Merge branch 'master' into jgrpp

# Conflicts:
#	src/debug.cpp
#	src/saveload/afterload.cpp
#	src/saveload/saveload.cpp
#	src/settings_type.h
#	src/town_cmd.cpp
#	src/window.cpp
This commit is contained in:
Jonathan G Rennison
2018-05-03 23:54:51 +01:00
161 changed files with 1702 additions and 1304 deletions

View File

@@ -940,12 +940,13 @@ static bool GrowTown(Town *t);
static void TownTickHandler(Town *t)
{
if (HasBit(t->flags, TOWN_IS_GROWING)) {
int i = t->grow_counter - 1;
int i = (int)t->grow_counter - 1;
if (i < 0) {
if (GrowTown(t)) {
i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM);
i = t->growth_rate;
} else {
i = 0;
/* If growth failed wait a bit before retrying */
i = min(t->growth_rate, TOWN_GROWTH_TICKS - 1);
}
}
t->grow_counter = i;
@@ -958,10 +959,7 @@ void OnTick_Town()
Town *t;
FOR_ALL_TOWNS(t) {
/* Run town tick at regular intervals, but not all at once. */
if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
TownTickHandler(t);
}
TownTickHandler(t);
}
}
@@ -1388,17 +1386,48 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
/* Possibly extend the road in a direction.
* Randomize a direction and if it has a road, bail out. */
target_dir = RandomDiagDir();
if (cur_rb & DiagDirToRoadBits(target_dir)) return;
RoadBits target_rb = DiagDirToRoadBits(target_dir);
TileIndex house_tile; // position of a possible house
/* This is the tile we will reach if we extend to this direction. */
TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
if (cur_rb & target_rb) {
/* If it's a road turn possibly build a house in a corner.
* Use intersection with straight road as an indicator
* that we randomed corner house position.
* A turn (and we check for that later) always has only
* one common bit with a straight road so it has the same
* chance to be chosen as the house on the side of a road.
*/
if ((cur_rb & ROAD_X) != target_rb) return;
/* Check whether it is a turn and if so determine
* position of the corner tile */
switch (cur_rb) {
case ROAD_N:
house_tile = TileAddByDir(tile, DIR_S);
break;
case ROAD_S:
house_tile = TileAddByDir(tile, DIR_N);
break;
case ROAD_E:
house_tile = TileAddByDir(tile, DIR_W);
break;
case ROAD_W:
house_tile = TileAddByDir(tile, DIR_E);
break;
default:
return; // not a turn
}
target_dir = DIAGDIR_END;
} else {
house_tile = TileAddByDiagDir(tile, target_dir);
}
/* Don't walk into water. */
if (HasTileWaterGround(house_tile)) return;
if (!IsValidTile(house_tile)) return;
if (_settings_game.economy.allow_town_roads || _generating_world) {
if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
switch (t1->layout) {
default: NOT_REACHED();
@@ -1408,7 +1437,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, tile, target_dir);
allow_house = (rcmd & DiagDirToRoadBits(target_dir)) == ROAD_NONE;
allow_house = (rcmd & target_rb) == ROAD_NONE;
break;
case TL_BETTER_ROADS: // Use original afterwards!
@@ -1418,7 +1447,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
case TL_ORIGINAL:
/* Allow a house at the edge. 60% chance or
* always ok if no road allowed. */
rcmd = DiagDirToRoadBits(target_dir);
rcmd = target_rb;
allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
break;
}
@@ -1725,8 +1754,10 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
UpdateTownRadius(t);
t->flags = 0;
t->cache.population = 0;
t->grow_counter = 0;
t->growth_rate = 250;
/* Spread growth across ticks so even if there are many
* similar towns they're unlikely to grow all in one tick */
t->grow_counter = t->index % TOWN_GROWTH_TICKS;
t->growth_rate = TownTicksToGameTicks(250);
/* Set the default cargo requirement for town growth */
switch (_settings_game.game_creation.landscape) {
@@ -2815,14 +2846,13 @@ CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
* @param tile Unused.
* @param flags Type of operation.
* @param p1 Town ID to cargo game of.
* @param p2 Amount of days between growth, or TOWN_GROW_RATE_CUSTOM_NONE, or 0 to reset custom growth rate.
* @param p2 Amount of days between growth, or TOWN_GROWTH_RATE_NONE, or 0 to reset custom growth rate.
* @param text Unused.
* @return Empty cost or an error.
*/
CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
if (_current_company != OWNER_DEITY) return CMD_ERROR;
if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0 && p2 != TOWN_GROW_RATE_CUSTOM_NONE) return CMD_ERROR;
if (GB(p2, 16, 16) != 0) return CMD_ERROR;
Town *t = Town::GetIfValid(p1);
@@ -2830,10 +2860,10 @@ CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, ui
if (flags & DC_EXEC) {
if (p2 == 0) {
/* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */
t->growth_rate = 0;
/* Just clear the flag, UpdateTownGrowRate will determine a proper growth rate */
ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
} else {
uint old_rate = t->growth_rate & ~TOWN_GROW_RATE_CUSTOM;
uint old_rate = t->growth_rate;
if (t->grow_counter >= old_rate) {
/* This also catches old_rate == 0 */
t->grow_counter = p2;
@@ -2841,7 +2871,8 @@ CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, ui
/* Scale grow_counter, so half finished houses stay half finished */
t->grow_counter = t->grow_counter * p2 / old_rate;
}
t->growth_rate = p2 | TOWN_GROW_RATE_CUSTOM;
t->growth_rate = p2;
SetBit(t->flags, TOWN_CUSTOM_GROWTH);
}
UpdateTownGrowRate(t);
InvalidateWindowData(WC_TOWN_VIEW, p1);
@@ -3126,14 +3157,22 @@ static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Build next tick */
t->grow_counter = 1;
/* And grow for 3 months */
t->fund_buildings_months = 3;
/* Enable growth (also checking GameScript's opinion) */
UpdateTownGrowRate(t);
/* Build a new house, but add a small delay to make sure
* that spamming funding doesn't let town grow any faster
* than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
* Also emulate original behaviour when town was only growing in
* TOWN_GROWTH_TICKS intervals, to make sure that it's not too
* tick-perfect and gives player some time window where he can
* spam funding with the exact same effeciency.
*/
t->grow_counter = min(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
SetWindowDirty(WC_TOWN_VIEW, t->index);
}
return CommandCost();
@@ -3352,8 +3391,8 @@ static void UpdateTownGrowRate(Town *t)
}
}
if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
if (t->growth_rate != TOWN_GROW_RATE_CUSTOM_NONE) SetBit(t->flags, TOWN_IS_GROWING);
if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
SetWindowDirty(WC_TOWN_VIEW, t->index);
return;
}
@@ -3418,7 +3457,7 @@ static void UpdateTownGrowRate(Town *t)
m = ((uint64) UINT32_MAX * 100) / total;
}
t->growth_rate = m / (t->cache.num_houses / 50 + 1);
t->growth_rate = TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
t->grow_counter = min(t->growth_rate, t->grow_counter);
SetBit(t->flags, TOWN_IS_GROWING);