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author | smatz <smatz@openttd.org> | 2009-03-29 15:06:44 +0000 |
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committer | smatz <smatz@openttd.org> | 2009-03-29 15:06:44 +0000 |
commit | a052191aca47887de7aee3f24aacc5e0cc3215fd (patch) | |
tree | eed6b6057c2a443d503a5a046a71edde18cef460 /src | |
parent | 64bb0e60e494e6df961f4c9d4c81ee2fb255c4d8 (diff) | |
download | openttd-a052191aca47887de7aee3f24aacc5e0cc3215fd.tar.xz |
(svn r15890) -Codechange: unify the way 'can a town be placed here?' checks are done
-Change: the requirements for location of 'random' town are now a bit less strict
Diffstat (limited to 'src')
-rw-r--r-- | src/town_cmd.cpp | 51 |
1 files changed, 30 insertions, 21 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 9423ea6f9..c9bc64f5e 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -1535,6 +1535,31 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize UpdateAirportsNoise(); } +/** + * Checks if it's possible to place a town at given tile + * @param tile tile to check + * @return error value or zero cost + */ +static CommandCost TownCanBePlacedHere(TileIndex tile) +{ + /* Check if too close to the edge of map */ + if (DistanceFromEdge(tile) < 12) { + return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP); + } + + /* Check distance to all other towns. */ + if (IsCloseToTown(tile, 20)) { + return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN); + } + + /* Can only build on clear flat areas, possibly with trees. */ + if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) { + return_cmd_error(STR_0239_SITE_UNSUITABLE); + } + + return CommandCost(); +} + /** Create a new town. * This obviously only works in the scenario editor. Function not removed * as it might be possible in the future to fund your own town :) @@ -1558,22 +1583,11 @@ CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 if (size > TS_RANDOM) return CMD_ERROR; if (layout > TL_RANDOM) return CMD_ERROR; - if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); - - /* Check if too close to the edge of map */ - if (DistanceFromEdge(tile) < 12) { - return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP); - } - /* Check distance to all other towns. */ - if (IsCloseToTown(tile, 20)) { - return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN); - } + if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); - /* Can only build on clear flat areas, possibly with trees. */ - if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) { - return_cmd_error(STR_0239_SITE_UNSUITABLE); - } + CommandCost cost = TownCanBePlacedHere(tile); + if (CmdFailed(cost)) return cost; /* Allocate town struct */ if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS); @@ -1606,16 +1620,11 @@ Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layou break; default: break; } - if (DistanceFromEdge(tile) < 20) continue; - /* Make sure the tile is plain */ - if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue; - - /* Check not too close to a town */ - if (IsCloseToTown(tile, 20)) continue; + /* Make sure town can be placed here */ + if (CmdFailed(TownCanBePlacedHere(tile))) continue; uint32 townnameparts; - /* Get a unique name for the town. */ if (!GenerateTownName(&townnameparts)) break; |