(svn r19798) -Codechange: generalise the waypoint naming method

pull/155/head
rubidium 14 years ago
parent 7fd8910c4b
commit 92648be718

@ -258,4 +258,68 @@ static inline uint TileHash2Bit(uint x, uint y)
return GB(TileHash(x, y), 0, 2);
}
/**
* Set the default name for a depot/waypoint
* @tparam T The type/class to make a default name for
* @param obj The object/instance we want to find the name for
*/
template <class T>
void MakeDefaultName(T *obj)
{
/* We only want to set names if it hasn't been set before. */
assert(obj->name == NULL);
obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
/* Find first unused number belonging to this town. This can never fail,
* as long as there can be at most 65535 waypoints/depots in total.
*
* This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
* most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
* m - number of waypoints near this town).
* Usually, it needs only 'n' steps.
*
* If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
* but this way it is faster */
uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
uint32 next = 0; // first number in the bitmap
uint32 idx = 0; // index where we will stop
uint32 cid = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
do {
T *lobj = T::GetIfValid(cid);
/* check only valid waypoints... */
if (lobj != NULL && obj != lobj) {
/* only objects with 'generic' name within the same city and with the same type*/
if (lobj->name == NULL && lobj->town == obj->town && lobj->IsOfType(obj)) {
/* if lobj->town_cn < next, uint will overflow to '+inf' */
uint i = (uint)lobj->town_cn - next;
if (i < 32) {
SetBit(used, i); // update bitmap
if (i == 0) {
/* shift bitmap while the lowest bit is '1';
* increase the base of the bitmap too */
do {
used >>= 1;
next++;
} while (HasBit(used, 0));
/* when we are at 'idx' again at end of the loop and
* 'next' hasn't changed, then no object had town_cn == next,
* so we can safely use it */
idx = cid;
}
}
}
}
cid++;
if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
} while (cid != idx);
obj->town_cn = (uint16)next; // set index...
}
#endif /* TOWN_H */

@ -49,6 +49,17 @@ struct Waypoint : SpecializedStation<Waypoint, true> {
{
return (this->facilities & FACIL_TRAIN) != 0 && this->train_station.w == 1 && this->train_station.h == 1;
}
/**
* Is the "type" of waypoint the same as the given waypoint,
* i.e. are both a rail waypoint or are both a buoy?
* @param wp The waypoint to compare to.
* @return true iff their types are equal.
*/
FORCEINLINE bool IsOfType(const Waypoint *wp) const
{
return this->string_id == wp->string_id;
}
};
#define FOR_ALL_WAYPOINTS(var) FOR_ALL_BASE_STATIONS_OF_TYPE(Waypoint, var)

@ -43,65 +43,6 @@ void Waypoint::UpdateVirtCoord()
InvalidateWindowData(WC_WAYPOINT_VIEW, this->index);
}
/**
* Set the default name for a waypoint
* @param wp Waypoint to work on
*/
static void MakeDefaultWaypointName(Waypoint *wp)
{
uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
uint32 next = 0; // first waypoint number in the bitmap
StationID idx = 0; // index where we will stop
wp->town = ClosestTownFromTile(wp->xy, UINT_MAX);
/* Find first unused waypoint number belonging to this town. This can never fail,
* as long as there can be at most 65535 waypoints in total.
*
* This does 'n * m' search, but with 32bit 'used' bitmap, it needs at most 'n * (1 + ceil(m / 32))'
* steps (n - number of waypoints in pool, m - number of waypoints near this town).
* Usually, it needs only 'n' steps.
*
* If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
* but this way it is faster */
StationID cid = 0; // current index, goes to Waypoint::GetPoolSize()-1, then wraps to 0
do {
Waypoint *lwp = Waypoint::GetIfValid(cid);
/* check only valid waypoints... */
if (lwp != NULL && wp != lwp) {
/* only waypoints with 'generic' name within the same city */
if (lwp->name == NULL && lwp->town == wp->town && lwp->string_id == wp->string_id) {
/* if lwp->town_cn < next, uint will overflow to '+inf' */
uint i = (uint)lwp->town_cn - next;
if (i < 32) {
SetBit(used, i); // update bitmap
if (i == 0) {
/* shift bitmap while the lowest bit is '1';
* increase the base of the bitmap too */
do {
used >>= 1;
next++;
} while (HasBit(used, 0));
/* when we are at 'idx' again at end of the loop and
* 'next' hasn't changed, then no waypoint had town_cn == next,
* so we can safely use it */
idx = cid;
}
}
}
}
cid++;
if (cid == Waypoint::GetPoolSize()) cid = 0; // wrap to zero...
} while (cid != idx);
wp->town_cn = (uint16)next; // set index...
wp->name = NULL; // ... and use generic name
}
/**
* Find a deleted waypoint close to a tile.
* @param tile to search from
@ -295,7 +236,7 @@ CommandCost CmdBuildRailWaypoint(TileIndex start_tile, DoCommandFlag flags, uint
wp->string_id = STR_SV_STNAME_WAYPOINT;
wp->train_station = new_location;
if (wp->town == NULL) MakeDefaultWaypointName(wp);
if (wp->town == NULL) MakeDefaultName(wp);
wp->UpdateVirtCoord();
@ -365,7 +306,7 @@ CommandCost CmdBuildBuoy(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
wp->build_date = _date;
if (wp->town == NULL) MakeDefaultWaypointName(wp);
if (wp->town == NULL) MakeDefaultName(wp);
MakeBuoy(tile, wp->index, GetWaterClass(tile));
@ -459,7 +400,8 @@ CommandCost CmdRenameWaypoint(TileIndex tile, DoCommandFlag flags, uint32 p1, ui
free(wp->name);
if (reset) {
MakeDefaultWaypointName(wp); // sets wp->name = NULL
wp->name = NULL;
MakeDefaultName(wp);
} else {
wp->name = strdup(text);
}

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