--- a/src/road_cmd.cpp Tue Mar 25 17:39:02 2008 +0000
+++ b/src/road_cmd.cpp Tue Mar 25 18:59:25 2008 +0000
@@ -47,8 +47,6 @@
bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, bool *edge_road, RoadType rt)
{
- RoadBits present;
- RoadBits n;
*edge_road = true;
if (_game_mode == GM_EDITOR || remove == ROAD_NONE) return true;
@@ -66,8 +64,8 @@
if (_cheats.magic_bulldozer.value) return true;
/* Get a bitmask of which neighbouring roads has a tile */
- n = ROAD_NONE;
- present = GetAnyRoadBits(tile, rt);
+ RoadBits n = ROAD_NONE;
+ RoadBits present = GetAnyRoadBits(tile, rt);
if (present & ROAD_NE && GetAnyRoadBits(TILE_ADDXY(tile, -1, 0), rt) & ROAD_SW) n |= ROAD_NE;
if (present & ROAD_SE && GetAnyRoadBits(TILE_ADDXY(tile, 0, 1), rt) & ROAD_NW) n |= ROAD_SE;
if (present & ROAD_SW && GetAnyRoadBits(TILE_ADDXY(tile, 1, 0), rt) & ROAD_NE) n |= ROAD_SW;
@@ -75,13 +73,12 @@
/* If 0 or 1 bits are set in n, or if no bits that match the bits to remove,
* then allow it */
- if ((n & (n - 1)) != 0 && (n & remove) != 0) {
- Town *t;
+ if (KillFirstBit(n) != ROAD_NONE && (n & remove) != ROAD_NONE) {
*edge_road = false;
/* you can remove all kind of roads with extra dynamite */
if (_patches.extra_dynamite) return true;
- t = ClosestTownFromTile(tile, (uint)-1);
+ const Town *t = ClosestTownFromTile(tile, (uint)-1);
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
@@ -179,23 +176,20 @@
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
RoadBits present = GetRoadBits(tile, rt);
- RoadBits c = pieces;
if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
- if (GetTileSlope(tile, NULL) != SLOPE_FLAT &&
- (present == ROAD_Y || present == ROAD_X)) {
- c |= (RoadBits)((c & 0xC) >> 2);
- c |= (RoadBits)((c & 0x3) << 2);
+ if (GetTileSlope(tile, NULL) != SLOPE_FLAT && IsStraightRoad(present)) {
+ pieces |= MirrorRoadBits(pieces);
}
/* limit the bits to delete to the existing bits. */
- c &= present;
- if (c == ROAD_NONE) return CMD_ERROR;
+ pieces &= present;
+ if (pieces == ROAD_NONE) return CMD_ERROR;
ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM);
if (flags & DC_EXEC) {
- present ^= c;
+ present ^= pieces;
if (present == ROAD_NONE) {
RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
if (rts == ROADTYPES_NONE) {
@@ -215,7 +209,7 @@
MarkTileDirtyByTile(tile);
}
}
- return CommandCost(EXPENSES_CONSTRUCTION, CountBits(c) * _price.remove_road);
+ return CommandCost(EXPENSES_CONSTRUCTION, CountBits(pieces) * _price.remove_road);
}
case ROAD_TILE_CROSSING: {
@@ -350,6 +344,7 @@
*/
static CommandCost CheckRoadSlope(Slope tileh, RoadBits* pieces, RoadBits existing)
{
+ /* Proceed steep Slopes first to reduce lookup table size */
if (IsSteepSlope(tileh)) {
/* Force straight roads. */
*pieces |= MirrorRoadBits(*pieces);
@@ -406,7 +401,6 @@
CommandCost ret;
RoadBits existing = ROAD_NONE;
RoadBits all_bits = ROAD_NONE;
- Slope tileh;
/* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
* if a non-player is building the road */
@@ -422,7 +416,7 @@
DisallowedRoadDirections toggle_drd = (DisallowedRoadDirections)GB(p1, 6, 2);
- tileh = GetTileSlope(tile, NULL);
+ Slope tileh = GetTileSlope(tile, NULL);
switch (GetTileType(tile)) {
case MP_ROAD:
@@ -434,8 +428,7 @@
if (!HasTileRoadType(tile, rt)) break;
existing = GetRoadBits(tile, rt);
- RoadBits merged = existing | pieces;
- bool crossing = (merged != ROAD_X && merged != ROAD_Y);
+ bool crossing = !IsStraightRoad(existing | pieces);
if (rt != ROADTYPE_TRAM && (GetDisallowedRoadDirections(tile) != DRD_NONE || toggle_drd != DRD_NONE) && crossing) {
/* Junctions cannot be one-way */
return_cmd_error(STR_ERR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
@@ -448,7 +441,7 @@
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
/* Ignore half built tiles */
- if (flags & DC_EXEC && rt != ROADTYPE_TRAM && (existing == ROAD_X || existing == ROAD_Y)) {
+ if (flags & DC_EXEC && rt != ROADTYPE_TRAM && IsStraightRoad(existing)) {
SetDisallowedRoadDirections(tile, GetDisallowedRoadDirections(tile) ^ toggle_drd);
MarkTileDirtyByTile(tile);
}
@@ -608,7 +601,7 @@
if (rt != ROADTYPE_TRAM && IsNormalRoadTile(tile)) {
existing |= pieces;
- SetDisallowedRoadDirections(tile, (existing == ROAD_X || existing == ROAD_Y) ?
+ SetDisallowedRoadDirections(tile, IsStraightRoad(existing) ?
GetDisallowedRoadDirections(tile) ^ toggle_drd : DRD_NONE);
}
@@ -900,19 +893,28 @@
#include "table/road_land.h"
-
+/**
+ * Get the foundationtype of a RoadBits Slope combination
+ *
+ * @param tileh The Slope part
+ * @param bits The RoadBits part
+ * @return The resulting Foundation
+ */
Foundation GetRoadFoundation(Slope tileh, RoadBits bits)
{
+ /* Flat land and land without a road doesn't require a foundation */
+ if (tileh == SLOPE_FLAT || bits == ROAD_NONE) return FOUNDATION_NONE;
+
if (!IsSteepSlope(tileh)) {
- if ((~_valid_tileh_slopes_road[0][tileh] & bits) == 0) {
+ if ((~_valid_tileh_slopes_road[0][tileh] & bits) == ROAD_NONE) {
/* As one can remove a single road piece when in a corner on a foundation as
* it is on a sloped piece of landscape, one creates a state that cannot be
* created directly, but the state itself is still perfectly drawable.
* However, as we do not want this to be build directly, we need to check
* for that situation in here. */
- return (tileh != 0 && CountBits(bits) == 1) ? FOUNDATION_LEVELED : FOUNDATION_NONE;
+ return (CountBits(bits) == 1) ? FOUNDATION_LEVELED : FOUNDATION_NONE;
}
- if ((~_valid_tileh_slopes_road[1][tileh] & bits) == 0) return FOUNDATION_LEVELED;
+ if ((~_valid_tileh_slopes_road[1][tileh] & bits) == ROAD_NONE) return FOUNDATION_LEVELED;
}
return (bits == ROAD_X ? FOUNDATION_INCLINED_X : FOUNDATION_INCLINED_Y);