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authorrubidium <rubidium@openttd.org>2014-02-06 21:01:50 +0000
committerrubidium <rubidium@openttd.org>2014-02-06 21:01:50 +0000
commitd05ff6e77b401c87b69bdc68ce2d6652f431b667 (patch)
tree7f0b82aa75741c3de083c4cec011e7ffe01d733f
parentfcb122124b042d343f38abe547e83f78ef848359 (diff)
downloadopenttd-d05ff6e77b401c87b69bdc68ce2d6652f431b667.tar.xz
(svn r26311) -Codechange: use a different method for finding whether there is a nearby town when the map has thousands of towns (MJP)
-rw-r--r--src/town_cmd.cpp18
1 files changed, 18 insertions, 0 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 13616a2cc..09ca7cee9 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -340,6 +340,24 @@ static void AnimateTile_Town(TileIndex tile)
*/
static bool IsCloseToTown(TileIndex tile, uint dist)
{
+ /* On a large map with many towns, it may be faster to check the surroundings of the tile.
+ * An iteration in TILE_AREA_LOOP() is generally 2 times faster than one in FOR_ALL_TOWNS(). */
+ if (Town::GetNumItems() > (size_t) (dist * dist * 2)) {
+ const int tx = TileX(tile);
+ const int ty = TileY(tile);
+ TileArea tile_area = TileArea(
+ TileXY(max(0, tx - (int) dist), max(0, ty - (int) dist)),
+ TileXY(min(MapMaxX(), tx + (int) dist), min(MapMaxY(), ty + (int) dist))
+ );
+ TILE_AREA_LOOP(atile, tile_area) {
+ if (GetTileType(atile) == MP_HOUSE) {
+ Town *t = Town::GetByTile(atile);
+ if (DistanceManhattan(tile, t->xy) < dist) return true;
+ }
+ }
+ return false;
+ }
+
const Town *t;
FOR_ALL_TOWNS(t) {