map.c
author matthijs
Fri, 09 Sep 2005 23:14:38 +0000
changeset 2403 f339737b38bc
parent 2186 461a2aff3486
child 2482 dffcca243dbc
permissions -rw-r--r--
(svn r2929) * Move DistanceTrack from map.c to npf.c and rename to NPFDistanceTrack.
* Make NPFDistanceTrack return the distance multiplied by NPF_TILE_LENGTH to prevent rounding
This should make ship and train pathfinding more accurate and faster.
* Update IsEndOfLine to prevent trains from trying to go off a slope onto a tunnel entrance.
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/* $Id$ */
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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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uint _map_log_x;
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uint _map_size_x;
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uint _map_size_y;
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uint _map_tile_mask;
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uint _map_size;
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Tile* _m = NULL;
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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/malloc uses less memory than realloc.
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	free(_m);
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	_m = malloc(_map_size * sizeof(*_m));
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	// XXX TODO handle memory shortage more gracefully
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	if (_m == 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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		sprintf(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)
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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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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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// Scale relative to the circumference of the map
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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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// 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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uint TileAddWrap(TileIndex tile, int addx, int addy)
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{
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	uint x, y;
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	x = TileX(tile) + addx;
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	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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const TileIndexDiffC _tileoffs_by_dir[] = {
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	{-1,  0},
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	{ 0,  1},
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	{ 1,  0},
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	{ 0, -1}
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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 = abs(TileX(t0) - TileX(t1));
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	const uint dy = abs(TileY(t0) - TileY(t1));
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	return dx + dy;
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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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uint DistanceMax(TileIndex t0, TileIndex t1)
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{
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	const uint dx = abs(TileX(t0) - TileX(t1));
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	const uint dy = abs(TileY(t0) - TileY(t1));
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	return dx > dy ? dx : dy;
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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 = abs(TileX(t0) - TileX(t1));
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	const uint dy = abs(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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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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