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authorbelugas <belugas@openttd.org>2006-11-17 23:01:58 +0000
committerbelugas <belugas@openttd.org>2006-11-17 23:01:58 +0000
commitc26dc76a7d40884c5f57014cecff5e4aff3261ba (patch)
treecb862a03cf34020ff230c133372a4be330d3a917
parentbd129cf6bf59d62896fec327a3b5677f74bbb606 (diff)
downloadopenttd-c26dc76a7d40884c5f57014cecff5e4aff3261ba.tar.xz
(svn r7198) -Codechange: Implement a circular tile search function.
Just provide the number of tiles per side, a pointer to a test function, the tile to start searching and voila. Fixes [FS#364] by removing a lengthy and suboptimal random search pattern. Thanks Rubidium.
-rw-r--r--industry_cmd.c69
-rw-r--r--main_gui.c38
-rw-r--r--map.c65
-rw-r--r--map.h3
-rw-r--r--town_cmd.c46
5 files changed, 134 insertions, 87 deletions
diff --git a/industry_cmd.c b/industry_cmd.c
index 14f8660b6..5d6c78d67 100644
--- a/industry_cmd.c
+++ b/industry_cmd.c
@@ -845,51 +845,44 @@ static void MaybePlantFarmField(const Industry *i)
if (CHANCE16(1, 8)) PlantRandomFarmField(i);
}
-static void ChopLumberMillTrees(Industry *i)
+/**
+ * Search callback function for ChopLumberMillTrees
+ * @param tile to test
+ * @param data that is passed by the caller. In this case, nothing
+ * @result of the test
+ */
+static bool SearchLumberMillTrees(TileIndex tile, uint32 data)
{
- static const TileIndexDiffC _chop_dir[] = {
- { 0, 1},
- { 1, 0},
- { 0, -1},
- {-1, 0}
- };
-
- TileIndex tile = i->xy;
- int a;
-
- if (!IsIndustryCompleted(tile)) return;
-
- /* search outwards as a rectangular spiral */
- for (a = 1; a != 41; a += 2) {
- uint dir;
+ if (IsTileType(tile, MP_TREES)) {
+ PlayerID old_player = _current_player;
+ /* found a tree */
- for (dir = 0; dir != 4; dir++) {
- int j = a;
+ _current_player = OWNER_NONE;
+ _industry_sound_ctr = 1;
+ _industry_sound_tile = tile;
+ SndPlayTileFx(SND_38_CHAINSAW, tile);
- do {
- tile = TILE_MASK(tile);
- if (IsTileType(tile, MP_TREES)) {
- PlayerID old_player = _current_player;
- /* found a tree */
+ DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ SetTropicZone(tile, TROPICZONE_INVALID);
- _current_player = OWNER_NONE;
- _industry_sound_ctr = 1;
- _industry_sound_tile = tile;
- SndPlayTileFx(SND_38_CHAINSAW, tile);
+ _current_player = old_player;
+ return true;
+ }
+ return false;
+}
- DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- SetTropicZone(tile, TROPICZONE_INVALID);
+/**
+ * Perform a circular search around the Lumber Mill in order to find trees to cut
+ * @param i industry
+ */
+static void ChopLumberMillTrees(Industry *i)
+{
+ TileIndex tile = i->xy;
- i->cargo_waiting[0] = min(0xffff, i->cargo_waiting[0] + 45);
+ if (!IsIndustryCompleted(tile)) return; ///< Can't proceed if not completed
- _current_player = old_player;
- return;
- }
- tile += ToTileIndexDiff(_chop_dir[dir]);
- } while (--j);
- }
- tile -= TileDiffXY(1, 1);
- }
+ if (CircularTileSearch(tile, 40, SearchLumberMillTrees, 0)) ///< 40x40 tiles to search
+ i->cargo_waiting[0] = min(0xffff, i->cargo_waiting[0] + 45); ///< Found a tree, add according value to waiting cargo
}
static const byte _industry_sounds[37][2] = {
diff --git a/main_gui.c b/main_gui.c
index 11b33067e..edfafbe20 100644
--- a/main_gui.c
+++ b/main_gui.c
@@ -1564,28 +1564,26 @@ static bool AnyTownExists(void)
extern Industry *CreateNewIndustry(TileIndex tile, int type);
-static bool TryBuildIndustry(TileIndex tile, int type)
+/**
+ * Search callback function for TryBuildIndustry
+ * @param tile to test
+ * @param data that is passed by the caller. In this case, the type of industry been tested
+ * @result of the operation
+ */
+static bool SearchTileForIndustry(TileIndex tile, uint32 data)
{
- int n;
-
- if (CreateNewIndustry(tile, type)) return true;
-
- n = 100;
- do {
- if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 1), type)) return true;
- } while (--n);
-
- n = 200;
- do {
- if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 2), type)) return true;
- } while (--n);
-
- n = 700;
- do {
- if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 4), type)) return true;
- } while (--n);
+ return CreateNewIndustry(tile, data) != NULL;
+}
- return false;
+/**
+ * Perform a 9*9 tiles circular search around a tile
+ * in order to find a suitable zone to create the desired industry
+ * @param tile to start search for
+ * @param type of the desired industry
+ */
+static bool TryBuildIndustry(TileIndex tile, int type)
+{
+ return CircularTileSearch(tile, 9, SearchTileForIndustry, type);
}
diff --git a/map.c b/map.c
index 7a1c565d0..cb97a69b2 100644
--- a/map.c
+++ b/map.c
@@ -6,6 +6,7 @@
#include "functions.h"
#include "macros.h"
#include "map.h"
+#include "direction.h"
#if defined(_MSC_VER) && _MSC_VER >= 1400 /* VStudio 2005 is stupid! */
/* Why the hell is that not in all MSVC headers?? */
@@ -179,3 +180,67 @@ uint DistanceFromEdge(TileIndex tile)
const uint minh = xh < yh ? xh : yh;
return minl < minh ? minl : minh;
}
+
+/**
+ * Function performing a search around a center tile and going outward, thus in circle.
+ * Although it really is a square search...
+ * Every tile will be tested by means of the callback function proc,
+ * which will determine if yes or no the given tile meets criteria of search.
+ * @param tile to start the search from
+ * @param size: number of tiles per side of the desired search area
+ * @param proc: callback testing function pointer.
+ * @param data to be passed to the callback function. Depends on the implementation
+ * @result of the search
+ * @pre proc != NULL
+ * @pre size > 0
+ */
+bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data)
+{
+ uint n, x, y;
+ DiagDirection dir;
+
+ assert(proc != NULL);
+ assert(size > 0);
+
+ x = TileX(tile);
+ y = TileY(tile);
+
+ if (size % 2 == 1) {
+ /* If the length of the side is uneven, the center has to be checked
+ * separately, as the pattern of uneven sides requires to go around the center */
+ n = 2;
+ if (proc(TileXY(x, y), data)) return true;
+
+ /* If tile test is not successfull, get one tile down and left,
+ * ready for a test in first circle around center tile */
+ x += _tileoffs_by_dir[DIR_W].x;
+ y += _tileoffs_by_dir[DIR_W].y;
+ } else {
+ n = 1;
+ /* To use _tileoffs_by_diagdir's order, we must relocate to
+ * another tile, as we now first go 'up', 'right', 'down', 'left'
+ * instead of 'right', 'down', 'left', 'up', which the calling
+ * function assume. */
+ x++;
+ }
+
+ for (; n < size; n += 2) {
+ for (dir = DIAGDIR_NE; dir < DIAGDIR_END; dir++) {
+ uint j;
+ for (j = n; j != 0; j--) {
+ if (x <= MapMaxX() && y <= MapMaxY() && ///< Is the tile within the map?
+ proc(TileXY(x, y), data)) { ///< Is the callback successfulll?
+ return true; ///< then stop the search
+ }
+
+ /* Step to the next 'neighbour' in the circular line */
+ x += _tileoffs_by_diagdir[dir].x;
+ y += _tileoffs_by_diagdir[dir].y;
+ }
+ }
+ /* Jump to next circle to test */
+ x += _tileoffs_by_dir[DIR_W].x;
+ y += _tileoffs_by_dir[DIR_W].y;
+ }
+ return false;
+}
diff --git a/map.h b/map.h
index 661515edd..25e29ef06 100644
--- a/map.h
+++ b/map.h
@@ -176,6 +176,9 @@ static inline TileIndexDiff TileOffsByDir(uint dir)
return ToTileIndexDiff(_tileoffs_by_dir[dir]);
}
+typedef bool TestTileOnSearchProc(TileIndex tile, uint32 data);
+bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data);
+
/* Approximation of the length of a straight track, relative to a diagonal
* track (ie the size of a tile side). #defined instead of const so it can
* stay integer. (no runtime float operations) Is this needed?
diff --git a/town_cmd.c b/town_cmd.c
index d9bc799ae..20be3354a 100644
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -1476,39 +1476,27 @@ static bool DoBuildStatueOfCompany(TileIndex tile)
return true;
}
+/**
+ * Search callback function for TownActionBuildStatue
+ * @param data that is passed by the caller. In this case, nothing
+ * @result of the test
+ */
+static bool SearchTileForStatue(TileIndex tile, uint32 data)
+{
+ return DoBuildStatueOfCompany(tile);
+}
+
+/**
+ * Perform a 9x9 tiles circular search from the center of the town
+ * in order to find a free tile to place a statue
+ * @param t town to search in
+ */
static void TownActionBuildStatue(Town* t)
{
- // Layouted as an outward spiral
- static const TileIndexDiffC _statue_tiles[] = {
- {-1, 0},
- { 0, 1},
- { 1, 0}, { 1, 0},
- { 0,-1}, { 0,-1},
- {-1, 0}, {-1, 0}, {-1, 0},
- { 0, 1}, { 0, 1}, { 0, 1},
- { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
- { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
- {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
- { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
- { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
- { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
- {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
- { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
- { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
- { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
- {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
- { 0, 0}
- };
TileIndex tile = t->xy;
- const TileIndexDiffC *p;
- for (p = _statue_tiles; p != endof(_statue_tiles); ++p) {
- if (DoBuildStatueOfCompany(tile)) {
- SETBIT(t->statues, _current_player);
- return;
- }
- tile = TILE_ADD(tile, ToTileIndexDiff(*p));
- }
+ if (CircularTileSearch(tile, 9, SearchTileForStatue, 0))
+ SETBIT(t->statues, _current_player); ///< Once found and built, "inform" the Town
}
static void TownActionFundBuildings(Town* t)