mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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370 lines
11 KiB
C++
370 lines
11 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file map.cpp Base functions related to the map and distances on them. */
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#include "stdafx.h"
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#include "debug.h"
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#include "core/alloc_func.hpp"
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#include "tile_map.h"
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#if defined(_MSC_VER)
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/* Why the hell is that not in all MSVC headers?? */
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extern "C" _CRTIMP void __cdecl _assert(void *, void *, unsigned);
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#endif
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uint _map_log_x; ///< 2^_map_log_x == _map_size_x
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uint _map_log_y; ///< 2^_map_log_y == _map_size_y
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uint _map_size_x; ///< Size of the map along the X
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uint _map_size_y; ///< Size of the map along the Y
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uint _map_size; ///< The number of tiles on the map
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uint _map_tile_mask; ///< _map_size - 1 (to mask the mapsize)
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Tile *_m = NULL; ///< Tiles of the map
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TileExtended *_me = NULL; ///< Extended Tiles of the map
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/*!
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* (Re)allocates a map with the given dimension
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* @param size_x the width of the map along the NE/SW edge
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* @param size_y the 'height' of the map along the SE/NW edge
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*/
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void AllocateMap(uint size_x, uint size_y)
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{
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/* Make sure that the map size is within the limits and that
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* size of both axes is a power of 2. */
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if (!IsInsideMM(size_x, MIN_MAP_SIZE, MAX_MAP_SIZE + 1) ||
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!IsInsideMM(size_y, MIN_MAP_SIZE, MAX_MAP_SIZE + 1) ||
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(size_x & (size_x - 1)) != 0 ||
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(size_y & (size_y - 1)) != 0)
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error("Invalid map size");
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DEBUG(map, 1, "Allocating map of size %dx%d", size_x, size_y);
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_map_log_x = FindFirstBit(size_x);
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_map_log_y = FindFirstBit(size_y);
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_map_size_x = size_x;
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_map_size_y = size_y;
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_map_size = size_x * size_y;
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_map_tile_mask = _map_size - 1;
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free(_m);
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free(_me);
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_m = CallocT<Tile>(_map_size);
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_me = CallocT<TileExtended>(_map_size);
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}
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#ifdef _DEBUG
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TileIndex TileAdd(TileIndex tile, TileIndexDiff add,
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const char *exp, const char *file, int line)
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{
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int dx;
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int dy;
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uint x;
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uint y;
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dx = add & MapMaxX();
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if (dx >= (int)MapSizeX() / 2) dx -= MapSizeX();
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dy = (add - dx) / (int)MapSizeX();
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x = TileX(tile) + dx;
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y = TileY(tile) + dy;
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if (x >= MapSizeX() || y >= MapSizeY()) {
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char buf[512];
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snprintf(buf, lengthof(buf), "TILE_ADD(%s) when adding 0x%.4X and 0x%.4X failed",
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exp, tile, add);
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#if !defined(_MSC_VER) || defined(WINCE)
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fprintf(stderr, "%s:%d %s\n", file, line, buf);
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#else
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_assert(buf, (char*)file, line);
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#endif
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}
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assert(TileXY(x, y) == TILE_MASK(tile + add));
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return TileXY(x, y);
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}
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#endif
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/*!
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* This function checks if we add addx/addy to tile, if we
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* do wrap around the edges. For example, tile = (10,2) and
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* addx = +3 and addy = -4. This function will now return
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* INVALID_TILE, because the y is wrapped. This is needed in
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* for example, farmland. When the tile is not wrapped,
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* the result will be tile + TileDiffXY(addx, addy)
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*
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* @param tile the 'starting' point of the adding
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* @param addx the amount of tiles in the X direction to add
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* @param addy the amount of tiles in the Y direction to add
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* @return translated tile, or INVALID_TILE when it would've wrapped.
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*/
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TileIndex TileAddWrap(TileIndex tile, int addx, int addy)
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{
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uint x = TileX(tile) + addx;
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uint y = TileY(tile) + addy;
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/* Disallow void tiles at the north border. */
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if (_settings_game.construction.freeform_edges && (x == 0 || y == 0)) return INVALID_TILE;
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/* Are we about to wrap? */
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if (x < MapMaxX() && y < MapMaxY()) return tile + TileDiffXY(addx, addy);
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return INVALID_TILE;
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}
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/** 'Lookup table' for tile offsets given a DiagDirection */
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extern const TileIndexDiffC _tileoffs_by_diagdir[] = {
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{-1, 0}, ///< DIAGDIR_NE
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{ 0, 1}, ///< DIAGDIR_SE
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{ 1, 0}, ///< DIAGDIR_SW
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{ 0, -1} ///< DIAGDIR_NW
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};
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/** 'Lookup table' for tile offsets given a Direction */
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extern const TileIndexDiffC _tileoffs_by_dir[] = {
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{-1, -1}, ///< DIR_N
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{-1, 0}, ///< DIR_NE
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{-1, 1}, ///< DIR_E
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{ 0, 1}, ///< DIR_SE
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{ 1, 1}, ///< DIR_S
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{ 1, 0}, ///< DIR_SW
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{ 1, -1}, ///< DIR_W
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{ 0, -1} ///< DIR_NW
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};
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/*!
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* Gets the Manhattan distance between the two given tiles.
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* The Manhattan distance is the sum of the delta of both the
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* X and Y component.
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* Also known as L1-Norm
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* @param t0 the start tile
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* @param t1 the end tile
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* @return the distance
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*/
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uint DistanceManhattan(TileIndex t0, TileIndex t1)
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{
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const uint dx = Delta(TileX(t0), TileX(t1));
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const uint dy = Delta(TileY(t0), TileY(t1));
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return dx + dy;
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}
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/*!
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* Gets the 'Square' distance between the two given tiles.
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* The 'Square' distance is the square of the shortest (straight line)
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* distance between the two tiles.
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* Also known as euclidian- or L2-Norm squared.
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* @param t0 the start tile
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* @param t1 the end tile
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* @return the distance
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*/
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uint DistanceSquare(TileIndex t0, TileIndex t1)
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{
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const int dx = TileX(t0) - TileX(t1);
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const int dy = TileY(t0) - TileY(t1);
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return dx * dx + dy * dy;
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}
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/*!
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* Gets the biggest distance component (x or y) between the two given tiles.
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* Also known as L-Infinity-Norm.
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* @param t0 the start tile
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* @param t1 the end tile
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* @return the distance
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*/
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uint DistanceMax(TileIndex t0, TileIndex t1)
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{
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const uint dx = Delta(TileX(t0), TileX(t1));
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const uint dy = Delta(TileY(t0), TileY(t1));
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return max(dx, dy);
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}
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/*!
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* Gets the biggest distance component (x or y) between the two given tiles
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* plus the Manhattan distance, i.e. two times the biggest distance component
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* and once the smallest component.
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* @param t0 the start tile
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* @param t1 the end tile
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* @return the distance
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*/
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uint DistanceMaxPlusManhattan(TileIndex t0, TileIndex t1)
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{
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const uint dx = Delta(TileX(t0), TileX(t1));
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const uint dy = Delta(TileY(t0), TileY(t1));
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return dx > dy ? 2 * dx + dy : 2 * dy + dx;
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}
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/*!
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* Param the minimum distance to an edge
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* @param tile the tile to get the distance from
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* @return the distance from the edge in tiles
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*/
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uint DistanceFromEdge(TileIndex tile)
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{
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const uint xl = TileX(tile);
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const uint yl = TileY(tile);
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const uint xh = MapSizeX() - 1 - xl;
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const uint yh = MapSizeY() - 1 - yl;
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const uint minl = min(xl, yl);
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const uint minh = min(xh, yh);
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return min(minl, minh);
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}
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/*!
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* Function performing a search around a center tile and going outward, thus in circle.
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* Although it really is a square search...
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* Every tile will be tested by means of the callback function proc,
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* which will determine if yes or no the given tile meets criteria of search.
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* @param tile to start the search from. Upon completion, it will return the tile matching the search
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* @param size: number of tiles per side of the desired search area
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* @param proc: callback testing function pointer.
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* @param user_data to be passed to the callback function. Depends on the implementation
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* @return result of the search
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* @pre proc != NULL
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* @pre size > 0
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*/
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bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
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{
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assert(proc != NULL);
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assert(size > 0);
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if (size % 2 == 1) {
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/* If the length of the side is uneven, the center has to be checked
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* separately, as the pattern of uneven sides requires to go around the center */
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if (proc(*tile, user_data)) return true;
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/* If tile test is not successful, get one tile up,
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* ready for a test in first circle around center tile */
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*tile = TILE_ADD(*tile, TileOffsByDir(DIR_N));
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return CircularTileSearch(tile, size / 2, 1, 1, proc, user_data);
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} else {
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return CircularTileSearch(tile, size / 2, 0, 0, proc, user_data);
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}
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}
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/*!
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* Generalized circular search allowing for rectangles and a hole.
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* Function performing a search around a center rectangle and going outward.
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* The center rectangle is left out from the search. To do a rectangular search
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* without a hole, set either h or w to zero.
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* Every tile will be tested by means of the callback function proc,
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* which will determine if yes or no the given tile meets criteria of search.
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* @param tile to start the search from. Upon completion, it will return the tile matching the search.
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* This tile should be directly north of the hole (if any).
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* @param radius How many tiles to search outwards. Note: This is a radius and thus different
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* from the size parameter of the other CircularTileSearch function, which is a diameter.
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* @param w the width of the inner rectangle
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* @param h the height of the inner rectangle
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* @param proc callback testing function pointer.
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* @param user_data to be passed to the callback function. Depends on the implementation
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* @return result of the search
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* @pre proc != NULL
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* @pre radius > 0
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*/
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bool CircularTileSearch(TileIndex *tile, uint radius, uint w, uint h, TestTileOnSearchProc proc, void *user_data)
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{
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assert(proc != NULL);
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assert(radius > 0);
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uint x = TileX(*tile) + w + 1;
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uint y = TileY(*tile);
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const uint extent[DIAGDIR_END] = { w, h, w, h };
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for (uint n = 0; n < radius; n++) {
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for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
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/* Is the tile within the map? */
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for (uint j = extent[dir] + n * 2 + 1; j != 0; j--) {
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if (x < MapSizeX() && y < MapSizeY()) {
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TileIndex t = TileXY(x, y);
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/* Is the callback successful? */
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if (proc(t, user_data)) {
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/* Stop the search */
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*tile = t;
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return true;
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}
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}
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/* Step to the next 'neighbour' in the circular line */
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x += _tileoffs_by_diagdir[dir].x;
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y += _tileoffs_by_diagdir[dir].y;
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}
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}
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/* Jump to next circle to test */
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x += _tileoffs_by_dir[DIR_W].x;
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y += _tileoffs_by_dir[DIR_W].y;
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}
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*tile = INVALID_TILE;
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return false;
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}
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/*!
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* Finds the distance for the closest tile with water/land given a tile
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* @param tile the tile to find the distance too
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* @param water whether to find water or land
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* @return distance to nearest water (max 0x7F) / land (max 0x1FF; 0x200 if there is no land)
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* @note FAILS when an industry should be seen as water
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*/
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uint GetClosestWaterDistance(TileIndex tile, bool water)
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{
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if (IsTileType(tile, MP_WATER) == water) return 0;
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uint max_dist = water ? 0x7F : 0x200;
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int x = TileX(tile);
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int y = TileY(tile);
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uint max_x = MapMaxX();
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uint max_y = MapMaxY();
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uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0;
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/* go in a 'spiral' with increasing manhattan distance in each iteration */
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for (uint dist = 1; dist < max_dist; dist++) {
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/* next 'diameter' */
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y--;
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/* going counter-clockwise around this square */
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for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
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static const int8 ddx[DIAGDIR_END] = { -1, 1, 1, -1};
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static const int8 ddy[DIAGDIR_END] = { 1, 1, -1, -1};
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int dx = ddx[dir];
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int dy = ddy[dir];
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/* each side of this square has length 'dist' */
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for (uint a = 0; a < dist; a++) {
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/* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/
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if (IsInsideMM(x, min_xy, max_x) && IsInsideMM(y, min_xy, max_y)) {
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TileIndex t = TileXY(x, y);
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if (IsTileType(t, MP_WATER) == water) return dist;
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}
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x += dx;
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y += dy;
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}
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}
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}
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if (!water) {
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/* no land found - is this a water-only map? */
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for (TileIndex t = 0; t < MapSize(); t++) {
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if (!IsTileType(t, MP_VOID) && !IsTileType(t, MP_WATER)) return 0x1FF;
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}
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}
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return max_dist;
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}
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