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authorpeter1138 <peter1138@openttd.org>2019-04-06 07:46:15 +0100
committerMichael Lutz <michi@icosahedron.de>2019-05-01 21:36:27 +0200
commitc02ef3e4564b7b54d49f0827d2d7625cbc38f335 (patch)
tree1c0ee62b6ce55124b247daaafa42300bfaa932e7 /src/town_cmd.cpp
parent21edf67f89c60351d5a0d84625455aa296b6b950 (diff)
downloadopenttd-c02ef3e4564b7b54d49f0827d2d7625cbc38f335.tar.xz
Feature: Add NotRoadTypes (NRT)
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp92
1 files changed, 82 insertions, 10 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index f3acfb4a3..65032c1fb 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -10,6 +10,7 @@
/** @file town_cmd.cpp Handling of town tiles. */
#include "stdafx.h"
+#include "road.h"
#include "road_internal.h" /* Cleaning up road bits */
#include "road_cmd.h"
#include "landscape.h"
@@ -891,7 +892,38 @@ static RoadBits GetTownRoadBits(TileIndex tile)
{
if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
- return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
+ return GetAnyRoadBits(tile, RTT_ROAD, true);
+}
+
+RoadType GetTownRoadType(const Town *t)
+{
+ RoadType best_rt = ROADTYPE_ROAD;
+ const RoadTypeInfo *best = nullptr;
+ const uint16 assume_max_speed = 50;
+
+ for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
+ if (RoadTypeIsTram(rt)) continue;
+
+ const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
+
+ /* Unused road type. */
+ if (rti->label == 0) continue;
+
+ /* Can town build this road. */
+ if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
+
+ /* Not yet introduced at this date. */
+ if (IsInsideMM(rti->introduction_date, 0, MAX_DAY) && rti->introduction_date > _date) continue;
+
+ if (best != nullptr) {
+ if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
+ }
+
+ best_rt = rt;
+ best = rti;
+ }
+
+ return best_rt;
}
/**
@@ -950,7 +982,8 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
/* No, try if we are able to build a road piece there.
* If that fails clear the land, and if that fails exit.
* This is to make sure that we can build a road here later. */
- if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
+ RoadType rt = GetTownRoadType(t);
+ if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
return false;
}
@@ -1118,7 +1151,8 @@ static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
*/
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
{
- if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
+ RoadType rt = GetTownRoadType(t);
+ if (DoCommand(tile, rcmd | (rt << 4), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
_grow_town_result = GROWTH_SUCCEED;
return true;
}
@@ -1181,8 +1215,9 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
/* Can we actually build the bridge? */
- if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
- DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
+ RoadType rt = GetTownRoadType(t);
+ if (DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
+ DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
_grow_town_result = GROWTH_SUCCEED;
return true;
}
@@ -1191,6 +1226,37 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
return false;
}
+
+/**
+ * Checks whether at least one surrounding roads allows to build a house here
+ *
+ * @param t the tile where the house will be built
+ * @return true if at least one surrounding roadtype allows building houses here
+ */
+static inline bool RoadTypesAllowHouseHere(TileIndex t)
+{
+ static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
+ bool allow = false;
+
+ for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
+ TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
+ if (!IsValidTile(cur_tile)) continue;
+
+ if (!(IsTileType(cur_tile, MP_ROAD) || IsTileType(cur_tile, MP_STATION))) continue;
+ allow = true;
+
+ RoadType road_rt = GetRoadTypeRoad(cur_tile);
+ RoadType tram_rt = GetRoadTypeTram(cur_tile);
+ if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
+ if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
+ }
+
+ /* If no road was found surrounding the tile we can allow building the house since there is
+ * nothing which forbids it, if a road was found but the execution reached this point, then
+ * all the found roads don't allow houses to be built */
+ return !allow;
+}
+
/**
* Grows the given town.
* There are at the moment 3 possible way's for
@@ -1369,6 +1435,8 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
}
}
+ allow_house &= RoadTypesAllowHouseHere(house_tile);
+
if (allow_house) {
/* Build a house, but not if there already is a house there. */
if (!IsTileType(house_tile, MP_HOUSE)) {
@@ -1508,14 +1576,14 @@ static bool GrowTownAtRoad(Town *t, TileIndex tile)
}
tile = TileAddByDiagDir(tile, target_dir);
- if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
+ if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
/* Don't allow building over roads of other cities */
- if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
+ if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
return false;
- } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
+ } else if (IsRoadOwner(tile, RTT_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) */
- SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
+ SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
SetTownIndex(tile, t->index);
}
}
@@ -1589,7 +1657,8 @@ static bool GrowTown(Town *t)
/* Only work with plain land that not already has a house */
if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
- DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
+ RoadType rt = GetTownRoadType(t);
+ DoCommand(tile, GenRandomRoadBits() | (rt << 4), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
cur_company.Restore();
return true;
}
@@ -2192,6 +2261,9 @@ static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
Slope slope = GetTileSlope(tile);
if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
+ /* at least one RoadTypes allow building the house here? */
+ if (!RoadTypesAllowHouseHere(tile)) return false;
+
/* building under a bridge? */
if (IsBridgeAbove(tile)) return false;