Merge branch 'master' into enhanced_viewport_overlay
Notes on conflict resolution: * MarkTileDirtyByTile gained an extra param on both sides of the merge Move bridge level offset to be after zoom level param, as it's used less. * Add zoom level params to MarkBridgeDirty functions * Fix undefined behaviour in colour_index cycling in ViewportMapDraw Conflicts: src/clear_cmd.cpp src/pbs.cpp src/rail_cmd.cpp src/toolbar_gui.cpp src/train_cmd.cpp src/vehicle.cpp src/viewport.cpp src/viewport_func.h
This commit is contained in:
@@ -377,7 +377,8 @@ void Town::UpdateVirtCoord()
|
||||
SetDParam(0, this->index);
|
||||
SetDParam(1, this->cache.population);
|
||||
this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
|
||||
_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
|
||||
_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
|
||||
STR_VIEWPORT_TOWN);
|
||||
|
||||
SetWindowDirty(WC_TOWN_VIEW, this->index);
|
||||
}
|
||||
@@ -1296,13 +1297,56 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
|
||||
GrowTownWithRoad(t1, tile, rcmd);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
|
||||
* This only checks trivial but often cases.
|
||||
* @param tile Start tile for road.
|
||||
* @param dir Direction for road to follow or build.
|
||||
* @return true If road is or can be connected in the specified direction.
|
||||
*/
|
||||
static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
|
||||
{
|
||||
TileIndex target_tile = tile + TileOffsByDiagDir(dir);
|
||||
if (!IsValidTile(target_tile)) return false;
|
||||
if (HasTileWaterGround(target_tile)) return false;
|
||||
|
||||
RoadBits target_rb = GetTownRoadBits(target_tile);
|
||||
if (_settings_game.economy.allow_town_roads || _generating_world) {
|
||||
/* Check whether a road connection exists or can be build. */
|
||||
switch (GetTileType(target_tile)) {
|
||||
case MP_ROAD:
|
||||
return target_rb != ROAD_NONE;
|
||||
|
||||
case MP_STATION:
|
||||
return IsDriveThroughStopTile(target_tile);
|
||||
|
||||
case MP_TUNNELBRIDGE:
|
||||
return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
|
||||
|
||||
case MP_HOUSE:
|
||||
case MP_INDUSTRY:
|
||||
case MP_OBJECT:
|
||||
return false;
|
||||
|
||||
default:
|
||||
/* Checked for void and water earlier */
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
/* Check whether a road connection already exists,
|
||||
* and it leads somewhere else. */
|
||||
RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
|
||||
return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns "growth" if a house was built, or no if the build failed.
|
||||
* @param t town to inquiry
|
||||
* @param tile to inquiry
|
||||
* @return something other than zero(0)if town expansion was possible
|
||||
* @return true if town expansion was possible
|
||||
*/
|
||||
static int GrowTownAtRoad(Town *t, TileIndex tile)
|
||||
static bool GrowTownAtRoad(Town *t, TileIndex tile)
|
||||
{
|
||||
/* Special case.
|
||||
* @see GrowTownInTile Check the else if
|
||||
@@ -1339,7 +1383,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
|
||||
* and return if no more road blocks available */
|
||||
if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
|
||||
if (cur_rb == ROAD_NONE) {
|
||||
return _grow_town_result;
|
||||
return _grow_town_result == GROWTH_SUCCEED;
|
||||
}
|
||||
|
||||
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
|
||||
@@ -1348,14 +1392,22 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
|
||||
} else {
|
||||
/* Select a random bit from the blockmask, walk a step
|
||||
* and continue the search from there. */
|
||||
do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
|
||||
do {
|
||||
if (cur_rb == ROAD_NONE) return false;
|
||||
RoadBits target_bits;
|
||||
do {
|
||||
target_dir = RandomDiagDir();
|
||||
target_bits = DiagDirToRoadBits(target_dir);
|
||||
} while (!(cur_rb & target_bits));
|
||||
cur_rb &= ~target_bits;
|
||||
} while (!CanFollowRoad(tile, target_dir));
|
||||
}
|
||||
tile = TileAddByDiagDir(tile, target_dir);
|
||||
|
||||
if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
|
||||
/* Don't allow building over roads of other cities */
|
||||
if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
|
||||
_grow_town_result = GROWTH_SUCCEED;
|
||||
return false;
|
||||
} else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
|
||||
/* If we are in the SE, and this road-piece has no town owner yet, it just found an
|
||||
* owner :) (happy happy happy road now) */
|
||||
@@ -1367,7 +1419,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
|
||||
/* Max number of times is checked. */
|
||||
} while (--_grow_town_result >= 0);
|
||||
|
||||
return (_grow_town_result == -2);
|
||||
return _grow_town_result == GROWTH_SUCCEED - 1;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1389,7 +1441,7 @@ static RoadBits GenRandomRoadBits()
|
||||
/**
|
||||
* Grow the town
|
||||
* @param t town to grow
|
||||
* @return true iff a house was built
|
||||
* @return true iff something (house, road, bridge, ...) was built
|
||||
*/
|
||||
static bool GrowTown(Town *t)
|
||||
{
|
||||
@@ -1418,9 +1470,9 @@ static bool GrowTown(Town *t)
|
||||
const TileIndexDiffC *ptr;
|
||||
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
|
||||
if (GetTownRoadBits(tile) != ROAD_NONE) {
|
||||
int r = GrowTownAtRoad(t, tile);
|
||||
bool success = GrowTownAtRoad(t, tile);
|
||||
cur_company.Restore();
|
||||
return r != 0;
|
||||
return success;
|
||||
}
|
||||
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
|
||||
}
|
||||
|
Reference in New Issue
Block a user