(svn r13234) -Fix: Check/affect town rating when removing/bulldozing town-owned road under drivethrough stops.

-Fix: Reset the 'town-owned-road'-flag when removing and rebuilding road under drivethrough stops.
This commit is contained in:
frosch
2008-05-24 22:15:10 +00:00
parent 6e7a7412cd
commit ca30288c9d
5 changed files with 49 additions and 39 deletions

View File

@@ -130,10 +130,18 @@ static const RoadBits _invalid_tileh_slopes_road[2][15] = {
Foundation GetRoadFoundation(Slope tileh, RoadBits bits);
bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, bool *edge_road, RoadType rt)
/**
* Is it allowed to remove the given road bits from the given tile?
* @param tile the tile to remove the road from
* @param remove the roadbits that are going to be removed
* @param owner the actual owner of the roadbits of the tile
* @param rt the road type to remove the bits from
* @param flags command flags
* @param town_check Shall the town rating checked/affected
* @return true when it is allowed to remove the road bits
*/
bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadType rt, uint32 flags, bool town_check)
{
*edge_road = true;
if (_game_mode == GM_EDITOR || remove == ROAD_NONE) return true;
/* Water can always flood and towns can always remove "normal" road pieces.
@@ -146,8 +154,17 @@ bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, bool *ed
* by a town */
if (owner != OWNER_TOWN) return (owner == OWNER_NONE) || CheckOwnership(owner);
if (!town_check) return true;
if (_cheats.magic_bulldozer.value) return true;
Town *t = ClosestTownFromTile(tile, UINT_MAX);
if (t == NULL) return true;
/* check if you're allowed to remove the street owned by a town
* removal allowance depends on difficulty setting */
if (!CheckforTownRating(flags, t, ROAD_REMOVE)) return false;
/* Get a bitmask of which neighbouring roads has a tile */
RoadBits n = ROAD_NONE;
RoadBits present = GetAnyRoadBits(tile, rt);
@@ -156,19 +173,19 @@ bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, bool *ed
if (present & ROAD_SW && GetAnyRoadBits(TILE_ADDXY(tile, 1, 0), rt) & ROAD_NE) n |= ROAD_SW;
if (present & ROAD_NW && GetAnyRoadBits(TILE_ADDXY(tile, 0, -1), rt) & ROAD_SE) n |= ROAD_NW;
int rating_decrease = RATING_ROAD_DOWN_STEP_EDGE;
/* If 0 or 1 bits are set in n, or if no bits that match the bits to remove,
* then allow it */
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;
const Town *t = ClosestTownFromTile(tile, (uint)-1);
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
if (!_patches.extra_dynamite) {
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
}
rating_decrease = RATING_ROAD_DOWN_STEP_INNER;
}
ChangeTownRating(t, rating_decrease, RATING_ROAD_MINIMUM);
return true;
}
@@ -183,26 +200,20 @@ bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, bool *ed
*/
static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, RoadType rt, bool crossing_check, bool town_check = true)
{
/* cost for removing inner/edge -roads */
static const uint16 road_remove_cost[2] = {50, 18};
/* true if the roadpiece was always removeable,
* false if it was a center piece. Affects town ratings drop */
bool edge_road;
RoadTypes rts = GetRoadTypes(tile);
/* The tile doesn't have the given road type */
if (!HasBit(rts, rt)) return CMD_ERROR;
Town *t = NULL;
bool town_road_under_stop = false;
switch (GetTileType(tile)) {
case MP_ROAD:
if (_game_mode != GM_EDITOR && IsRoadOwner(tile, rt, OWNER_TOWN)) t = GetTownByTile(tile);
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
break;
case MP_STATION:
if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;
if (rt == ROADTYPE_ROAD) town_road_under_stop = GetStopBuiltOnTownRoad(tile);
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
break;
@@ -215,11 +226,7 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
return CMD_ERROR;
}
if (!CheckAllowRemoveRoad(tile, pieces, GetRoadOwner(tile, rt), &edge_road, rt)) return CMD_ERROR;
/* check if you're allowed to remove the street owned by a town
* removal allowance depends on difficulty setting */
if (town_check && !CheckforTownRating(flags, t, ROAD_REMOVE)) return CMD_ERROR;
if (!CheckAllowRemoveRoad(tile, pieces, town_road_under_stop ? OWNER_TOWN : GetRoadOwner(tile, rt), rt, flags, town_check)) return CMD_ERROR;
if (!IsTileType(tile, MP_ROAD)) {
/* If it's the last roadtype, just clear the whole tile */
@@ -285,7 +292,6 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
return CMD_ERROR;
}
if (town_check) ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM);
if (flags & DC_EXEC) {
if (HasRoadWorks(tile)) {
/* flooding tile with road works, don't forget to remove the effect vehicle too */
@@ -331,10 +337,6 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
* we can't draw the crossing without trambits ;) */
if (rt == ROADTYPE_ROAD && HasTileRoadType(tile, ROADTYPE_TRAM) && (flags & DC_EXEC || crossing_check)) return CMD_ERROR;
if (rt == ROADTYPE_ROAD) {
if (town_check) ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM);
}
if (flags & DC_EXEC) {
RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
if (rts == ROADTYPES_NONE) {
@@ -654,6 +656,7 @@ do_clear:;
case MP_STATION:
SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
if (IsDriveThroughStopTile(tile) && rt == ROADTYPE_ROAD) SetStopBuiltOnTownRoad(tile, false);
break;
default: