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(svn r14528) -Codechange: cache the closest town for all road tiles instead of only roads owned by tiles. This replaces a O(n) search over all towns from the road's tileloop with a O(1) lookup (PhilSophus)
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@@ -513,6 +513,7 @@
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<td valign=top nowrap> </td>
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<td>
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<ul>
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<li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if not yet calculated)</li>
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<li>m3 bit 7 set = on snow or desert</li>
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<li>m7 bits 7..5: present road types
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<table>
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@@ -534,7 +535,6 @@
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</li>
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<li>m5 bits 7 clear: road or level-crossing
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<ul>
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<li>m2: Index into the array of towns, 0 for non-town roads</li>
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<li>m3 bits 6..4:
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<table>
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<tr>
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@@ -157,7 +157,7 @@ the array so you can quickly see what is used and what is not.
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<td class="caption">road depot</td>
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<td class="bits">-inherit-</td>
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<td class="bits">-inherit-</td>
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<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
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<td class="bits">-inherit-</td>
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<td class="bits">X<span class="free">OOO OOOO</span></td>
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<td class="bits"><span class="free">OOOO OOOO</span></td>
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<td class="bits">XX<span class="free">OO OO</span>XX</td>
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