--- a/src/town_cmd.cpp Sun Feb 03 20:34:26 2008 +0000
+++ b/src/town_cmd.cpp Mon Mar 10 15:26:39 2008 +0000
@@ -117,7 +117,6 @@
};
static bool BuildTownHouse(Town *t, TileIndex tile);
-static void DoBuildTownHouse(Town *t, TileIndex tile);
static void TownDrawHouseLift(const TileInfo *ti)
{
@@ -493,7 +492,7 @@
ClearTownHouse(t, tile);
/* Rebuild with another house? */
- if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile);
+ if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
}
_current_player = OWNER_NONE;
@@ -593,7 +592,7 @@
td->owner = OWNER_TOWN;
}
-static uint32 GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode)
+static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
/* not used */
return 0;
@@ -1586,29 +1585,6 @@
return true;
}
-static bool CheckBuildHouseMode(TileIndex tile, Slope tileh, int mode)
-{
- int b;
- Slope slope;
-
- static const Slope _masks[8] = {
- SLOPE_NE, SLOPE_SW, SLOPE_NW, SLOPE_SE,
- SLOPE_SW, SLOPE_NE, SLOPE_SE, SLOPE_NW,
- };
-
- slope = GetTileSlope(tile, NULL);
- if (IsSteepSlope(slope)) return false;
-
- if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
-
- b = 0;
- if ((slope != SLOPE_FLAT && ~slope & _masks[mode])) b = ~b;
- if ((tileh != SLOPE_FLAT && ~tileh & _masks[mode + 4])) b = ~b;
- if (b)
- return false;
-
- return CmdSucceeded(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
-}
/** Returns the bit corresponding to the town zone of the specified tile
* @param t Town on which radius is to be found
@@ -1631,155 +1607,347 @@
return smallest;
}
-static bool CheckFree2x2Area(TileIndex tile)
+/**
+ * Clears tile and builds a house or house part.
+ * @param t tile index
+ * @param tid Town index
+ * @param counter of construction step
+ * @param stage of construction (used for drawing)
+ * @param type of house. Index into house specs array
+ * @param random_bits required for newgrf houses
+ * @pre house can be built here
+ */
+static inline void ClearMakeHouseTile(TileIndex tile, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
{
- int i;
-
- static const TileIndexDiffC _tile_add[] = {
- {0 , 0 },
- {0 - 0, 1 - 0},
- {1 - 0, 0 - 1},
- {1 - 1, 1 - 0}
- };
-
- for (i = 0; i != 4; i++) {
- tile += ToTileIndexDiff(_tile_add[i]);
-
- if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
-
- if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
-
- if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR)))
- return false;
+ #if !defined(NDEBUG) || defined(WITH_ASSERT)
+ CommandCost cc =
+ #endif /* !defined(NDEBUG) || defined(WITH_ASSERT) */
+
+ DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
+
+ assert(CmdSucceeded(cc));
+
+ MakeHouseTile(tile, tid, counter, stage, type, random_bits);
+}
+
+
+/**
+ * Write house information into the map. For houses > 1 tile, all tiles are marked.
+ * @param t tile index
+ * @param tid Town index
+ * @param counter of construction step
+ * @param stage of construction (used for drawing)
+ * @param type of house. Index into house specs array
+ * @param random_bits required for newgrf houses
+ * @pre house can be built here
+ */
+static void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
+{
+ BuildingFlags size = GetHouseSpecs(type)->building_flags;
+
+ ClearMakeHouseTile(t, tid, counter, stage, type, random_bits);
+ if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type, random_bits);
+ if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type, random_bits);
+ if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type, random_bits);
+}
+
+
+/**
+ * Checks if a house can be built here. Important is slope, bridge above
+ * and ability to clear the land.
+ * @param tile tile to check
+ * @param town town that is checking
+ * @param noslope are slopes (foundations) allowed?
+ * @return true iff house can be built here
+ */
+static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
+{
+ /* cannot build on these slopes... */
+ Slope slope = GetTileSlope(tile, NULL);
+ if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
+
+ /* building under a bridge? */
+ if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
+
+ /* do not try to build over house owned by another town */
+ if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
+
+ /* can we clear the land? */
+ return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
+}
+
+
+/**
+ * Checks if a house can be built at this tile, must have the same max z as parameter.
+ * @param tile tile to check
+ * @param town town that is checking
+ * @param z max z of this tile so more parts of a house are at the same height (with foundation)
+ * @param noslope are slopes (foundations) allowed?
+ * @return true iff house can be built here
+ * @see CanBuildHouseHere()
+ */
+static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
+{
+ if (!CanBuildHouseHere(tile, town, noslope)) return false;
+
+ /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
+ if (GetTileMaxZ(tile) != z) return false;
+
+ return true;
+}
+
+
+/**
+ * Checks if a house of size 2x2 can be built at this tile
+ * @param tile tile, N corner
+ * @param town town that is checking
+ * @param z maximum tile z so all tile have the same max z
+ * @param noslope are slopes (foundations) allowed?
+ * @return true iff house can be built
+ * @see CheckBuildHouseSameZ()
+ */
+static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
+{
+ /* we need to check this tile too because we can be at different tile now */
+ if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
+
+ for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
+ tile += TileOffsByDiagDir(d);
+ if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
}
return true;
}
-static void DoBuildTownHouse(Town *t, TileIndex tile)
+
+/**
+ * Checks if current town layout allows building here
+ * @param t town
+ * @param tile tile to check
+ * @return true iff town layout allows building here
+ * @note see layouts
+ */
+static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
{
- int i;
- uint bitmask;
- HouseID house;
- Slope slope;
+ TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
+
+ switch (_patches.town_layout) {
+ case TL_2X2_GRID:
+ if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
+ break;
+
+ case TL_3X3_GRID:
+ if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
+ break;
+
+ default:
+ break;
+ }
+
+ return true;
+}
+
+
+/**
+ * Checks if current town layout allows 2x2 building here
+ * @param t town
+ * @param tile tile to check
+ * @return true iff town layout allows 2x2 building here
+ * @note see layouts
+ */
+static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
+{
+ /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
+ * so to do only one memory access, use MapSize() */
+ uint dx = MapSize() + TileX(t->xy) - TileX(tile);
+ uint dy = MapSize() + TileY(t->xy) - TileY(tile);
+
+ switch (_patches.town_layout) {
+ case TL_2X2_GRID:
+ if ((dx % 3) != 0 || (dy % 3) != 0) return false;
+ break;
+
+ case TL_3X3_GRID:
+ if ((dx % 4) < 2 || (dy % 4) < 2) return false;
+ break;
+
+ default:
+ break;
+ }
+
+ return true;
+}
+
+
+/**
+ * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
+ * Also, tests both building positions that occupy this tile
+ * @param tile tile where the building should be built
+ * @param t town
+ * @param maxz all tiles should have the same height
+ * @param noslope are slopes forbidden?
+ * @param second diagdir from first tile to second tile
+ **/
+static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
+{
+ /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
+
+ TileIndex tile2 = *tile + TileOffsByDiagDir(second);
+ if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
+
+ tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
+ if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
+ *tile = tile2;
+ return true;
+ }
+
+ return false;
+}
+
+
+/**
+ * Checks if 2x2 building is allowed here, also takes into account current town layout
+ * Also, tests all four building positions that occupy this tile
+ * @param tile tile where the building should be built
+ * @param t town
+ * @param maxz all tiles should have the same height
+ * @param noslope are slopes forbidden?
+ **/
+static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
+{
+ TileIndex tile2 = *tile;
+
+ for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
+ if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
+ *tile = tile2;
+ return true;
+ }
+ if (d == DIAGDIR_END) break;
+ tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
+ }
+
+ return false;
+}
+
+
+/**
+ * Tries to build a house at this tile
+ * @param t town the house will belong to
+ * @param tile where the house will be built
+ * @return false iff no house can be built at this tile
+ */
+static bool BuildTownHouse(Town *t, TileIndex tile)
+{
+ /* forbidden building here by town layout */
+ if (!TownLayoutAllowsHouseHere(t, tile)) return false;
+
+ /* no house allowed at all, bail out */
+ if (!CanBuildHouseHere(tile, t->index, false)) return false;
+
uint z;
- uint oneof = 0;
- HouseSpec *hs;
-
- /* Above snow? */
- slope = GetTileSlope(tile, &z);
+ Slope slope = GetTileSlope(tile, &z);
/* Get the town zone type of the current tile, as well as the climate.
* This will allow to easily compare with the specs of the new house to build */
- {
- HouseZonesBits rad = GetTownRadiusGroup(t, tile);
-
- int land = _opt.landscape;
- if (land == LT_ARCTIC && z >= _opt.snow_line) land = -1;
-
- bitmask = (1 << rad) + (1 << (land + 12));
- }
+ HouseZonesBits rad = GetTownRadiusGroup(t, tile);
+
+ /* Above snow? */
+ int land = _opt.landscape;
+ if (land == LT_ARCTIC && z >= _opt.snow_line) land = -1;
+
+ uint bitmask = (1 << rad) + (1 << (land + 12));
/* bits 0-4 are used
* bits 11-15 are used
* bits 5-10 are not used. */
- {
- HouseID houses[HOUSE_MAX];
- int num = 0;
- uint cumulative_probs[HOUSE_MAX];
- uint probability_max = 0;
-
- /* Generate a list of all possible houses that can be built. */
- for (i = 0; i < HOUSE_MAX; i++) {
- hs = GetHouseSpecs(i);
- /* Verify that the candidate house spec matches the current tile status */
- if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
- if (_loaded_newgrf_features.has_newhouses) {
- probability_max += hs->probability;
- cumulative_probs[num] = probability_max;
- }
- houses[num++] = (HouseID)i;
+ HouseID houses[HOUSE_MAX];
+ uint num = 0;
+ uint probs[HOUSE_MAX];
+ uint probability_max = 0;
+
+ /* Generate a list of all possible houses that can be built. */
+ for (uint i = 0; i < HOUSE_MAX; i++) {
+ HouseSpec *hs = GetHouseSpecs(i);
+ /* Verify that the candidate house spec matches the current tile status */
+ if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
+ /* Without NewHouses, all houses have probability '1' */
+ uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
+ probability_max += cur_prob;
+ probs[num] = cur_prob;
+ houses[num++] = (HouseID)i;
+ }
+ }
+
+ uint maxz = GetTileMaxZ(tile);
+
+ while (probability_max > 0) {
+ uint r = RandomRange(probability_max);
+ uint i;
+ for (i = 0; i < num; i++) {
+ if (probs[i] > r) break;
+ r -= probs[i];
+ }
+
+ HouseID house = houses[i];
+ probability_max -= probs[i];
+
+ /* remove tested house from the set */
+ num--;
+ houses[i] = houses[num];
+ probs[i] = probs[num];
+
+ HouseSpec *hs = GetHouseSpecs(house);
+
+ if (_loaded_newgrf_features.has_newhouses) {
+ if (hs->override != 0) {
+ house = hs->override;
+ hs = GetHouseSpecs(house);
+ }
+
+ if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
+
+ if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
+ uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
+ if (callback_res != CALLBACK_FAILED && callback_res == 0) continue;
}
}
- for (;;) {
- if (_loaded_newgrf_features.has_newhouses) {
- uint r = RandomRange(probability_max);
- for (i = 0; i < num; i++) if (cumulative_probs[i] >= r) break;
-
- house = houses[i];
- } else {
- house = houses[RandomRange(num)];
- }
-
- hs = GetHouseSpecs(house);
-
- if (_loaded_newgrf_features.has_newhouses) {
- if (hs->override != 0) {
- house = hs->override;
- hs = GetHouseSpecs(house);
- }
-
- if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
-
- if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
- uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
- if (callback_res != CALLBACK_FAILED && callback_res == 0) continue;
- }
- }
-
- if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue;
-
- /* Special houses that there can be only one of. */
- if (hs->building_flags & BUILDING_IS_CHURCH) {
- SetBit(oneof, TOWN_HAS_CHURCH);
- } else if (hs->building_flags & BUILDING_IS_STADIUM) {
- SetBit(oneof, TOWN_HAS_STADIUM);
- } else {
- oneof = 0;
- }
-
- if (HASBITS(t->flags12 , oneof)) continue;
-
- /* Make sure there is no slope? */
- if (hs->building_flags & TILE_NOT_SLOPED && slope != SLOPE_FLAT) continue;
-
- if (hs->building_flags & TILE_SIZE_2x2) {
- if (CheckFree2x2Area(tile) ||
- CheckFree2x2Area(tile += TileDiffXY(-1, 0)) ||
- CheckFree2x2Area(tile += TileDiffXY( 0, -1)) ||
- CheckFree2x2Area(tile += TileDiffXY( 1, 0))) {
- break;
- }
- tile += TileDiffXY(0, 1);
- } else if (hs->building_flags & TILE_SIZE_2x1) {
- if (CheckBuildHouseMode(tile + TileDiffXY(1, 0), slope, 0)) break;
-
- if (CheckBuildHouseMode(tile + TileDiffXY(-1, 0), slope, 1)) {
- tile += TileDiffXY(-1, 0);
- break;
- }
- } else if (hs->building_flags & TILE_SIZE_1x2) {
- if (CheckBuildHouseMode(tile + TileDiffXY(0, 1), slope, 2)) break;
-
- if (CheckBuildHouseMode(tile + TileDiffXY(0, -1), slope, 3)) {
- tile += TileDiffXY(0, -1);
- break;
- }
- } else {
- break;
- }
+ if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue;
+
+ /* Special houses that there can be only one of. */
+ uint oneof = 0;
+
+ if (hs->building_flags & BUILDING_IS_CHURCH) {
+ SetBit(oneof, TOWN_HAS_CHURCH);
+ } else if (hs->building_flags & BUILDING_IS_STADIUM) {
+ SetBit(oneof, TOWN_HAS_STADIUM);
}
- }
-
- t->num_houses++;
- IncreaseBuildingCount(t, house);
-
- /* Special houses that there can be only one of. */
- t->flags12 |= oneof;
-
- {
- byte construction_counter = 0, construction_stage = 0;
+
+ if (HASBITS(t->flags12 , oneof)) continue;
+
+ /* Make sure there is no slope? */
+ bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
+ if (noslope && slope != SLOPE_FLAT) continue;
+
+ if (hs->building_flags & TILE_SIZE_2x2) {
+ if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
+ } else if (hs->building_flags & TILE_SIZE_2x1) {
+ if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
+ } else if (hs->building_flags & TILE_SIZE_1x2) {
+ if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
+ } else {
+ /* 1x1 house checks are already done */
+ }
+
+ /* build the house */
+ t->num_houses++;
+ IncreaseBuildingCount(t, house);
+
+ /* Special houses that there can be only one of. */
+ t->flags12 |= oneof;
+
+ byte construction_counter = 0;
+ byte construction_stage = 0;
if (_generating_world) {
uint32 r = Random();
@@ -1793,22 +1961,13 @@
construction_counter = GB(r, 2, 2);
}
}
+
MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, Random());
+
+ return true;
}
-}
-
-static bool BuildTownHouse(Town *t, TileIndex tile)
-{
- CommandCost r;
-
- if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
- if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
-
- r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
- if (CmdFailed(r)) return false;
-
- DoBuildTownHouse(t, tile);
- return true;
+
+ return false;
}