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(svn r1768) -Codechange: Store town index in _map2 of town tiles

Moved house type from _map2 to _map3_hi for MP_HOUSE
  Moved foundation and roadworks from _map2 to _map3 for
MP_STREET
  This increases game speed by a factor of around 15(!) if many cities are around.
  Converting an old game is done automagically, but can take a while
This commit is contained in:
celestar
2005-02-02 14:17:13 +00:00
parent 03095f85bc
commit 30a328705e
5 changed files with 77 additions and 37 deletions

View File

@@ -333,6 +333,7 @@ static uint32 CheckRoadSlope(int tileh, byte *pieces, byte existing)
/* Build a piece of road
* p1 = piece flags
* p2 = town which is building the road
*/
int32 CmdBuildRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
@@ -382,7 +383,8 @@ int32 CmdBuildRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
ModifyTile(tile,
MP_SETTYPE(MP_STREET) |
MP_MAP2_CLEAR | MP_MAP3LO | MP_MAP3HI | MP_MAP5,
MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5,
p2,
_current_player, /* map3_lo */
_map3_lo[tile] & 0xF, /* map3_hi */
m5 /* map5 */
@@ -451,6 +453,7 @@ do_clear:;
if (ti.type != MP_STREET) {
SetTileType(tile, MP_STREET);
_map5[tile] = 0;
_map2[tile] = p2;
_map_owner[tile] = _current_player;
}
@@ -751,7 +754,7 @@ static void DrawTile_Road(TileInfo *ti)
image = _road_tile_sprites_1[ti->map5 & 0xF];
}
m2 = _map2[ti->tile] & 7;
m2 = (_map3_hi[ti->tile] & 0x70) >> 4;
if (m2 == 0) image |= 0x3178000;
@@ -797,7 +800,7 @@ static void DrawTile_Road(TileInfo *ti)
if ( _map3_hi[ti->tile] & 0x80) {
image += 8;
} else {
m2 = _map2[ti->tile] & 7;
m2 = (_map3_hi[ti->tile] & 0x70) >> 4;
if (m2 == 0) image |= 0x3178000;
if (m2 > 1) image += 4;
}
@@ -960,7 +963,7 @@ static void TileLoop_Road(uint tile)
if (_map5[tile] & 0xE0)
return;
if ((_map2[tile] & 7) < 6) {
if (((_map3_hi[tile] & 0x70) >> 4) < 6) {
t = ClosestTownFromTile(tile, (uint)-1);
grp = 0;
if (t != NULL) {
@@ -976,7 +979,7 @@ static void TileLoop_Road(uint tile)
!(DistanceManhattan(t->xy, tile) >= 8 && grp == 0) &&
(_map5[tile]==5 || _map5[tile]==10)) {
if (GetTileSlope(tile, NULL) == 0 && EnsureNoVehicle(tile) && CHANCE16(1,20)) {
_map2[tile] = ((_map2[tile]&7) <= 1) ? 6 : 7;
_map3_hi[tile] |= ((((_map3_hi[tile] & 0x70) >> 4 ) <= 2) ? 7 : 6) << 4;
SndPlayTileFx(SND_21_JACKHAMMER, tile);
CreateEffectVehicleAbove(
@@ -992,7 +995,7 @@ static void TileLoop_Road(uint tile)
{
const byte *p = (_opt.landscape == LT_CANDY) ? _town_road_types_2[grp] : _town_road_types[grp];
byte b = _map2[tile] & 7;
byte b = (_map3_hi[tile] & 0x70) >> 4;
if (b == p[0])
return;
@@ -1004,18 +1007,23 @@ static void TileLoop_Road(uint tile)
} else {
b = 0;
}
_map2[tile] = (_map2[tile] & ~7) | b;
_map3_hi[tile] = (_map3_hi[tile] & ~0x70) | (b << 4);
MarkTileDirtyByTile(tile);
}
} else {
// Handle road work
//XXX undocumented
uint16 b = _map2[tile];
if (b < 0x80) {
_map2[tile] = b + 8;
byte b = _map3_hi[tile];
//roadworks take place only
//keep roadworks running for 16 loops
//lower 4 bits of map3_hi store the counter now
if ((b & 0xF) != 0xF) {
_map3_hi[tile] = b + 1;
return;
}
_map2[tile] = ((b&7) == 6) ? 1 : 2;
//roadworks finished
_map3_hi[tile] = ((((b& 0x70) >> 4)== 6) ? 1 : 2) << 4;
MarkTileDirtyByTile(tile);
}
}
@@ -1042,7 +1050,7 @@ static uint32 GetTileTrackStatus_Road(uint tile, TransportType mode) {
byte b = _map5[tile];
if ((b & 0xF0) == 0) {
/* Ordinary road */
if (!_road_special_gettrackstatus && (_map2[tile]&7) >= 6)
if (!_road_special_gettrackstatus && ((_map3_hi[tile]&0x70) >> 4) >= 6)
return 0;
return _road_trackbits[b&0xF] * 0x101;
} else if ((b&0xF0) == 0x10) {
@@ -1077,7 +1085,7 @@ static void GetTileDesc_Road(uint tile, TileDesc *td)
{
int i = (_map5[tile] >> 4);
if (i == 0)
i = (_map2[tile] & 7) + 3;
i = ((_map3_hi[tile] & 0x70) >> 4) + 3;
td->str = _road_tile_strings[i - 1];
td->owner = _map_owner[tile];
}