town->show_zone) { + DrawTileSelectionRect(ti, PALETTE_CRASH); + } + +} + +/** * Checks if the specified tile is selected and if so draws selection using correct selectionstyle. * @param *ti TileInfo Tile that is being drawn */ static void DrawTileSelection(const TileInfo *ti) { + /* Highlight tiles insede local authority of selected towns. */ + HighlightTownLocalAuthorityTiles(ti); + /* Draw a red error square? */ bool is_redsq = _thd.redsq == ti->tile; if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);