map.h
author ludde
Wed, 13 Jul 2005 19:51:31 +0000
changeset 2051 44b6b091beb3
parent 2049 ad0d49c916d4
child 2159 3b634157c3b2
permissions -rw-r--r--
(svn r2560) Fix: various minor code changes.
Added RandomTile/RandomTileSeed functions to generate a random tile.
Changed landscape routines so they don't assume that the Y map side is a power of two. (support for this is not complete, though)
Changed some frequently used map macros to not compute the values each time.
Silence some warnings on MSVC.
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#ifndef MAP_H
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#define MAP_H
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#include "stdafx.h"
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// Putting externs inside inline functions seems to confuse the aliasing
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// checking on MSVC6. Never use those variables directly.
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extern uint _map_log_x;
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extern uint _map_size_x;
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extern uint _map_size_y;
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extern uint _map_tile_mask;
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extern uint _map_size;
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#define TILE_MASK(x) ((x) & _map_tile_mask)
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#define TILE_ASSERT(x) assert(TILE_MASK(x) == (x));
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#define RANDOM_TILE(r) TILE_MASK(r)
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typedef struct Tile {
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	byte type_height;
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	byte owner;
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	uint16 m2;
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	byte m3;
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	byte m4;
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	byte m5;
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	byte extra;
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} Tile;
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extern Tile* _m;
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void InitMap(uint log_x, uint log_y);
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void AllocateMap(uint size_x, uint size_y);
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// binary logarithm of the map size, try to avoid using this one
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static inline uint MapLogX(void)  { return _map_log_x; }
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/* The size of the map */
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static inline uint MapSizeX(void) { return _map_size_x; }
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static inline uint MapSizeY(void) { return _map_size_y; }
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/* The maximum coordinates */
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static inline uint MapMaxX(void) { return _map_size_x - 1; }
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static inline uint MapMaxY(void) { return _map_size_y - 1; }
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/* The number of tiles in the map */
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static inline uint MapSize(void) { return _map_size; }
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// Scale a number relative to the map size
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uint ScaleByMapSize(uint); // Scale relative to the number of tiles
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uint ScaleByMapSize1D(uint); // Scale relative to the circumference of the map
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typedef uint32 TileIndex;
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typedef int32 TileIndexDiff;
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static inline TileIndex TileXY(uint x, uint y)
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{
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	return (y * MapSizeX()) + x;
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}
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static inline TileIndexDiff TileDiffXY(int x, int y)
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{
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	// Multiplication gives much better optimization on MSVC than shifting.
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	// 0 << shift isn't optimized to 0 properly.
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	// Typically x and y are constants, and then this doesn't result
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	// in any actual multiplication in the assembly code..
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	return (y * MapSizeX()) + x;
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}
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static inline TileIndex TileVirtXY(uint x, uint y)
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{
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	return (y >> 4 << MapLogX()) + (x >> 4);
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}
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typedef enum {
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	OWNER_TOWN			= 0xf,	// a town owns the tile
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	OWNER_NONE			= 0x10,	// nobody owns the tile
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	OWNER_WATER			= 0x11,	// "water" owns the tile
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	OWNER_SPECTATOR	= 0xff,	// spectator in MP or in scenario editor
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} Owner;
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enum {
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	INVALID_TILE = (TileIndex)-1
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};
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enum {
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	TILE_SIZE   = 16,   /* Tiles are 16x16 "units" in size */
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	TILE_PIXELS = 32,   /* a tile is 32x32 pixels */
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	TILE_HEIGHT = 8,    /* The standard height-difference between tiles on two levels is 8 (z-diff 8) */
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};
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static inline uint TileX(TileIndex tile)
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{
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	return tile & MapMaxX();
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}
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static inline uint TileY(TileIndex tile)
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{
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	return tile >> MapLogX();
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}
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typedef struct TileIndexDiffC {
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	int16 x;
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	int16 y;
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} TileIndexDiffC;
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static inline TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
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{
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	return (tidc.y << MapLogX()) + tidc.x;
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}
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#ifndef _DEBUG
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	#define TILE_ADD(x,y) ((x) + (y))
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#else
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	extern TileIndex TileAdd(TileIndex tile, TileIndexDiff add,
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		const char *exp, const char *file, int line);
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	#define TILE_ADD(x, y) (TileAdd((x), (y), #x " + " #y, __FILE__, __LINE__))
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#endif
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#define TILE_ADDXY(tile, x, y) TILE_ADD(tile, TileDiffXY(x, y))
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uint TileAddWrap(TileIndex tile, int addx, int addy);
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static inline TileIndexDiffC TileIndexDiffCByDir(uint dir) {
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	extern const TileIndexDiffC _tileoffs_by_dir[4];
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	return _tileoffs_by_dir[dir];
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}
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/* Returns tile + the diff given in diff. If the result tile would end up
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 * outside of the map, INVALID_TILE is returned instead.
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 */
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static inline TileIndex AddTileIndexDiffCWrap(TileIndex tile, TileIndexDiffC diff) {
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	int x = TileX(tile) + diff.x;
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	int y = TileY(tile) + diff.y;
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	if (x < 0 || y < 0 || x > (int)MapMaxX() || y > (int)MapMaxY())
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		return INVALID_TILE;
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	else
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		return TileXY(x, y);
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}
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// Functions to calculate distances
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uint DistanceManhattan(TileIndex, TileIndex); // also known as L1-Norm. Is the shortest distance one could go over diagonal tracks (or roads)
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uint DistanceSquare(TileIndex, TileIndex); // euclidian- or L2-Norm squared
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uint DistanceMax(TileIndex, TileIndex); // also known as L-Infinity-Norm
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uint DistanceMaxPlusManhattan(TileIndex, TileIndex); // Max + Manhattan
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uint DistanceTrack(TileIndex, TileIndex); // Returns the shortest distance one could go over tracks
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uint DistanceFromEdge(TileIndex); // shortest distance from any edge of the map
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static inline TileIndexDiff TileOffsByDir(uint dir)
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{
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	extern const TileIndexDiffC _tileoffs_by_dir[4];
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	assert(dir < lengthof(_tileoffs_by_dir));
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	return ToTileIndexDiff(_tileoffs_by_dir[dir]);
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}
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/* Approximation of the length of a straight track, relative to a diagonal
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 * track (ie the size of a tile side). #defined instead of const so it can
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 * stay integer. (no runtime float operations) Is this needed?
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 * Watch out! There are _no_ brackets around here, to prevent intermediate
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 * rounding! Be careful when using this!
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 * This value should be sqrt(2)/2 ~ 0.7071 */
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#define STRAIGHT_TRACK_LENGTH 7071/10000
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#endif