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@ -1748,7 +1748,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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{
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HouseID houses[HOUSE_MAX];
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int num = 0;
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uint cumulative_probs[HOUSE_MAX];
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uint probs[HOUSE_MAX];
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uint probability_max = 0;
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/* Generate a list of all possible houses that can be built. */
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@ -1756,26 +1756,31 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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hs = GetHouseSpecs(i);
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/* Verify that the candidate house spec matches the current tile status */
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if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
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if (_loaded_newgrf_features.has_newhouses) {
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probability_max += hs->probability;
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cumulative_probs[num] = probability_max;
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}
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/* Without NewHouses, all houses have probability '1' */
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uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
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probability_max += cur_prob;
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probs[num] = cur_prob;
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houses[num++] = (HouseID)i;
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}
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}
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uint maxz = GetTileMaxZ(tile);
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for (;;) {
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if (_loaded_newgrf_features.has_newhouses) {
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uint r = RandomRange(probability_max);
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for (i = 0; i < num; i++) if (cumulative_probs[i] >= r) break;
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house = houses[i];
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} else {
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house = houses[RandomRange(num)];
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while (probability_max > 0) {
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uint r = RandomRange(probability_max);
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for (i = 0; i < num; i++) {
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if (probs[i] > r) break;
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r -= probs[i];
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}
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house = houses[i];
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probability_max -= probs[i];
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/* remove tested house from the set */
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num--;
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houses[i] = houses[num];
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probs[i] = probs[num];
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hs = GetHouseSpecs(house);
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if (_loaded_newgrf_features.has_newhouses) {
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@ -1810,60 +1815,57 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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if (noslope && slope != SLOPE_FLAT) continue;
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if (hs->building_flags & TILE_SIZE_2x2) {
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if (CheckFree2x2Area(tile, maxz, noslope) ||
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CheckFree2x2Area(tile += TileDiffXY(-1, 0), maxz, noslope) ||
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CheckFree2x2Area(tile += TileDiffXY( 0, -1), maxz, noslope) ||
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CheckFree2x2Area(tile += TileDiffXY( 1, 0), maxz, noslope)) {
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break;
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if (!CheckFree2x2Area(tile, maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY(-1, 0), maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY( 0, -1), maxz, noslope) &&
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!CheckFree2x2Area(tile += TileDiffXY( 1, 0), maxz, noslope)) {
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/* return to the original tile */
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tile += TileDiffXY(0, 1);
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continue; /* continue the while() loop */
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}
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/* return to original tile */
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tile += TileDiffXY(0, 1);
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} else if (hs->building_flags & TILE_SIZE_2x1) {
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/* 'tile' is already checked above - CanBuildHouseHere() and slope test */
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if (CheckBuildHouseSameZ(tile + TileDiffXY(1, 0), maxz, noslope)) break;
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if (CheckBuildHouseSameZ(tile + TileDiffXY(-1, 0), maxz, noslope)) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(1, 0), maxz, noslope)) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(-1, 0), maxz, noslope)) continue;
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tile += TileDiffXY(-1, 0);
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break;
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}
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} else if (hs->building_flags & TILE_SIZE_1x2) {
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if (CheckBuildHouseSameZ(tile + TileDiffXY(0, 1), maxz, noslope)) break;
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if (CheckBuildHouseSameZ(tile + TileDiffXY(0, -1), maxz, noslope)) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(0, 1), maxz, noslope)) {
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if (!CheckBuildHouseSameZ(tile + TileDiffXY(0, -1), maxz, noslope)) continue;
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tile += TileDiffXY(0, -1);
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break;
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}
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} else {
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break;
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}
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}
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}
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t->num_houses++;
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IncreaseBuildingCount(t, house);
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/* build the house */
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t->num_houses++;
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IncreaseBuildingCount(t, house);
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/* Special houses that there can be only one of. */
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t->flags12 |= oneof;
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/* Special houses that there can be only one of. */
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t->flags12 |= oneof;
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{
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byte construction_counter = 0, construction_stage = 0;
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{
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byte construction_counter = 0, construction_stage = 0;
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if (_generating_world) {
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uint32 r = Random();
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if (_generating_world) {
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uint32 r = Random();
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construction_stage = TOWN_HOUSE_COMPLETED;
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if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
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construction_stage = TOWN_HOUSE_COMPLETED;
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if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
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if (construction_stage == TOWN_HOUSE_COMPLETED) {
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ChangePopulation(t, hs->population);
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} else {
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construction_counter = GB(r, 2, 2);
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if (construction_stage == TOWN_HOUSE_COMPLETED) {
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ChangePopulation(t, hs->population);
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} else {
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construction_counter = GB(r, 2, 2);
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}
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}
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MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, Random());
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}
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return true;
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}
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MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, Random());
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}
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return true;
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return false;
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}
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