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authorbelugas <belugas@openttd.org>2007-05-04 16:27:13 +0000
committerbelugas <belugas@openttd.org>2007-05-04 16:27:13 +0000
commitaff49954bf116162d440c48e29bf35fb116d1dd6 (patch)
treeaa52d3726c6fd14c5ac298000d0dbbfb570fcc93 /src/town_cmd.cpp
parent449e76c05ad6c8502105fe80fd2390cc6944750c (diff)
downloadopenttd-aff49954bf116162d440c48e29bf35fb116d1dd6.tar.xz
(svn r9779) -Feature: Add the possiblity to choose different road patterns for towns to use.
Possible patterns are : No Road (not available in scenario editor) Original (for the nostalgics) Better Roads (same as original, but based on distance of 2 tiles instead of one) 2x2 grids 3x3 grids Patch by skiddl13
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp327
1 files changed, 289 insertions, 38 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 60fcead82..0d8ebc8ed 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -555,6 +555,14 @@ static const TileIndexDiffC _roadblock_tileadd[] = {
{ 0, 1}
};
+/**
+ * Distance multiplyer
+ * Defines the possible distances between 2 road tiles
+ */
+enum RoadBlockTitleDistance {
+ RB_TILE_DIST1 = 1, ///< 1 tile between
+ RB_TILE_DIST2, ///< 2 tiles between
+};
static bool GrowTown(Town *t);
@@ -607,6 +615,23 @@ static RoadBits GetTownRoadMask(TileIndex tile)
return r;
}
+/**
+ * Check if a neighboring tile has a road
+ *
+ * @param tile curent tile
+ * @param dir target direction
+ * @param dist_multi distance multiplyer
+ * @return true if one of the neighboring tiles at the
+ * given distance is a road tile else
+ */
+static bool NeighborIsRoadTile(TileIndex tile, int dir, RoadBlockTitleDistance dist_multi)
+{
+ return (HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 1]))), dir ^ 2) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 3]))), dir ^ 2) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 1]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 3]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir));
+}
+
static bool IsRoadAllowedHere(TileIndex tile, int dir)
{
Slope k;
@@ -630,16 +655,17 @@ static bool IsRoadAllowedHere(TileIndex tile, int dir)
slope = GetTileSlope(tile, NULL);
if (slope == SLOPE_FLAT) {
no_slope:
- /* Tile has no slope
- * Disallow the road if any neighboring tile has a road. */
- if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 1]))), dir ^ 2) ||
- HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 3]))), dir ^ 2) ||
- HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 1]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2]))), dir) ||
- HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 3]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2]))), dir))
- return false;
+ /* Tile has no slope */
+ switch (_patches.town_layout) {
+ default: NOT_REACHED();
- /* Otherwise allow */
- return true;
+ case TL_ORIGINAL: /* Disallow the road if any neighboring tile has a road (distance: 1) */
+ return !NeighborIsRoadTile(tile, dir, RB_TILE_DIST1);
+
+ case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */
+ return !(NeighborIsRoadTile(tile, dir, RB_TILE_DIST1) ||
+ NeighborIsRoadTile(tile, dir, RB_TILE_DIST2));
+ }
}
/* If the tile is not a slope in the right direction, then
@@ -698,6 +724,127 @@ static void LevelTownLand(TileIndex tile)
}
}
+/**
+ * Generate the RoadBits of a grid tile
+ *
+ * @param t current town
+ * @param tile tile in reference to the town
+ * @return the RoadBit of the current tile regarding
+ * the selected town layout
+ */
+static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile)
+{
+ /* align the grid to the downtown */
+ TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); ///< Vector from downtown to the tile
+
+ /* lx, ly description:
+ * @li lx and ly are true if the tile is a crossing tile.
+ * @li lx xor ly are true if the tile is a straight road tile.
+ * @li lx and ly are false if the tile is a house tile.
+ */
+ bool lx, ly;
+
+ switch (_patches.town_layout) {
+ default: NOT_REACHED();
+
+ case TL_2X2_GRID:
+ lx = ((grid_pos.x % 3) == 0);
+ ly = ((grid_pos.y % 3) == 0);
+ break;
+
+ case TL_3X3_GRID:
+ lx = ((grid_pos.x % 4) == 0);
+ ly = ((grid_pos.y % 4) == 0);
+ break;
+ }
+
+ /* generate the basic grid structure */
+ if (!lx && !ly) { ///< It is a house tile
+ return ROAD_NONE;
+ } else if (lx && !ly) { ///< It is a Y-dir road tile
+ return ROAD_Y;
+ } else if (!lx && ly) { ///< It is a X-dir road tile
+ return ROAD_X;
+ } else { ///< It is a crossing tile
+ /* Presets for junctions on slopes
+ * not nice :( */
+ switch (GetTileSlope(tile, NULL)) {
+ case SLOPE_W:
+ return ROAD_NW | ROAD_SW;
+ case SLOPE_S:
+ return ROAD_SE | ROAD_SW;
+ case SLOPE_SW:
+ return ROAD_Y | ROAD_SW;
+ case SLOPE_E:
+ return ROAD_NE | ROAD_SE;
+ case SLOPE_SE:
+ return ROAD_X | ROAD_SE;
+ case SLOPE_N:
+ return ROAD_NW | ROAD_NE;
+ case SLOPE_NW:
+ return ROAD_X | ROAD_NW;
+ case SLOPE_NE:
+ return ROAD_Y | ROAD_NE;
+ case SLOPE_STEEP_W:
+ case SLOPE_STEEP_N:
+ return ROAD_X;
+ case SLOPE_STEEP_S:
+ case SLOPE_STEEP_E:
+ return ROAD_Y;
+ default:
+ return ROAD_ALL;
+ }
+ }
+}
+
+/**
+ * Check there are enougth neighbor house tiles next to the current tile
+ *
+ * @param tile current tile
+ * @return true if there are more than 2 house tiles next
+ * to the current one
+ */
+static bool NeighborsAreHouseTiles(TileIndex tile)
+{
+ uint counter = 0; ///< counts the house neighbor tiles
+
+ /* We can't look further than that. */
+ if (TileX(tile) < 1 || TileY(tile) < 1) {
+ return false;
+ }
+
+ /* Check the tiles E,N,W and S of the current tile. */
+ for (uint i = 0; i < 4; i++) {
+ if (IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i])), MP_HOUSE)) {
+ counter++;
+ }
+
+ /* If there are enougth neighbor's stop it here */
+ if (counter >= 3) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * Grows the given town.
+ * There are at the moment 3 possible way's for
+ * the town expansion:
+ * @li Generate a random tile and check if there is a road allowed
+ * @li TL_ORIGINAL
+ * @li TL_BETTER_ROADS
+ * @li Check if the town geometry allows a road and which one
+ * @li TL_2X2_GRID
+ * @li TL_3X3_GRID
+ * @li Forbid roads, only build houses
+ * @li TL_NO_ROADS
+ *
+ * @param tile_ptr current tile
+ * @param mask current tiles RoadBits
+ * @param block road block
+ * @param t1 current town
+ */
static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1)
{
RoadBits rcmd;
@@ -720,39 +867,81 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
LevelTownLand(tile);
/* Is a road allowed here? */
- if (!IsRoadAllowedHere(tile, block)) return;
-
- /* Randomize new road block numbers */
- a = block;
- b = block ^ 2;
- if (CHANCE16(1, 4)) {
- do {
- a = GB(Random(), 0, 2);
- } while (a == b);
- }
-
- if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
- /* A road is not allowed to continue the randomized road,
- * return if the road we're trying to build is curved. */
- if (a != (b ^ 2)) return;
+ switch (_patches.town_layout) {
+ default: NOT_REACHED();
- /* Return if neither side of the new road is a house */
- if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
- !IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE))
+ case TL_NO_ROADS: /* Disallow Roads */
return;
- /* That means that the road is only allowed if there is a house
- * at any side of the new road. */
+ case TL_3X3_GRID:
+ case TL_2X2_GRID:
+ rcmd = GetTownRoadGridElement(t1, tile);
+ if (rcmd == ROAD_NONE) {
+ return;
+ }
+ break;
+
+ case TL_BETTER_ROADS:
+ case TL_ORIGINAL:
+ if (!IsRoadAllowedHere(tile, block)) {
+ return;
+ }
+
+ /* Randomize new road block numbers */
+ a = block;
+ b = block ^ 2;
+ if (CHANCE16(1, 4)) {
+ do {
+ a = GB(Random(), 0, 2);
+ } while (a == b);
+ }
+
+ if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
+ /* A road is not allowed to continue the randomized road,
+ * return if the road we're trying to build is curved. */
+ if (a != (b ^ 2)) {
+ return;
+ }
+
+ /* Return if neither side of the new road is a house */
+ if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
+ !IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE)) {
+ return;
+ }
+
+ /* That means that the road is only allowed if there is a house
+ * at any side of the new road. */
+ }
+
+ rcmd = (RoadBits)((1 << a) + (1 << b));
+ break;
}
- rcmd = (RoadBits)((1 << a) + (1 << b));
} else if (block < 5 && !HASBIT(mask, block ^ 2)) {
/* Continue building on a partial road.
* Always OK. */
_grow_town_result = 0;
- rcmd = (RoadBits)(1 << (block ^ 2));
+
+ switch (_patches.town_layout) {
+ default: NOT_REACHED();
+
+ case TL_NO_ROADS: /* Disallow Roads */
+ return;
+
+ case TL_3X3_GRID:
+ case TL_2X2_GRID:
+ rcmd = GetTownRoadGridElement(t1, tile);
+ break;
+
+ case TL_BETTER_ROADS:
+ case TL_ORIGINAL:
+ rcmd = (RoadBits)(1 << (block ^ 2));
+ break;
+ }
} else {
int i;
+ bool allow_house = false;
+ TileIndex tmptile2;
/* Reached a tunnel/bridge? Then continue at the other side of it. */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
@@ -775,17 +964,51 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
/* Don't do it if it reaches to water. */
if (IsClearWaterTile(tmptile)) return;
- /* Build a house at the edge. 60% chance or
- * always ok if no road allowed. */
- if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10)) {
- /* But not if there already is a house there. */
+ switch (_patches.town_layout) {
+ default: NOT_REACHED();
+
+ case TL_NO_ROADS:
+ allow_house = true;
+ break;
+
+ case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
+ /* Fill gap if house has enougth neighbors */
+ tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i]));
+ if (NeighborsAreHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
+ _grow_town_result = -1;
+ }
+
+ case TL_2X2_GRID:
+ rcmd = GetTownRoadGridElement(t1, tmptile);
+ allow_house = (rcmd == ROAD_NONE);
+ break;
+
+ case TL_BETTER_ROADS: /* Use original afterwards! */
+ /* Fill gap if house has enougth neighbors */
+ tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i]));
+ if (NeighborsAreHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
+ _grow_town_result = -1;
+ }
+
+ case TL_ORIGINAL:
+ /* Allow a house at the edge. 60% chance or
+ * always ok if no road allowed. */
+ allow_house = (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10));
+ break;
+ }
+
+
+ if (allow_house) {
+ /* Build a house, but not if there already is a house there. */
if (!IsTileType(tmptile, MP_HOUSE)) {
/* Level the land if possible */
LevelTownLand(tmptile);
/* And build a house.
* Set result to -1 if we managed to build it. */
- if (BuildTownHouse(t1, tmptile)) _grow_town_result = -1;
+ if (BuildTownHouse(t1, tmptile)) {
+ _grow_town_result = -1;
+ }
}
return;
}
@@ -813,6 +1036,12 @@ build_road_and_exit:
return;
}
+ /* Check if the bridge is in the right direction */
+ if ((rcmd == ROAD_X && (i == DIAGDIR_NW || i == DIAGDIR_SE)) ||
+ (rcmd == ROAD_Y && (i == DIAGDIR_NE || i == DIAGDIR_SW))) {
+ goto build_road_and_exit;
+ }
+
tmptile = tile;
/* Now it contains the direction of the slope */
@@ -855,8 +1084,23 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
TILE_ASSERT(tile);
- /* Number of times to search. */
- _grow_town_result = 10 + t->num_houses * 4 / 9;
+ /* Number of times to search.
+ * Better roads, 2X2 and 3X3 grid grow quite fast so we give
+ * them a little handicap. */
+ switch (_patches.town_layout) {
+ case TL_BETTER_ROADS:
+ _grow_town_result = 10 + t->num_houses * 2 / 9;
+ break;
+
+ case TL_3X3_GRID:
+ case TL_2X2_GRID:
+ _grow_town_result = 10 + t->num_houses * 1 / 9;
+ break;
+
+ default:
+ _grow_town_result = 10 + t->num_houses * 4 / 9;
+ break;
+ }
do {
/* Get a bitmask of the road blocks on a tile */
@@ -930,6 +1174,13 @@ static bool GrowTown(Town *t)
{ 0, 0}
};
+ /* Let the town be a ghost town
+ * The player wanted it in such a way. Thus there he has it. ;)
+ * Never reached in editor mode. */
+ if (_patches.town_layout == TL_NO_ROADS) {
+ return false;
+ }
+
/* Current player is a town */
old_player = _current_player;
_current_player = OWNER_TOWN;