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-rw-r--r--src/newgrf_town.cpp20
-rw-r--r--src/town.h2
-rw-r--r--src/town_cmd.cpp30
3 files changed, 25 insertions, 27 deletions
diff --git a/src/newgrf_town.cpp b/src/newgrf_town.cpp
index d28fe9938..a15203fb7 100644
--- a/src/newgrf_town.cpp
+++ b/src/newgrf_town.cpp
@@ -36,16 +36,16 @@ uint32 TownGetVariable(byte variable, byte parameter, bool *available, const Tow
case 0x8A: return t->grow_counter;
case 0x92: return t->flags12; // In original game, 0x92 and 0x93 are really one word. Since flags12 is a byte, this is to adjust
case 0x93: return 0;
- case 0x94: return t->radius[0];
- case 0x95: return GB(t->radius[0], 8, 8);
- case 0x96: return t->radius[1];
- case 0x97: return GB(t->radius[1], 8, 8);
- case 0x98: return t->radius[2];
- case 0x99: return GB(t->radius[2], 8, 8);
- case 0x9A: return t->radius[3];
- case 0x9B: return GB(t->radius[3], 8, 8);
- case 0x9C: return t->radius[4];
- case 0x9D: return GB(t->radius[4], 8, 8);
+ case 0x94: return ClampToU16(t->squared_town_zone_radius[0]);
+ case 0x95: return GB(ClampToU16(t->squared_town_zone_radius[0]), 8, 8);
+ case 0x96: return ClampToU16(t->squared_town_zone_radius[1]);
+ case 0x97: return GB(ClampToU16(t->squared_town_zone_radius[1]), 8, 8);
+ case 0x98: return ClampToU16(t->squared_town_zone_radius[2]);
+ case 0x99: return GB(ClampToU16(t->squared_town_zone_radius[2]), 8, 8);
+ case 0x9A: return ClampToU16(t->squared_town_zone_radius[3]);
+ case 0x9B: return GB(ClampToU16(t->squared_town_zone_radius[3]), 8, 8);
+ case 0x9C: return ClampToU16(t->squared_town_zone_radius[4]);
+ case 0x9D: return GB(ClampToU16(t->squared_town_zone_radius[4]), 8, 8);
case 0x9E: return t->ratings[0];
case 0x9F: return GB(t->ratings[0], 8, 8);
case 0xA0: return t->ratings[1];
diff --git a/src/town.h b/src/town.h
index 9e01b7771..e85307edd 100644
--- a/src/town.h
+++ b/src/town.h
@@ -163,7 +163,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
bool larger_town;
/* NOSAVE: UpdateTownRadius updates this given the house count. */
- uint16 radius[HZB_END];
+ uint32 squared_town_zone_radius[HZB_END];
/* NOSAVE: The number of each type of building in the town. */
BuildingCounts building_counts;
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 156eb66de..2c77eb009 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -1301,7 +1301,7 @@ static bool GrowTown(Town *t)
void UpdateTownRadius(Town *t)
{
- static const uint16 _town_radius_data[23][5] = {
+ static const uint16 _town_squared_town_zone_radius_data[23][5] = {
{ 4, 0, 0, 0, 0}, // 0
{ 16, 0, 0, 0, 0},
{ 25, 0, 0, 0, 0},
@@ -1328,19 +1328,17 @@ void UpdateTownRadius(Town *t)
};
if (t->num_houses < 92) {
- memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
+ memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
} else {
int mass = t->num_houses / 8;
- /* At least very roughly extrapolate. Empirical numbers dancing between
- * overwhelming by cottages and skyscrapers outskirts. */
- t->radius[0] = mass * mass;
- /* Actually we are proportional to sqrt() but that's right because
- * we are covering an area. */
- t->radius[1] = mass * 7;
- t->radius[2] = 0;
- t->radius[3] = mass * 4;
- t->radius[4] = mass * 3;
- //debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
+ /* Actually we are proportional to sqrt() but that's right because we are covering an area.
+ * The offsets are to make sure the radii do not decrease in size when going from the table
+ * to the calculated value.*/
+ t->squared_town_zone_radius[0] = mass * 15 - 40;
+ t->squared_town_zone_radius[1] = mass * 9 - 15;
+ t->squared_town_zone_radius[2] = 0;
+ t->squared_town_zone_radius[3] = mass * 5 - 5;
+ t->squared_town_zone_radius[4] = mass * 3 + 5;
}
}
@@ -1603,8 +1601,8 @@ bool GenerateTowns()
/** Returns the bit corresponding to the town zone of the specified tile
- * @param t Town on which radius is to be found
- * @param tile TileIndex where radius needs to be found
+ * @param t Town on which town zone is to be found
+ * @param tile TileIndex where town zone needs to be found
* @return the bit position of the given zone, as defined in HouseZones
*/
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
@@ -1615,7 +1613,7 @@ HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
HouseZonesBits smallest = HZB_TOWN_EDGE;
for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
- if (dist < t->radius[i]) smallest = i;
+ if (dist < t->squared_town_zone_radius[i]) smallest = i;
}
return smallest;
@@ -2298,7 +2296,7 @@ static void UpdateTownGrowRate(Town *t)
const Station *st;
FOR_ALL_STATIONS(st) {
- if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) {
+ if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
n++;
if (IsValidPlayer(st->owner)) {