diff --git a/src/map.cpp b/src/map.cpp index ba6c82dbaa..8e7aeffed6 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -8,6 +8,7 @@ #include "core/alloc_func.hpp" #include "core/math_func.hpp" #include "map_func.h" +#include "tile_map.h" #if defined(_MSC_VER) /* Why the hell is that not in all MSVC headers?? */ @@ -327,3 +328,59 @@ bool CircularTileSearch(TileIndex *tile, uint radius, uint w, uint h, TestTileOn *tile = INVALID_TILE; return false; } + +/*! + * Finds the distance for the closest tile with water/land given a tile + * @param tile the tile to find the distance too + * @param water whether to find water or land + * @return distance to nearest water (max 0x7F) / land (max 0x1FF; 0x200 if there is no land) + * @note FAILS when an industry should be seen as water + */ +uint GetClosestWaterDistance(TileIndex tile, bool water) +{ + if (IsTileType(tile, MP_WATER) == water) return 0; + + uint max_dist = water ? 0x7F : 0x200; + + int x = TileX(tile); + int y = TileY(tile); + + uint max_x = MapMaxX(); + uint max_y = MapMaxY(); + uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0; + + /* go in a 'spiral' with increasing manhattan distance in each iteration */ + for (uint dist = 1; dist < max_dist; dist++) { + /* next 'diameter' */ + y--; + + /* going counter-clockwise around this square */ + for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { + static const int8 ddx[DIAGDIR_END] = { -1, 1, 1, -1}; + static const int8 ddy[DIAGDIR_END] = { 1, 1, -1, -1}; + + int dx = ddx[dir]; + int dy = ddy[dir]; + + /* each side of this square has length 'dist' */ + for (uint a = 0; a < dist; a++) { + /* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/ + if (IsInsideMM(x, min_xy, max_x) && IsInsideMM(y, min_xy, max_y)) { + TileIndex t = TileXY(x, y); + if (IsTileType(t, MP_WATER) == water) return dist; + } + x += dx; + y += dy; + } + } + } + + if (!water) { + /* no land found - is this a water-only map? */ + for (TileIndex t = 0; t < MapSize(); t++) { + if (!IsTileType(t, MP_VOID) && !IsTileType(t, MP_WATER)) return 0x1FF; + } + } + + return max_dist; +} diff --git a/src/map_func.h b/src/map_func.h index 932e2f8fda..038942cd96 100644 --- a/src/map_func.h +++ b/src/map_func.h @@ -431,4 +431,9 @@ static inline TileIndex RandomTileSeed(uint32 r) */ #define RandomTile() RandomTileSeed(Random()) +/** + * Finds the distance for the closest tile with water/land given a tile + */ +uint GetClosestWaterDistance(TileIndex tile, bool water); + #endif /* MAP_FUNC_H */ diff --git a/src/newgrf_industries.cpp b/src/newgrf_industries.cpp index a0df59d8f2..34a6f89757 100644 --- a/src/newgrf_industries.cpp +++ b/src/newgrf_industries.cpp @@ -38,62 +38,6 @@ IndustryType MapNewGRFIndustryType(IndustryType grf_type, uint32 grf_id) return _industry_mngr.GetID(GB(grf_type, 0, 6), grf_id); } -/** - * Finds the distance for the closest tile with water/land given a tile - * @param tile the tile to find the distance too - * @param water whether to find water or land - * @return distance to nearest water (max 0x7F) / land (max 0x1FF; 0x200 if there is no land) - * @note FAILS when an industry should be seen as water - */ -static uint GetClosestWaterDistance(TileIndex tile, bool water) -{ - if (IsTileType(tile, MP_WATER) == water) return 0; - - uint max_dist = water ? 0x7F : 0x200; - - int x = TileX(tile); - int y = TileY(tile); - - uint max_x = MapMaxX(); - uint max_y = MapMaxY(); - uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0; - - /* go in a 'spiral' with increasing manhattan distance in each iteration */ - for (uint dist = 1; dist < max_dist; dist++) { - /* next 'diameter' */ - y--; - - /* going counter-clockwise around this square */ - for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { - static const int8 ddx[DIAGDIR_END] = { -1, 1, 1, -1}; - static const int8 ddy[DIAGDIR_END] = { 1, 1, -1, -1}; - - int dx = ddx[dir]; - int dy = ddy[dir]; - - /* each side of this square has length 'dist' */ - for (uint a = 0; a < dist; a++) { - /* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/ - if (IsInsideMM(x, min_xy, max_x) && IsInsideMM(y, min_xy, max_y)) { - TileIndex t = TileXY(x, y); - if (IsTileType(t, MP_WATER) == water) return dist; - } - x += dx; - y += dy; - } - } - } - - if (!water) { - /* no land found - is this a water-only map? */ - for (TileIndex t = 0; t < MapSize(); t++) { - if (!IsTileType(t, MP_VOID) && !IsTileType(t, MP_WATER)) return 0x1FF; - } - } - - return max_dist; -} - /** Make an analysis of a tile and check for its belonging to the same * industry, and/or the same grf file * @param tile TileIndex of the tile to query