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(svn r16795) -Fix [FS#3025]: houses wouldn't get build on the map edge.

release/1.0
rubidium 2009-07-12 09:39:30 +00:00
parent fff3bae83d
commit b5b743bcba
3 changed files with 16 additions and 35 deletions

View File

@ -34,14 +34,3 @@ RoadBits GetAnyRoadBits(TileIndex tile, RoadType rt, bool straight_tunnel_bridge
default: return ROAD_NONE; default: return ROAD_NONE;
} }
} }
TrackBits GetAnyRoadTrackBits(TileIndex tile, RoadType rt)
{
/* Don't allow local authorities to build roads through road depots or road stops. */
if (IsRoadDepotTile(tile) || (IsTileType(tile, MP_STATION) && !IsDriveThroughStopTile(tile)) || !HasTileRoadType(tile, rt)) {
return TRACK_BIT_NONE;
}
return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_ROAD, RoadTypeToRoadTypes(rt)));
}

View File

@ -361,16 +361,6 @@ static inline DiagDirection GetRoadDepotDirection(TileIndex t)
*/ */
RoadBits GetAnyRoadBits(TileIndex tile, RoadType rt, bool straight_tunnel_bridge_entrance = false); RoadBits GetAnyRoadBits(TileIndex tile, RoadType rt, bool straight_tunnel_bridge_entrance = false);
/**
* Get the accessible track bits for the given tile.
* Special behaviour:
* - road depots: no track bits
* - non-drive-through stations: no track bits
* @param tile the tile to get the track bits for
* @return the track bits for the given tile
*/
TrackBits GetAnyRoadTrackBits(TileIndex tile, RoadType rt);
/** /**
* Return if the tile is a valid tile for a crossing. * Return if the tile is a valid tile for a crossing.
* *

View File

@ -698,17 +698,9 @@ void OnTick_Town()
*/ */
static RoadBits GetTownRoadBits(TileIndex tile) static RoadBits GetTownRoadBits(TileIndex tile)
{ {
TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD); if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
RoadBits r = ROAD_NONE;
if (b == TRACK_BIT_NONE) return r; return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
if (b & TRACK_BIT_X) r |= ROAD_X;
if (b & TRACK_BIT_Y) r |= ROAD_Y;
if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW;
if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
return r;
} }
/** /**
@ -757,7 +749,7 @@ static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dis
*/ */
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir) static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
{ {
if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false; if (DistanceFromEdge(tile) == 0) return false;
Slope cur_slope, desired_slope; Slope cur_slope, desired_slope;
@ -905,14 +897,24 @@ static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection di
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile) static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
{ {
/* We can't look further than that. */ /* We can't look further than that. */
if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false; if (DistanceFromEdge(tile) == 0) return false;
uint counter = 0; // counts the house neighbor tiles uint counter = 0; // counts the house neighbor tiles
/* Check the tiles E,N,W and S of the current tile for houses */ /* Check the tiles E,N,W and S of the current tile for houses */
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
/* Count both void and house tiles for checking whether there
* are enough houses in the area. This to make it likely that
* houses get build up to the edge of the map. */
switch (GetTileType(TileAddByDiagDir(tile, dir))) {
case MP_HOUSE:
case MP_VOID:
counter++;
break;
if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++; default:
break;
}
/* If there are enough neighbors stop here */ /* If there are enough neighbors stop here */
if (counter >= 3) { if (counter >= 3) {
@ -1115,7 +1117,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
/* Don't walk into water. */ /* Don't walk into water. */
if (IsWaterTile(house_tile)) return; if (IsWaterTile(house_tile)) return;
if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return; if (!IsValidTile(house_tile)) return;
if (_settings_game.economy.allow_town_roads || _generating_world) { if (_settings_game.economy.allow_town_roads || _generating_world) {
switch (t1->layout) { switch (t1->layout) {