(svn r7198) -Codechange: Implement a circular tile search function.

Just provide the number of tiles per side, a pointer to a test function, the tile to start searching and voila.
Fixes [FS#364] by removing a lengthy and suboptimal random search pattern.
Thanks Rubidium.
pull/155/head
belugas 18 years ago
parent 9a8c149321
commit 392fc3a45b

@ -845,51 +845,44 @@ static void MaybePlantFarmField(const Industry *i)
if (CHANCE16(1, 8)) PlantRandomFarmField(i);
}
static void ChopLumberMillTrees(Industry *i)
/**
* Search callback function for ChopLumberMillTrees
* @param tile to test
* @param data that is passed by the caller. In this case, nothing
* @result of the test
*/
static bool SearchLumberMillTrees(TileIndex tile, uint32 data)
{
static const TileIndexDiffC _chop_dir[] = {
{ 0, 1},
{ 1, 0},
{ 0, -1},
{-1, 0}
};
TileIndex tile = i->xy;
int a;
if (!IsIndustryCompleted(tile)) return;
/* search outwards as a rectangular spiral */
for (a = 1; a != 41; a += 2) {
uint dir;
if (IsTileType(tile, MP_TREES)) {
PlayerID old_player = _current_player;
/* found a tree */
for (dir = 0; dir != 4; dir++) {
int j = a;
_current_player = OWNER_NONE;
_industry_sound_ctr = 1;
_industry_sound_tile = tile;
SndPlayTileFx(SND_38_CHAINSAW, tile);
do {
tile = TILE_MASK(tile);
if (IsTileType(tile, MP_TREES)) {
PlayerID old_player = _current_player;
/* found a tree */
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
SetTropicZone(tile, TROPICZONE_INVALID);
_current_player = OWNER_NONE;
_industry_sound_ctr = 1;
_industry_sound_tile = tile;
SndPlayTileFx(SND_38_CHAINSAW, tile);
_current_player = old_player;
return true;
}
return false;
}
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
SetTropicZone(tile, TROPICZONE_INVALID);
/**
* Perform a circular search around the Lumber Mill in order to find trees to cut
* @param i industry
*/
static void ChopLumberMillTrees(Industry *i)
{
TileIndex tile = i->xy;
i->cargo_waiting[0] = min(0xffff, i->cargo_waiting[0] + 45);
if (!IsIndustryCompleted(tile)) return; ///< Can't proceed if not completed
_current_player = old_player;
return;
}
tile += ToTileIndexDiff(_chop_dir[dir]);
} while (--j);
}
tile -= TileDiffXY(1, 1);
}
if (CircularTileSearch(tile, 40, SearchLumberMillTrees, 0)) ///< 40x40 tiles to search
i->cargo_waiting[0] = min(0xffff, i->cargo_waiting[0] + 45); ///< Found a tree, add according value to waiting cargo
}
static const byte _industry_sounds[37][2] = {

@ -1564,28 +1564,26 @@ static bool AnyTownExists(void)
extern Industry *CreateNewIndustry(TileIndex tile, int type);
static bool TryBuildIndustry(TileIndex tile, int type)
/**
* Search callback function for TryBuildIndustry
* @param tile to test
* @param data that is passed by the caller. In this case, the type of industry been tested
* @result of the operation
*/
static bool SearchTileForIndustry(TileIndex tile, uint32 data)
{
int n;
if (CreateNewIndustry(tile, type)) return true;
n = 100;
do {
if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 1), type)) return true;
} while (--n);
n = 200;
do {
if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 2), type)) return true;
} while (--n);
n = 700;
do {
if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 4), type)) return true;
} while (--n);
return CreateNewIndustry(tile, data) != NULL;
}
return false;
/**
* Perform a 9*9 tiles circular search around a tile
* in order to find a suitable zone to create the desired industry
* @param tile to start search for
* @param type of the desired industry
*/
static bool TryBuildIndustry(TileIndex tile, int type)
{
return CircularTileSearch(tile, 9, SearchTileForIndustry, type);
}

65
map.c

@ -6,6 +6,7 @@
#include "functions.h"
#include "macros.h"
#include "map.h"
#include "direction.h"
#if defined(_MSC_VER) && _MSC_VER >= 1400 /* VStudio 2005 is stupid! */
/* Why the hell is that not in all MSVC headers?? */
@ -179,3 +180,67 @@ uint DistanceFromEdge(TileIndex tile)
const uint minh = xh < yh ? xh : yh;
return minl < minh ? minl : minh;
}
/**
* Function performing a search around a center tile and going outward, thus in circle.
* Although it really is a square search...
* Every tile will be tested by means of the callback function proc,
* which will determine if yes or no the given tile meets criteria of search.
* @param tile to start the search from
* @param size: number of tiles per side of the desired search area
* @param proc: callback testing function pointer.
* @param data to be passed to the callback function. Depends on the implementation
* @result of the search
* @pre proc != NULL
* @pre size > 0
*/
bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data)
{
uint n, x, y;
DiagDirection dir;
assert(proc != NULL);
assert(size > 0);
x = TileX(tile);
y = TileY(tile);
if (size % 2 == 1) {
/* If the length of the side is uneven, the center has to be checked
* separately, as the pattern of uneven sides requires to go around the center */
n = 2;
if (proc(TileXY(x, y), data)) return true;
/* If tile test is not successfull, get one tile down and left,
* ready for a test in first circle around center tile */
x += _tileoffs_by_dir[DIR_W].x;
y += _tileoffs_by_dir[DIR_W].y;
} else {
n = 1;
/* To use _tileoffs_by_diagdir's order, we must relocate to
* another tile, as we now first go 'up', 'right', 'down', 'left'
* instead of 'right', 'down', 'left', 'up', which the calling
* function assume. */
x++;
}
for (; n < size; n += 2) {
for (dir = DIAGDIR_NE; dir < DIAGDIR_END; dir++) {
uint j;
for (j = n; j != 0; j--) {
if (x <= MapMaxX() && y <= MapMaxY() && ///< Is the tile within the map?
proc(TileXY(x, y), data)) { ///< Is the callback successfulll?
return true; ///< then stop the search
}
/* Step to the next 'neighbour' in the circular line */
x += _tileoffs_by_diagdir[dir].x;
y += _tileoffs_by_diagdir[dir].y;
}
}
/* Jump to next circle to test */
x += _tileoffs_by_dir[DIR_W].x;
y += _tileoffs_by_dir[DIR_W].y;
}
return false;
}

@ -176,6 +176,9 @@ static inline TileIndexDiff TileOffsByDir(uint dir)
return ToTileIndexDiff(_tileoffs_by_dir[dir]);
}
typedef bool TestTileOnSearchProc(TileIndex tile, uint32 data);
bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data);
/* Approximation of the length of a straight track, relative to a diagonal
* track (ie the size of a tile side). #defined instead of const so it can
* stay integer. (no runtime float operations) Is this needed?

@ -1476,39 +1476,27 @@ static bool DoBuildStatueOfCompany(TileIndex tile)
return true;
}
/**
* Search callback function for TownActionBuildStatue
* @param data that is passed by the caller. In this case, nothing
* @result of the test
*/
static bool SearchTileForStatue(TileIndex tile, uint32 data)
{
return DoBuildStatueOfCompany(tile);
}
/**
* Perform a 9x9 tiles circular search from the center of the town
* in order to find a free tile to place a statue
* @param t town to search in
*/
static void TownActionBuildStatue(Town* t)
{
// Layouted as an outward spiral
static const TileIndexDiffC _statue_tiles[] = {
{-1, 0},
{ 0, 1},
{ 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 0}
};
TileIndex tile = t->xy;
const TileIndexDiffC *p;
for (p = _statue_tiles; p != endof(_statue_tiles); ++p) {
if (DoBuildStatueOfCompany(tile)) {
SETBIT(t->statues, _current_player);
return;
}
tile = TILE_ADD(tile, ToTileIndexDiff(*p));
}
if (CircularTileSearch(tile, 9, SearchTileForStatue, 0))
SETBIT(t->statues, _current_player); ///< Once found and built, "inform" the Town
}
static void TownActionFundBuildings(Town* t)

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