Mercurial > hg > openttd
changeset 8796:54e679b675c5 draft
(svn r12534) -Feature: Add a new type of town road layouts - random for each town
author | skidd13 <skidd13@openttd.org> |
---|---|
date | Tue, 01 Apr 2008 16:27:01 +0000 |
parents | 05e907039039 |
children | 4e2e28b63412 |
files | src/lang/english.txt src/town.h src/town_cmd.cpp src/town_type.h |
diffstat | 4 files changed, 87 insertions(+), 31 deletions(-) [+] |
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--- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -1173,6 +1173,7 @@ STR_CONFIG_PATCHES_TOWN_LAYOUT_BETTER_ROADS :better roads STR_CONFIG_PATCHES_TOWN_LAYOUT_2X2_GRID :2x2 grid STR_CONFIG_PATCHES_TOWN_LAYOUT_3X3_GRID :3x3 grid +STR_CONFIG_PATCHES_TOWN_LAYOUT_RANDOM :random STR_CONFIG_PATCHES_TOOLBAR_POS :{LTBLUE}Position of main toolbar: {ORANGE}{STRING1} STR_CONFIG_PATCHES_TOOLBAR_POS_LEFT :Left
--- a/src/town.h +++ b/src/town.h @@ -6,6 +6,7 @@ #define TOWN_H #include "oldpool.h" +#include "core/bitmath_func.hpp" #include "core/random_func.hpp" #include "cargo_type.h" #include "tile_type.h" @@ -13,6 +14,7 @@ #include "town_type.h" #include "player_type.h" #include "newgrf_string_type.h" +#include "settings_type.h" enum { HOUSE_NO_CLASS = 0, @@ -161,6 +163,9 @@ /* NOSAVE: The number of each type of building in the town. */ BuildingCounts building_counts; + /* NOSAVE: The town specific road layout */ + TownLayout layout; + /** * Creates a new town */ @@ -170,8 +175,21 @@ ~Town(); inline bool IsValid() const { return this->xy != 0; } + + void InitializeLayout(); + + inline TownLayout GetActiveLayout() const; }; +/** + * Get the current valid layout for the town + * @return the active layout for this town + */ +inline TownLayout Town::GetActiveLayout() const +{ + return (_patches.town_layout == TL_RANDOM) ? this->layout : _patches.town_layout; +} + struct HouseSpec { /* Standard properties */ Year min_date; ///< introduction year of the house @@ -314,7 +332,6 @@ extern Town *_cleared_town; extern int _cleared_town_rating; -uint TileHash2Bit(uint x, uint y); void ResetHouses(); void ClearTownHouse(Town *t, TileIndex tile); @@ -327,4 +344,34 @@ HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile); void SetTownRatingTestMode(bool mode); +/** + * Calculate a hash value from a tile position + * + * @param x The X coordinate + * @param y The Y coordinate + * @return The hash of the tile + */ +static inline uint TileHash(uint x, uint y) +{ + uint hash = x >> 4; + hash ^= x >> 6; + hash ^= y >> 4; + hash -= y >> 6; + return hash; +} + +/** + * Get the last two bits of the TileHash + * from a tile position. + * + * @see TileHash() + * @param x The X coordinate + * @param y The Y coordinate + * @return The last two bits from hash of the tile + */ +static inline uint TileHash2Bit(uint x, uint y) +{ + return GB(TileHash(x, y), 0, 2); +} + #endif /* TOWN_H */
--- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -107,6 +107,23 @@ this->xy = 0; } +/** + * Generate a random town road layout. + * + * The layout is based on the TileHash. + */ +void Town::InitializeLayout() +{ + this->layout = (TownLayout)(TileHash(TileX(this->xy), TileY(this->xy)) % NUM_TLS); + + /* Set invalid layouts to valid ones */ + switch (this->layout) { + default: break; + case TL_RANDOM: this->layout = TL_ORIGINAL; break; + case TL_NO_ROADS: this->layout = TL_BETTER_ROADS; break; + } +} + // Local static int _grow_town_result; @@ -130,23 +147,6 @@ }; /** - * Calculate a hash value from a tile position - * - * @param x The X coordinate - * @param y The Y coordinate - * @return The hash of the tile - */ -uint TileHash2Bit(uint x, uint y) -{ - uint hash = x >> 4; - hash ^= x >> 6; - hash ^= y >> 4; - hash -= y >> 6; - hash &= 3; - return hash; -} - -/** * Return a random direction * * @return a random direction @@ -708,11 +708,12 @@ /** * Check if a Road is allowed on a given tile * + * @param t The current town * @param tile The target tile * @param dir The direction in which we want to extend the town * @return true if it is allowed else false */ -static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir) +static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir) { if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false; @@ -733,7 +734,7 @@ if (cur_slope == SLOPE_FLAT) { no_slope: /* Tile has no slope */ - switch (_patches.town_layout) { + switch (t->GetActiveLayout()) { default: NOT_REACHED(); case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1) @@ -804,13 +805,13 @@ * @return the RoadBit of the current tile regarding * the selected town layout */ -static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile, DiagDirection dir) +static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir) { /* align the grid to the downtown */ TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile RoadBits rcmd = ROAD_NONE; - switch (_patches.town_layout) { + switch (t->GetActiveLayout()) { default: NOT_REACHED(); case TL_2X2_GRID: @@ -993,7 +994,7 @@ LevelTownLand(tile); /* Is a road allowed here? */ - switch (_patches.town_layout) { + switch (t1->GetActiveLayout()) { default: NOT_REACHED(); case TL_NO_ROADS: /* Disallow Roads */ @@ -1007,7 +1008,7 @@ case TL_BETTER_ROADS: case TL_ORIGINAL: - if (!IsRoadAllowedHere(tile, target_dir)) return; + if (!IsRoadAllowedHere(t1, tile, target_dir)) return; DiagDirection source_dir = ReverseDiagDir(target_dir); @@ -1016,7 +1017,7 @@ do target_dir = RandomDiagDir(); while (target_dir == source_dir); } - if (!IsRoadAllowedHere(TileAddByDiagDir(tile, target_dir), target_dir)) { + if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) { /* A road is not allowed to continue the randomized road, * return if the road we're trying to build is curved. */ if (target_dir != ReverseDiagDir(source_dir)) return; @@ -1041,7 +1042,7 @@ * the fitting RoadBits */ _grow_town_result = GROWTH_SEARCH_STOPPED; - switch (_patches.town_layout) { + switch (t1->GetActiveLayout()) { default: NOT_REACHED(); case TL_NO_ROADS: /* Disallow Roads */ @@ -1079,7 +1080,7 @@ /* Don't walk into water. */ if (IsWaterTile(house_tile)) return; - switch (_patches.town_layout) { + switch (t1->GetActiveLayout()) { default: NOT_REACHED(); case TL_NO_ROADS: @@ -1103,7 +1104,7 @@ /* Allow a house at the edge. 60% chance or * always ok if no road allowed. */ rcmd = DiagDirToRoadBits(target_dir); - allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || Chance16(6, 10)); + allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10)); break; } @@ -1157,7 +1158,7 @@ /* 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) { + switch (t->GetActiveLayout()) { case TL_BETTER_ROADS: _grow_town_result = 10 + t->num_houses * 2 / 9; break; @@ -1447,6 +1448,8 @@ UpdateTownVirtCoord(t); _town_sort_dirty = true; + t->InitializeLayout(); + /* Random town size. */ x = (Random() & 0xF) + 8; @@ -1736,7 +1739,7 @@ { TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); - switch (_patches.town_layout) { + switch (t->GetActiveLayout()) { case TL_2X2_GRID: if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false; break; @@ -1767,7 +1770,7 @@ uint dx = MapSize() + TileX(t->xy) - TileX(tile); uint dy = MapSize() + TileY(t->xy) - TileY(tile); - switch (_patches.town_layout) { + switch (t->GetActiveLayout()) { case TL_2X2_GRID: if ((dx % 3) != 0 || (dy % 3) != 0) return false; break; @@ -2700,6 +2703,9 @@ void AfterLoadTown() { _town_sort_dirty = true; + + Town *t; + FOR_ALL_TOWNS(t) t->InitializeLayout(); } extern const ChunkHandler _town_chunk_handlers[] = {