mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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80814dbb1d
DiagDirections, and add TileOffsByDir that handles Directions. -Codechange: Make the treeloop use TileOffsByDir().
182 lines
4.2 KiB
C
182 lines
4.2 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "macros.h"
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#include "map.h"
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#if defined(_MSC_VER) && _MSC_VER >= 1400 /* VStudio 2005 is stupid! */
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/* Why the hell is that not in all MSVC headers?? */
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_CRTIMP void __cdecl _assert(void *, void *, unsigned);
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#endif
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uint _map_log_x;
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uint _map_size_x;
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uint _map_size_y;
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uint _map_tile_mask;
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uint _map_size;
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Tile* _m = NULL;
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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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// the x axis size is a power of 2.
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if (size_x < 64 || size_x > 2048 ||
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size_y < 64 || size_y > 2048 ||
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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_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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_m = calloc(_map_size, sizeof(*_m));
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// XXX TODO handle memory shortage more gracefully
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if (_m == NULL) error("Failed to allocate memory for the map");
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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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sprintf(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)
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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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uint ScaleByMapSize(uint n)
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{
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// First shift by 12 to prevent integer overflow for large values of n.
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// >>12 is safe since the min mapsize is 64x64
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// Add (1<<4)-1 to round upwards.
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return (n * (MapSize() >> 12) + (1<<4) - 1) >> 4;
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}
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// Scale relative to the circumference of the map
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uint ScaleByMapSize1D(uint n)
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{
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// Normal circumference for the X+Y is 256+256 = 1<<9
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// Note, not actually taking the full circumference into account,
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// just half of it.
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// (1<<9) - 1 is there to scale upwards.
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return (n * (MapSizeX() + MapSizeY()) + (1<<9) - 1) >> 9;
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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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uint 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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// Are we about to wrap?
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if (x < MapMaxX() && y < MapMaxY())
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return tile + TileDiffXY(addx, addy);
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return INVALID_TILE;
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}
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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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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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uint DistanceManhattan(TileIndex t0, TileIndex t1)
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{
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const uint dx = abs(TileX(t0) - TileX(t1));
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const uint dy = abs(TileY(t0) - TileY(t1));
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return dx + dy;
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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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uint DistanceMax(TileIndex t0, TileIndex t1)
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{
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const uint dx = abs(TileX(t0) - TileX(t1));
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const uint dy = abs(TileY(t0) - TileY(t1));
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return dx > dy ? dx : dy;
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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 = abs(TileX(t0) - TileX(t1));
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const uint dy = abs(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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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 = xl < yl ? xl : yl;
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const uint minh = xh < yh ? xh : yh;
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return minl < minh ? minl : minh;
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}
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