src/map.cpp
author rubidium
Sat, 17 Nov 2007 12:42:15 +0000
changeset 7898 7c6a9c9030b5
parent 7546 c4f9132d9f1e
child 7930 f12c2437a050
permissions -rw-r--r--
(svn r11449) -Fix [FS#1160]: trams could deadlock themselves. As of now trams will turn as roadvehicles do when the player cannot build a tram track piece on the next tile without destroying anything. It will not turn when the player can build the before mentioned track piece on the 'next' tile.
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/* $Id$ */
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/** @file map.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "macros.h"
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#include "map.h"
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#include "direction.h"
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#include "helpers.hpp"
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#if defined(_MSC_VER) && _MSC_VER >= 1400 /* VStudio 2005 is stupid! */
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/* Why the hell is that not in all MSVC headers?? */
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extern "C" _CRTIMP void __cdecl _assert(void *, void *, unsigned);
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#endif
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uint _map_log_x;     ///< 2^_map_log_x == _map_size_x
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uint _map_size_x;    ///< Size of the map along the X
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uint _map_size_y;    ///< Size of the map along the Y
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uint _map_size;      ///< The number of tiles on the map
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uint _map_tile_mask; ///< _map_size - 1 (to mask the mapsize)
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Tile *_m = NULL;          ///< Tiles of the map
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TileExtended *_me = NULL; ///< Extended Tiles of the map
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/*!
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 * (Re)allocates a map with the given dimension
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 * @param size_x the width of the map along the NE/SW edge
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 * @param size_y the 'height' of the map along the SE/NW edge
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 */
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void AllocateMap(uint size_x, uint size_y)
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{
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	/* Make sure that the map size is within the limits and that
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	 * the x axis size is a power of 2. */
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	if (size_x < 64 || size_x > 2048 ||
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			size_y < 64 || size_y > 2048 ||
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			(size_x & (size_x - 1)) != 0 ||
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			(size_y & (size_y - 1)) != 0)
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		error("Invalid map size");
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	DEBUG(map, 1, "Allocating map of size %dx%d", size_x, size_y);
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	_map_log_x = FindFirstBit(size_x);
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	_map_size_x = size_x;
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	_map_size_y = size_y;
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	_map_size = size_x * size_y;
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	_map_tile_mask = _map_size - 1;
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	free(_m);
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	free(_me);
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	_m = CallocT<Tile>(_map_size);
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	_me = CallocT<TileExtended>(_map_size);
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	/* XXX @todo handle memory shortage more gracefully
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	 * Maybe some attemps could be made to try with smaller maps down to 64x64
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	 * Maybe check for available memory before doing the calls, after all, we know how big
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	 * the map is */
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	if ((_m == NULL) || (_me == NULL)) error("Failed to allocate memory for the map");
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}
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#ifdef _DEBUG
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TileIndex TileAdd(TileIndex tile, TileIndexDiff add,
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	const char *exp, const char *file, int line)
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{
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	int dx;
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	int dy;
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	uint x;
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	uint y;
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	dx = add & MapMaxX();
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	if (dx >= (int)MapSizeX() / 2) dx -= MapSizeX();
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	dy = (add - dx) / (int)MapSizeX();
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	x = TileX(tile) + dx;
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	y = TileY(tile) + dy;
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	if (x >= MapSizeX() || y >= MapSizeY()) {
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		char buf[512];
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		snprintf(buf, lengthof(buf), "TILE_ADD(%s) when adding 0x%.4X and 0x%.4X failed",
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			exp, tile, add);
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#if !defined(_MSC_VER) || defined(WINCE)
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		fprintf(stderr, "%s:%d %s\n", file, line, buf);
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#else
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		_assert(buf, (char*)file, line);
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#endif
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	}
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	assert(TileXY(x, y) == TILE_MASK(tile + add));
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	return TileXY(x, y);
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}
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#endif
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/*!
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 * Scales the given value by the map size, where the given value is
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 * for a 256 by 256 map.
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 * @param n the value to scale
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 * @return the scaled size
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 */
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uint ScaleByMapSize(uint n)
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{
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	/* First shift by 12 to prevent integer overflow for large values of n.
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	 * >>12 is safe since the min mapsize is 64x64
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	 * Add (1<<4)-1 to round upwards. */
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	return (n * (MapSize() >> 12) + (1 << 4) - 1) >> 4;
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}
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/*!
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 * Scales the given value by the maps circumference, where the given
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 * value is for a 256 by 256 map
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 * @param n the value to scale
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 * @return the scaled size
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 */
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uint ScaleByMapSize1D(uint n)
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{
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	/* Normal circumference for the X+Y is 256+256 = 1<<9
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	 * Note, not actually taking the full circumference into account,
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	 * just half of it.
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	 * (1<<9) - 1 is there to scale upwards. */
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	return (n * (MapSizeX() + MapSizeY()) + (1 << 9) - 1) >> 9;
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}
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/*!
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 * This function checks if we add addx/addy to tile, if we
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 * do wrap around the edges. For example, tile = (10,2) and
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 * addx = +3 and addy = -4. This function will now return
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 * INVALID_TILE, because the y is wrapped. This is needed in
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 * for example, farmland. When the tile is not wrapped,
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 * the result will be tile + TileDiffXY(addx, addy)
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 *
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 * @param tile the 'starting' point of the adding
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 * @param addx the amount of tiles in the X direction to add
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 * @param addy the amount of tiles in the Y direction to add
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 * @return translated tile, or INVALID_TILE when it would've wrapped.
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 */
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uint TileAddWrap(TileIndex tile, int addx, int addy)
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{
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	uint x = TileX(tile) + addx;
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	uint y = TileY(tile) + addy;
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	/* Are we about to wrap? */
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	if (x < MapMaxX() && y < MapMaxY())
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		return tile + TileDiffXY(addx, addy);
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	return INVALID_TILE;
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}
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/** 'Lookup table' for tile offsets given a DiagDirection */
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extern const TileIndexDiffC _tileoffs_by_diagdir[] = {
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	{-1,  0}, ///< DIAGDIR_NE
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	{ 0,  1}, ///< DIAGDIR_SE
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	{ 1,  0}, ///< DIAGDIR_SW
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	{ 0, -1}  ///< DIAGDIR_NW
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};
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/** 'Lookup table' for tile offsets given a Direction */
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extern const TileIndexDiffC _tileoffs_by_dir[] = {
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	{-1, -1}, ///< DIR_N
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	{-1,  0}, ///< DIR_NE
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	{-1,  1}, ///< DIR_E
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	{ 0,  1}, ///< DIR_SE
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	{ 1,  1}, ///< DIR_S
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	{ 1,  0}, ///< DIR_SW
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	{ 1, -1}, ///< DIR_W
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	{ 0, -1}  ///< DIR_NW
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};
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/*!
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 * Gets the Manhattan distance between the two given tiles.
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 * The Manhattan distance is the sum of the delta of both the
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 * X and Y component.
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 * Also known as L1-Norm
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 * @param t0 the start tile
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 * @param t1 the end tile
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 * @return the distance
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 */
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uint DistanceManhattan(TileIndex t0, TileIndex t1)
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{
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	const uint dx = delta(TileX(t0), TileX(t1));
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	const uint dy = delta(TileY(t0), TileY(t1));
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	return dx + dy;
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}
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/*!
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 * Gets the 'Square' distance between the two given tiles.
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 * The 'Square' distance is the square of the shortest (straight line)
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 * distance between the two tiles.
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 * Also known as euclidian- or L2-Norm squared.
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 * @param t0 the start tile
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 * @param t1 the end tile
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 * @return the distance
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 */
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uint DistanceSquare(TileIndex t0, TileIndex t1)
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{
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	const int dx = TileX(t0) - TileX(t1);
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	const int dy = TileY(t0) - TileY(t1);
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	return dx * dx + dy * dy;
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}
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/*!
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 * Gets the biggest distance component (x or y) between the two given tiles.
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 * Also known as L-Infinity-Norm.
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 * @param t0 the start tile
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 * @param t1 the end tile
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 * @return the distance
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 */
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uint DistanceMax(TileIndex t0, TileIndex t1)
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{
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	const uint dx = delta(TileX(t0), TileX(t1));
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	const uint dy = delta(TileY(t0), TileY(t1));
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	return dx > dy ? dx : dy;
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}
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/*!
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 * Gets the biggest distance component (x or y) between the two given tiles
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 * plus the Manhattan distance, i.e. two times the biggest distance component
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 * and once the smallest component.
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 * @param t0 the start tile
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 * @param t1 the end tile
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 * @return the distance
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 */
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uint DistanceMaxPlusManhattan(TileIndex t0, TileIndex t1)
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{
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	const uint dx = delta(TileX(t0), TileX(t1));
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	const uint dy = delta(TileY(t0), TileY(t1));
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	return dx > dy ? 2 * dx + dy : 2 * dy + dx;
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}
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/*!
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 * Param the minimum distance to an edge
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 * @param tile the tile to get the distance from
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 * @return the distance from the edge in tiles
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 */
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uint DistanceFromEdge(TileIndex tile)
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{
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	const uint xl = TileX(tile);
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	const uint yl = TileY(tile);
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	const uint xh = MapSizeX() - 1 - xl;
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	const uint yh = MapSizeY() - 1 - yl;
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	const uint minl = xl < yl ? xl : yl;
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	const uint minh = xh < yh ? xh : yh;
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	return minl < minh ? minl : minh;
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}
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/*!
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 * Function performing a search around a center tile and going outward, thus in circle.
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 * Although it really is a square search...
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 * Every tile will be tested by means of the callback function proc,
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 * which will determine if yes or no the given tile meets criteria of search.
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 * @param tile to start the search from
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 * @param size: number of tiles per side of the desired search area
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 * @param proc: callback testing function pointer.
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 * @param data to be passed to the callback function. Depends on the implementation
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 * @return result of the search
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 * @pre proc != NULL
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 * @pre size > 0
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 */
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bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data)
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{
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	uint n, x, y;
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	DiagDirection dir;
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	assert(proc != NULL);
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	assert(size > 0);
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	x = TileX(tile);
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	y = TileY(tile);
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	if (size % 2 == 1) {
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		/* If the length of the side is uneven, the center has to be checked
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		 * separately, as the pattern of uneven sides requires to go around the center */
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		n = 2;
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		if (proc(TileXY(x, y), data)) return true;
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		/* If tile test is not successful, get one tile down and left,
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		 * ready for a test in first circle around center tile */
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		x += _tileoffs_by_dir[DIR_W].x;
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		y += _tileoffs_by_dir[DIR_W].y;
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	} else {
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		n = 1;
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		/* To use _tileoffs_by_diagdir's order, we must relocate to
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		 * another tile, as we now first go 'up', 'right', 'down', 'left'
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		 * instead of 'right', 'down', 'left', 'up', which the calling
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		 * function assume. */
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		x++;
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	}
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	for (; n < size; n += 2) {
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		for (dir = DIAGDIR_NE; dir < DIAGDIR_END; dir++) {
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			uint j;
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			for (j = n; j != 0; j--) {
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				if (x <= MapMaxX() && y <= MapMaxY() && ///< Is the tile within the map?
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						proc(TileXY(x, y), data)) {     ///< Is the callback successful?
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					return true;                        ///< then stop the search
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				}
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				/* Step to the next 'neighbour' in the circular line */
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				x += _tileoffs_by_diagdir[dir].x;
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				y += _tileoffs_by_diagdir[dir].y;
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			}
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		}
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		/* Jump to next circle to test */
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		x += _tileoffs_by_dir[DIR_W].x;
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		y += _tileoffs_by_dir[DIR_W].y;
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	}
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	return false;
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}