NewGRF: Add generic town callback to set town zone radii

This commit is contained in:
Jonathan G Rennison
2023-03-11 02:24:50 +00:00
parent 93c34775e4
commit ae99f667b0
10 changed files with 89 additions and 14 deletions

View File

@@ -2052,21 +2052,37 @@ void UpdateTownRadius(Town *t)
{121, 81, 0, 49, 36}, // 88
};
if (_settings_game.economy.town_zone_calc_mode && t->larger_town) {
if (_settings_game.economy.town_zone_calc_mode) {
int mass = t->cache.num_houses / 8;
t->cache.squared_town_zone_radius[0] = mass * _settings_game.economy.city_zone_0_mult;
t->cache.squared_town_zone_radius[1] = mass * _settings_game.economy.city_zone_1_mult;
t->cache.squared_town_zone_radius[2] = mass * _settings_game.economy.city_zone_2_mult;
t->cache.squared_town_zone_radius[3] = mass * _settings_game.economy.city_zone_3_mult;
t->cache.squared_town_zone_radius[4] = mass * _settings_game.economy.city_zone_4_mult;
} else if (_settings_game.economy.town_zone_calc_mode) {
int mass = t->cache.num_houses / 8;
t->cache.squared_town_zone_radius[0] = mass * _settings_game.economy.town_zone_0_mult;
t->cache.squared_town_zone_radius[1] = mass * _settings_game.economy.town_zone_1_mult;
t->cache.squared_town_zone_radius[2] = mass * _settings_game.economy.town_zone_2_mult;
t->cache.squared_town_zone_radius[3] = mass * _settings_game.economy.town_zone_3_mult;
t->cache.squared_town_zone_radius[4] = mass * _settings_game.economy.town_zone_4_mult;
} else if (t->cache.num_houses < 92) {
if (t->larger_town) {
t->cache.squared_town_zone_radius[0] = mass * _settings_game.economy.city_zone_0_mult;
t->cache.squared_town_zone_radius[1] = mass * _settings_game.economy.city_zone_1_mult;
t->cache.squared_town_zone_radius[2] = mass * _settings_game.economy.city_zone_2_mult;
t->cache.squared_town_zone_radius[3] = mass * _settings_game.economy.city_zone_3_mult;
t->cache.squared_town_zone_radius[4] = mass * _settings_game.economy.city_zone_4_mult;
} else {
t->cache.squared_town_zone_radius[0] = mass * _settings_game.economy.town_zone_0_mult;
t->cache.squared_town_zone_radius[1] = mass * _settings_game.economy.town_zone_1_mult;
t->cache.squared_town_zone_radius[2] = mass * _settings_game.economy.town_zone_2_mult;
t->cache.squared_town_zone_radius[3] = mass * _settings_game.economy.town_zone_3_mult;
t->cache.squared_town_zone_radius[4] = mass * _settings_game.economy.town_zone_4_mult;
}
return;
}
MemSetT(t->cache.squared_town_zone_radius, 0, lengthof(t->cache.squared_town_zone_radius));
uint16 cb_result = GetTownZonesCallback(t);
if (cb_result == 0) {
t->cache.squared_town_zone_radius[0] = GetRegister(0x100);
t->cache.squared_town_zone_radius[1] = GetRegister(0x101);
t->cache.squared_town_zone_radius[2] = GetRegister(0x102);
t->cache.squared_town_zone_radius[3] = GetRegister(0x103);
t->cache.squared_town_zone_radius[4] = GetRegister(0x104);
return;
}
if (t->cache.num_houses < 92) {
memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius));
} else {
int mass = t->cache.num_houses / 8;