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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 /map.c
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.
Diffstat (limited to 'map.c')
-rw-r--r--map.c65
1 files changed, 65 insertions, 0 deletions
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;
+}