Merge remote-tracking branch 'upstream/1.11' into 1.11
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@@ -1266,7 +1266,7 @@ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
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* @param road_dir The direction of the road
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* @return true if the road can be continued, else false
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*/
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static bool CanRoadContinueIntoNextTile(const Town* t, const TileIndex tile, const DiagDirection road_dir)
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static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
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{
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const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
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TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
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@@ -1385,7 +1385,7 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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* @param tunnel_dir The valid direction in which to grow a tunnel
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* @return true if a tunnel has been built, else false
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*/
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static bool GrowTownWithTunnel(const Town* t, const TileIndex tile, const DiagDirection tunnel_dir)
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static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
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{
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assert(tunnel_dir < DIAGDIR_END);
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@@ -1405,6 +1405,7 @@ static bool GrowTownWithTunnel(const Town* t, const TileIndex tile, const DiagDi
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/* Only tunnel under a mountain if the slope is continuous for at least 4 tiles. We want tunneling to be a last resort for large hills. */
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TileIndex slope_tile = tile;
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for (uint8 tiles = 0; tiles < 4; tiles++) {
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if (!IsValidTile(slope_tile)) return false;
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slope = GetTileSlope(slope_tile);
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if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
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slope_tile += delta;
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@@ -2129,15 +2130,10 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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t->exclusive_counter = 0;
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t->statues = 0;
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extern int _nb_orig_names;
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if (_settings_game.game_creation.town_name < _nb_orig_names) {
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/* Original town name */
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t->townnamegrfid = 0;
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t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
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} else {
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/* Newgrf town name */
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t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
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t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
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{
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TownNameParams tnp(_settings_game.game_creation.town_name);
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t->townnamegrfid = tnp.grfid;
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t->townnametype = tnp.type;
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}
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t->townnameparts = townnameparts;
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