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authorrubidium <rubidium@openttd.org>2008-10-25 13:51:47 +0000
committerrubidium <rubidium@openttd.org>2008-10-25 13:51:47 +0000
commit52ac59242245ab3914a752f2d58a4d00f7d0657e (patch)
treeba7c12966aad60d82c8e03bb0593bce949ec2b86 /docs
parent65e81d5e9bc69d1a58854d87ccb3da06eb108a57 (diff)
downloadopenttd-52ac59242245ab3914a752f2d58a4d00f7d0657e.tar.xz
(svn r14528) -Codechange: cache the closest town for all road tiles instead of only roads owned by tiles. This replaces a O(n) search over all towns from the road's tileloop with a O(1) lookup (PhilSophus)
Diffstat (limited to 'docs')
-rw-r--r--docs/landscape.html2
-rw-r--r--docs/landscape_grid.html2
2 files changed, 2 insertions, 2 deletions
diff --git a/docs/landscape.html b/docs/landscape.html
index ffa55dced..7dce5470f 100644
--- a/docs/landscape.html
+++ b/docs/landscape.html
@@ -513,6 +513,7 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
+ <li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if not yet calculated)</li>
<li>m3 bit 7 set = on snow or desert</li>
<li>m7 bits 7..5: present road types
<table>
@@ -534,7 +535,6 @@
</li>
<li>m5 bits 7 clear: road or level-crossing
<ul>
- <li>m2: Index into the array of towns, 0 for non-town roads</li>
<li>m3 bits 6..4:
<table>
<tr>
diff --git a/docs/landscape_grid.html b/docs/landscape_grid.html
index 5f28a85eb..8ace41304 100644
--- a/docs/landscape_grid.html
+++ b/docs/landscape_grid.html
@@ -157,7 +157,7 @@ the array so you can quickly see what is used and what is not.
<td class="caption">road depot</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
- <td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
+ <td class="bits">-inherit-</td>
<td class="bits">X<span class="free">OOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>