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-rw-r--r--src/newgrf_industries.cpp66
1 files changed, 40 insertions, 26 deletions
diff --git a/src/newgrf_industries.cpp b/src/newgrf_industries.cpp
index 62be8444b..55c8da417 100644
--- a/src/newgrf_industries.cpp
+++ b/src/newgrf_industries.cpp
@@ -45,41 +45,55 @@ IndustryType MapNewGRFIndustryType(IndustryType grf_type, uint32 grf_id)
* Finds the distance for the closest tile with water/land given a tile
* @param tile the tile to find the distance too
* @param water whether to find water or land
+ * @return distance to nearest water (max 0x7F) / land (max 0x1FF; 0x200 if there is no land)
* @note FAILS when an industry should be seen as water
*/
static uint GetClosestWaterDistance(TileIndex tile, bool water)
{
- TileIndex t;
- int best_dist;
- for (t = 0; t < MapSize(); t++) {
- if (!IsTileType(t, MP_VOID) && IsTileType(t, MP_WATER) == water) break;
- }
- if (t == MapSize() && !water) return 0x200;
- best_dist = DistanceManhattan(tile, t);
+ if (IsTileType(tile, MP_WATER) == water) return 0;
- for (; t < MapSize(); t++) {
- int dist = DistanceManhattan(tile, t);
- if (dist < best_dist) {
- if (!IsTileType(t, MP_VOID) && IsTileType(t, MP_WATER) == water) best_dist = dist;
- } else {
- /* When the Y distance between the current row and the 'source' tile
- * is larger than the best distance, we've found the best distance */
- if ((int)TileY(t) - (int)TileY(tile) > best_dist) break;
- if ((int)TileX(t) - (int)TileX(tile) > best_dist) {
- /* We can safely skip this many tiles; from here all tiles have a
- * higher or equal distance than the best distance */
- t |= MapMaxX();
- continue;
- } else if (TileX(tile) < TileX(t)) {
- /* We can safely skip this many tiles; up to here all tiles have a
- * higher or equal distance than the best distance */
- t += dist - best_dist;
- continue;
+ uint max_dist = water ? 0x7F : 0x200;
+
+ int x = TileX(tile);
+ int y = TileY(tile);
+
+ uint max_x = MapMaxX();
+ uint max_y = MapMaxY();
+
+ /* go in a 'spiral' with increasing manhattan distance in each iteration */
+ for (uint dist = 1; dist < max_dist; dist++) {
+ /* next 'diameter' */
+ y--;
+
+ /* going counter-clockwise around this square */
+ for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
+ static const int8 ddx[DIAGDIR_END] = { -1, 1, 1, -1};
+ static const int8 ddy[DIAGDIR_END] = { 1, 1, -1, -1};
+
+ int dx = ddx[dir];
+ int dy = ddy[dir];
+
+ /* each side of this square has length 'dist' */
+ for (uint a = 0; a < dist; a++) {
+ /* MP_VOID tiles are not checked (interval is [0; max) for IsInsideMM())*/
+ if (IsInsideMM(x, 0, max_x) && IsInsideMM(y, 0, max_y)) {
+ TileIndex t = TileXY(x, y);
+ if (IsTileType(t, MP_WATER) == water) return dist;
+ }
+ x += dx;
+ y += dy;
}
}
}
- return min(best_dist, water ? 0x7F : 0x1FF);
+ if (!water) {
+ /* no land found - is this a water-only map? */
+ for (TileIndex t = 0; t < MapSize(); t++) {
+ if (!IsTileType(t, MP_VOID) && !IsTileType(t, MP_WATER)) return 0x1FF;
+ }
+ }
+
+ return max_dist;
}
/** Make an analysis of a tile and check for its belonging to the same