(svn r14528) -Codechange: cache the closest town for all road tiles instead of only roads owned by tiles. This replaces a O(n) search over all towns from the road's tileloop with a O(1) lookup (PhilSophus)

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 16 years ago
parent 9075a2bbfc
commit a14ad77a36

@ -513,6 +513,7 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if not yet calculated)</li>
<li>m3 bit 7 set = on snow or desert</li>
<li>m7 bits 7..5: present road types
<table>
@ -534,7 +535,6 @@
</li>
<li>m5 bits 7 clear: road or level-crossing
<ul>
<li>m2: Index into the array of towns, 0 for non-town roads</li>
<li>m3 bits 6..4:
<table>
<tr>

@ -157,7 +157,7 @@ the array so you can quickly see what is used and what is not.
<td class="caption">road depot</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">X<span class="free">OOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>

@ -71,6 +71,7 @@
#include "tree_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "road_cmd.h"
#include "station_map.h"
#include "town_map.h"
#include "industry_map.h"
@ -2561,6 +2562,9 @@ bool AfterLoadGame()
}
if (CheckSavegameVersion(103)) {
/* Non-town-owned roads now store the closest town */
InvalidateTownForRoadTile();
/* signs with invalid owner left from older savegames */
Sign *si;
FOR_ALL_SIGNS(si) {

@ -4,6 +4,7 @@
#include "stdafx.h"
#include "openttd.h"
#include "map_func.h"
#include "bridge_map.h"
#include "bridge.h"
#include "cmd_helper.h"
@ -317,6 +318,11 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
/* Includes MarkTileDirtyByTile() */
DoClearSquare(tile);
} else {
if (rt == ROADTYPE_ROAD && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)) {
/* Promote ownership from tram or highway and invalidate town index */
SetRoadOwner(tile, ROADTYPE_ROAD, GetRoadOwner(tile, (HasBit(rts, ROADTYPE_TRAM) ? ROADTYPE_TRAM : ROADTYPE_HWAY)));
SetTownIndex(tile, (TownID)INVALID_TOWN);
}
SetRoadBits(tile, ROAD_NONE, rt);
SetRoadTypes(tile, rts);
MarkTileDirtyByTile(tile);
@ -354,6 +360,7 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
if (reserved) SetTrackReservation(tile, tracks);
} else {
SetRoadTypes(tile, rts);
/* If we ever get HWAY and it is possible without road then we will need to promote ownership and invalidate town index here, too */
}
MarkTileDirtyByTile(tile);
YapfNotifyTrackLayoutChange(tile, FindFirstTrack(GetTrackBits(tile)));
@ -479,6 +486,10 @@ CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
* if a non-company is building the road */
if ((IsValidCompanyID(_current_company) && p2 != 0) || (_current_company == OWNER_TOWN && !IsValidTownID(p2))) return CMD_ERROR;
if (_current_company != OWNER_TOWN) {
const Town *town = CalcClosestTownFromTile(tile, UINT_MAX);
p2 = (town != NULL) ? town->index : (TownID)INVALID_TOWN;
}
RoadBits pieces = Extract<RoadBits, 0>(p1);
@ -654,7 +665,7 @@ do_clear:;
if (existing == ROAD_NONE || rtt == ROAD_TILE_CROSSING) {
SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
SetRoadOwner(tile, rt, _current_company);
if (_current_company == OWNER_TOWN && rt == ROADTYPE_ROAD) SetTownIndex(tile, p2);
if (rt == ROADTYPE_ROAD) SetTownIndex(tile, p2);
}
if (rtt != ROAD_TILE_CROSSING) SetRoadBits(tile, existing | pieces, rt);
} break;
@ -886,7 +897,7 @@ CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
Depot *dep = new Depot(tile);
dep->town_index = ClosestTownFromTile(tile, UINT_MAX)->index;
MakeRoadDepot(tile, _current_company, dir, rt);
MakeRoadDepot(tile, _current_company, dir, rt, dep->town_index);
MarkTileDirtyByTile(tile);
}
return cost.AddCost(_price.build_road_depot);
@ -1263,6 +1274,18 @@ void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt)
}
}
void InvalidateTownForRoadTile()
{
TileIndex map_size = MapSize();
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_ROAD) && GetRoadOwner(t, ROADTYPE_ROAD) != OWNER_TOWN) {
/* GetRoadOwner(t, ROADTYPE_ROAD) is valid for road tiles even when there is no road */
SetTownIndex(t, (TownID)INVALID_TOWN);
}
}
}
static uint GetSlopeZ_Road(TileIndex tile, uint x, uint y)
{
uint z;

@ -8,5 +8,6 @@
#include "direction_type.h"
void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt);
void InvalidateTownForRoadTile();
#endif /* ROAD_CMD_H */

@ -189,7 +189,7 @@ static inline void SetRoadOwner(TileIndex t, RoadType rt, Owner o)
static inline bool IsRoadOwner(TileIndex t, RoadType rt, Owner o)
{
assert(HasTileRoadType(t, rt));
assert(rt == ROADTYPE_ROAD || HasTileRoadType(t, rt));
return (GetRoadOwner(t, rt) == o);
}
@ -451,11 +451,11 @@ static inline void MakeRoadCrossing(TileIndex t, Owner road, Owner tram, Owner h
}
static inline void MakeRoadDepot(TileIndex t, Owner owner, DiagDirection dir, RoadType rt)
static inline void MakeRoadDepot(TileIndex t, Owner owner, DiagDirection dir, RoadType rt, TownID town)
{
SetTileType(t, MP_ROAD);
SetTileOwner(t, owner);
_m[t].m2 = 0;
_m[t].m2 = town;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = ROAD_TILE_DEPOT << 6 | dir;

@ -1590,7 +1590,7 @@ CommandCost CmdRemoveRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
/* Rebuild the drive throuhg road stop. As a road stop can only be
* removed by the owner of the roadstop, _current_company is the
* owner of the road stop. */
MakeRoadNormal(tile, road_bits, rts, is_towns_road ? ClosestTownFromTile(tile, UINT_MAX)->index : 0,
MakeRoadNormal(tile, road_bits, rts, ClosestTownFromTile(tile, UINT_MAX)->index,
is_towns_road ? OWNER_TOWN : _current_company, _current_company, _current_company);
}

@ -8,6 +8,7 @@
#include "debug.h"
#include "road_map.h"
#include "road_internal.h" /* Cleaning up road bits */
#include "road_cmd.h"
#include "landscape.h"
#include "town_map.h"
#include "tunnel_map.h"
@ -93,6 +94,12 @@ Town::~Town()
break;
case MP_ROAD:
if (!IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownIndex(tile) == this->index) {
/* Town-owned roads get cleared soon, anyway */
SetTownIndex(tile, (TownID)INVALID_TOWN);
break;
}
/* Fall-through */
case MP_TUNNELBRIDGE:
if (IsTileOwner(tile, OWNER_TOWN) &&
ClosestTownFromTile(tile, UINT_MAX) == this)
@ -1558,6 +1565,7 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
Town *t = new Town(tile);
_generating_world = true;
DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
InvalidateTownForRoadTile();
_generating_world = false;
}
return CommandCost();
@ -2468,6 +2476,19 @@ Town *ClosestTownFromTile(TileIndex tile, uint threshold)
IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)
)) {
return GetTownByTile(tile);
} else if (IsTileType(tile, MP_ROAD)) {
TownID town_id = GetTownIndex(tile);
Town *town;
if (town_id == INVALID_TOWN) {
town = CalcClosestTownFromTile(tile, UINT_MAX);
if (town != NULL) SetTownIndex(tile, town->index);
} else {
town = GetTown(town_id);
}
if (town != NULL && town->IsValid() && DistanceManhattan(tile, town->xy) < threshold) return town;
return NULL;
} else {
return CalcClosestTownFromTile(tile, threshold);
}

@ -25,6 +25,7 @@
#include "tilehighlight_func.h"
#include "string_func.h"
#include "sortlist_type.h"
#include "road_cmd.h"
#include "table/sprites.h"
#include "table/strings.h"
@ -731,6 +732,7 @@ public:
ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
} else {
ScrollMainWindowToTile(t->xy);
InvalidateTownForRoadTile();
}
} break;
@ -738,7 +740,11 @@ public:
this->HandleButtonClick(TSEW_MANYRANDOMTOWNS);
_generating_world = true;
if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
if (!GenerateTowns()) {
ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
} else {
InvalidateTownForRoadTile();
}
_generating_world = false;
break;
@ -783,4 +789,3 @@ void ShowBuildTownWindow()
if (_game_mode != GM_EDITOR && !IsValidCompanyID(_current_company)) return;
AllocateWindowDescFront<ScenarioEditorTownGenerationWindow>(&_scen_edit_town_gen_desc, 0);
}

Loading…
Cancel
Save