mirror of https://github.com/OpenTTD/OpenTTD
(svn r12063) -Cleanup: use C++ indenting and variable scope/declaration in BuildTownHouse()
parent
146779b158
commit
c261218cf5
234
src/town_cmd.cpp
234
src/town_cmd.cpp
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@ -1717,152 +1717,142 @@ static bool CheckFree2x2Area(TileIndex tile, uint z, bool noslope)
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*/
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*/
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static bool BuildTownHouse(Town *t, TileIndex tile)
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static bool BuildTownHouse(Town *t, TileIndex tile)
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{
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{
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int i;
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uint bitmask;
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HouseID house;
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Slope slope;
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uint z;
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uint oneof = 0;
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HouseSpec *hs;
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/* no house allowed at all, bail out */
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/* no house allowed at all, bail out */
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if (!CanBuildHouseHere(tile, false)) return false;
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if (!CanBuildHouseHere(tile, false)) return false;
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/* Above snow? */
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uint z;
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slope = GetTileSlope(tile, &z);
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Slope slope = GetTileSlope(tile, &z);
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/* Get the town zone type of the current tile, as well as the climate.
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/* Get the town zone type of the current tile, as well as the climate.
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* This will allow to easily compare with the specs of the new house to build */
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* This will allow to easily compare with the specs of the new house to build */
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{
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HouseZonesBits rad = GetTownRadiusGroup(t, tile);
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HouseZonesBits rad = GetTownRadiusGroup(t, tile);
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int land = _opt.landscape;
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/* Above snow? */
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if (land == LT_ARCTIC && z >= _opt.snow_line) land = -1;
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int land = _opt.landscape;
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if (land == LT_ARCTIC && z >= _opt.snow_line) land = -1;
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bitmask = (1 << rad) + (1 << (land + 12));
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uint bitmask = (1 << rad) + (1 << (land + 12));
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}
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/* bits 0-4 are used
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/* bits 0-4 are used
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* bits 11-15 are used
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* bits 11-15 are used
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* bits 5-10 are not used. */
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* bits 5-10 are not used. */
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{
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HouseID houses[HOUSE_MAX];
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HouseID houses[HOUSE_MAX];
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uint num = 0;
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int num = 0;
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uint probs[HOUSE_MAX];
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uint probs[HOUSE_MAX];
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uint probability_max = 0;
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uint probability_max = 0;
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/* Generate a list of all possible houses that can be built. */
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/* Generate a list of all possible houses that can be built. */
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for (i = 0; i < HOUSE_MAX; i++) {
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for (uint i = 0; i < HOUSE_MAX; i++) {
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hs = GetHouseSpecs(i);
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HouseSpec *hs = GetHouseSpecs(i);
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/* Verify that the candidate house spec matches the current tile status */
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/* Verify that the candidate house spec matches the current tile status */
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if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
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if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
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/* Without NewHouses, all houses have probability '1' */
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/* Without NewHouses, all houses have probability '1' */
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uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
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uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
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probability_max += cur_prob;
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probability_max += cur_prob;
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probs[num] = cur_prob;
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probs[num] = cur_prob;
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houses[num++] = (HouseID)i;
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houses[num++] = (HouseID)i;
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}
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}
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uint maxz = GetTileMaxZ(tile);
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while (probability_max > 0) {
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uint r = RandomRange(probability_max);
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uint i;
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for (i = 0; i < num; i++) {
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if (probs[i] > r) break;
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r -= probs[i];
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}
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HouseID house = houses[i];
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probability_max -= probs[i];
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/* remove tested house from the set */
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num--;
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houses[i] = houses[num];
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probs[i] = probs[num];
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HouseSpec *hs = GetHouseSpecs(house);
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if (_loaded_newgrf_features.has_newhouses) {
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if (hs->override != 0) {
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house = hs->override;
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hs = GetHouseSpecs(house);
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}
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if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
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if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
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if (callback_res != CALLBACK_FAILED && callback_res == 0) continue;
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}
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}
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}
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}
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uint maxz = GetTileMaxZ(tile);
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if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue;
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while (probability_max > 0) {
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/* Special houses that there can be only one of. */
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uint r = RandomRange(probability_max);
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uint oneof = 0;
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for (i = 0; i < num; i++) {
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if (probs[i] > r) break;
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if (hs->building_flags & BUILDING_IS_CHURCH) {
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r -= probs[i];
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SetBit(oneof, TOWN_HAS_CHURCH);
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} else if (hs->building_flags & BUILDING_IS_STADIUM) {
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SetBit(oneof, TOWN_HAS_STADIUM);
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}
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if (HASBITS(t->flags12 , oneof)) continue;
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/* Make sure there is no slope? */
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bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
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if (noslope && slope != SLOPE_FLAT) continue;
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if (hs->building_flags & TILE_SIZE_2x2) {
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if (!CheckFree2x2Area(tile, maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY(-1, 0), maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY( 0, -1), maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY( 1, 0), maxz, noslope)) {
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/* return to the original tile */
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tile += TileDiffXY(0, 1);
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continue; /* continue the while() loop */
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}
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}
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} else if (hs->building_flags & TILE_SIZE_2x1) {
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house = houses[i];
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/* 'tile' is already checked above - CanBuildHouseHere() and slope test */
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probability_max -= probs[i];
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(1, 0), maxz, noslope)) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(-1, 0), maxz, noslope)) continue;
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/* remove tested house from the set */
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tile += TileDiffXY(-1, 0);
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num--;
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houses[i] = houses[num];
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probs[i] = probs[num];
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hs = GetHouseSpecs(house);
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if (_loaded_newgrf_features.has_newhouses) {
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if (hs->override != 0) {
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house = hs->override;
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hs = GetHouseSpecs(house);
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}
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if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
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if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
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if (callback_res != CALLBACK_FAILED && callback_res == 0) continue;
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}
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}
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}
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} else if (hs->building_flags & TILE_SIZE_1x2) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(0, 1), maxz, noslope)) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(0, -1), maxz, noslope)) continue;
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tile += TileDiffXY(0, -1);
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}
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}
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if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue;
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/* build the house */
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t->num_houses++;
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IncreaseBuildingCount(t, house);
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/* Special houses that there can be only one of. */
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/* Special houses that there can be only one of. */
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if (hs->building_flags & BUILDING_IS_CHURCH) {
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t->flags12 |= oneof;
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SetBit(oneof, TOWN_HAS_CHURCH);
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} else if (hs->building_flags & BUILDING_IS_STADIUM) {
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byte construction_counter = 0;
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SetBit(oneof, TOWN_HAS_STADIUM);
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byte construction_stage = 0;
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if (_generating_world) {
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uint32 r = Random();
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construction_stage = TOWN_HOUSE_COMPLETED;
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if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
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if (construction_stage == TOWN_HOUSE_COMPLETED) {
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ChangePopulation(t, hs->population);
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} else {
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} else {
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oneof = 0;
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construction_counter = GB(r, 2, 2);
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}
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}
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if (HASBITS(t->flags12 , oneof)) continue;
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/* Make sure there is no slope? */
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bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
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if (noslope && slope != SLOPE_FLAT) continue;
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if (hs->building_flags & TILE_SIZE_2x2) {
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if (!CheckFree2x2Area(tile, maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY(-1, 0), maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY( 0, -1), maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY( 1, 0), maxz, noslope)) {
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/* return to the original tile */
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tile += TileDiffXY(0, 1);
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continue; /* continue the while() loop */
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}
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} else if (hs->building_flags & TILE_SIZE_2x1) {
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/* 'tile' is already checked above - CanBuildHouseHere() and slope test */
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(1, 0), maxz, noslope)) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(-1, 0), maxz, noslope)) continue;
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tile += TileDiffXY(-1, 0);
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}
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} else if (hs->building_flags & TILE_SIZE_1x2) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(0, 1), maxz, noslope)) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(0, -1), maxz, noslope)) continue;
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tile += TileDiffXY(0, -1);
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}
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}
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/* build the house */
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t->num_houses++;
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IncreaseBuildingCount(t, house);
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/* Special houses that there can be only one of. */
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t->flags12 |= oneof;
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{
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byte construction_counter = 0, construction_stage = 0;
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if (_generating_world) {
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uint32 r = Random();
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construction_stage = TOWN_HOUSE_COMPLETED;
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if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
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if (construction_stage == TOWN_HOUSE_COMPLETED) {
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ChangePopulation(t, hs->population);
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} else {
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construction_counter = GB(r, 2, 2);
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}
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}
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MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, Random());
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}
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return true;
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}
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}
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MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, Random());
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return true;
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}
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}
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return false;
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return false;
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