mirror of https://github.com/OpenTTD/OpenTTD
(svn r7198) -Codechange: Implement a circular tile search function.
Just provide the number of tiles per side, a pointer to a test function, the tile to start searching and voila. Fixes [FS#364] by removing a lengthy and suboptimal random search pattern. Thanks Rubidium.release/0.5
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c26dc76a7d
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@ -845,29 +845,14 @@ static void MaybePlantFarmField(const Industry *i)
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if (CHANCE16(1, 8)) PlantRandomFarmField(i);
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if (CHANCE16(1, 8)) PlantRandomFarmField(i);
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}
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}
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static void ChopLumberMillTrees(Industry *i)
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/**
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* Search callback function for ChopLumberMillTrees
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* @param tile to test
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* @param data that is passed by the caller. In this case, nothing
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* @result of the test
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*/
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static bool SearchLumberMillTrees(TileIndex tile, uint32 data)
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{
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{
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static const TileIndexDiffC _chop_dir[] = {
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{ 0, 1},
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{ 1, 0},
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{ 0, -1},
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{-1, 0}
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};
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TileIndex tile = i->xy;
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int a;
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if (!IsIndustryCompleted(tile)) return;
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/* search outwards as a rectangular spiral */
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for (a = 1; a != 41; a += 2) {
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uint dir;
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for (dir = 0; dir != 4; dir++) {
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int j = a;
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do {
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tile = TILE_MASK(tile);
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if (IsTileType(tile, MP_TREES)) {
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if (IsTileType(tile, MP_TREES)) {
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PlayerID old_player = _current_player;
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PlayerID old_player = _current_player;
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/* found a tree */
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/* found a tree */
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@ -880,16 +865,24 @@ static void ChopLumberMillTrees(Industry *i)
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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SetTropicZone(tile, TROPICZONE_INVALID);
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SetTropicZone(tile, TROPICZONE_INVALID);
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i->cargo_waiting[0] = min(0xffff, i->cargo_waiting[0] + 45);
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_current_player = old_player;
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_current_player = old_player;
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return;
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return true;
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}
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}
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tile += ToTileIndexDiff(_chop_dir[dir]);
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return false;
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} while (--j);
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}
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tile -= TileDiffXY(1, 1);
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}
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}
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/**
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* Perform a circular search around the Lumber Mill in order to find trees to cut
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* @param i industry
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*/
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static void ChopLumberMillTrees(Industry *i)
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{
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TileIndex tile = i->xy;
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if (!IsIndustryCompleted(tile)) return; ///< Can't proceed if not completed
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if (CircularTileSearch(tile, 40, SearchLumberMillTrees, 0)) ///< 40x40 tiles to search
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i->cargo_waiting[0] = min(0xffff, i->cargo_waiting[0] + 45); ///< Found a tree, add according value to waiting cargo
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}
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}
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static const byte _industry_sounds[37][2] = {
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static const byte _industry_sounds[37][2] = {
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38
main_gui.c
38
main_gui.c
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@ -1564,28 +1564,26 @@ static bool AnyTownExists(void)
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extern Industry *CreateNewIndustry(TileIndex tile, int type);
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extern Industry *CreateNewIndustry(TileIndex tile, int type);
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/**
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* Search callback function for TryBuildIndustry
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* @param tile to test
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* @param data that is passed by the caller. In this case, the type of industry been tested
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* @result of the operation
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*/
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static bool SearchTileForIndustry(TileIndex tile, uint32 data)
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{
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return CreateNewIndustry(tile, data) != NULL;
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}
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/**
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* Perform a 9*9 tiles circular search around a tile
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* in order to find a suitable zone to create the desired industry
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* @param tile to start search for
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* @param type of the desired industry
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*/
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static bool TryBuildIndustry(TileIndex tile, int type)
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static bool TryBuildIndustry(TileIndex tile, int type)
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{
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{
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int n;
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return CircularTileSearch(tile, 9, SearchTileForIndustry, type);
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if (CreateNewIndustry(tile, type)) return true;
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n = 100;
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do {
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if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 1), type)) return true;
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} while (--n);
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n = 200;
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do {
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if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 2), type)) return true;
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} while (--n);
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n = 700;
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do {
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if (CreateNewIndustry(AdjustTileCoordRandomly(tile, 4), type)) return true;
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} while (--n);
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return false;
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}
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}
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65
map.c
65
map.c
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@ -6,6 +6,7 @@
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#include "functions.h"
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#include "functions.h"
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#include "macros.h"
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#include "macros.h"
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#include "map.h"
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#include "map.h"
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#include "direction.h"
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#if defined(_MSC_VER) && _MSC_VER >= 1400 /* VStudio 2005 is stupid! */
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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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/* Why the hell is that not in all MSVC headers?? */
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@ -179,3 +180,67 @@ uint DistanceFromEdge(TileIndex tile)
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const uint minh = xh < yh ? xh : yh;
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const uint minh = xh < yh ? xh : yh;
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return minl < minh ? minl : minh;
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return minl < minh ? minl : minh;
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}
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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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* @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 successfull, 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 successfulll?
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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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}
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3
map.h
3
map.h
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@ -176,6 +176,9 @@ static inline TileIndexDiff TileOffsByDir(uint dir)
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return ToTileIndexDiff(_tileoffs_by_dir[dir]);
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return ToTileIndexDiff(_tileoffs_by_dir[dir]);
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}
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}
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typedef bool TestTileOnSearchProc(TileIndex tile, uint32 data);
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bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data);
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/* Approximation of the length of a straight track, relative to a diagonal
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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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* 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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* stay integer. (no runtime float operations) Is this needed?
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46
town_cmd.c
46
town_cmd.c
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@ -1476,39 +1476,27 @@ static bool DoBuildStatueOfCompany(TileIndex tile)
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return true;
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return true;
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}
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}
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/**
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* Search callback function for TownActionBuildStatue
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* @param data that is passed by the caller. In this case, nothing
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* @result of the test
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*/
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static bool SearchTileForStatue(TileIndex tile, uint32 data)
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{
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return DoBuildStatueOfCompany(tile);
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}
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/**
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* Perform a 9x9 tiles circular search from the center of the town
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* in order to find a free tile to place a statue
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* @param t town to search in
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*/
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static void TownActionBuildStatue(Town* t)
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static void TownActionBuildStatue(Town* t)
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{
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{
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// Layouted as an outward spiral
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static const TileIndexDiffC _statue_tiles[] = {
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{-1, 0},
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{ 0, 1},
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{ 1, 0}, { 1, 0},
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{ 0,-1}, { 0,-1},
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{-1, 0}, {-1, 0}, {-1, 0},
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{ 0, 1}, { 0, 1}, { 0, 1},
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{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
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{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
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{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
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{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
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{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
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{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
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{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
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{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
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{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
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{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
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{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
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{ 0, 0}
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};
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TileIndex tile = t->xy;
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TileIndex tile = t->xy;
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const TileIndexDiffC *p;
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for (p = _statue_tiles; p != endof(_statue_tiles); ++p) {
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if (CircularTileSearch(tile, 9, SearchTileForStatue, 0))
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if (DoBuildStatueOfCompany(tile)) {
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SETBIT(t->statues, _current_player); ///< Once found and built, "inform" the Town
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SETBIT(t->statues, _current_player);
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return;
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}
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tile = TILE_ADD(tile, ToTileIndexDiff(*p));
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}
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}
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}
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static void TownActionFundBuildings(Town* t)
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static void TownActionFundBuildings(Town* t)
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