mirror of https://github.com/OpenTTD/OpenTTD
284 lines
8.7 KiB
C++
284 lines
8.7 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file map.cpp Base functions related to the map and distances on them. */
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#include "stdafx.h"
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#include "debug.h"
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#include "water_map.h"
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#include "error_func.h"
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#include "string_func.h"
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#include "pathfinder/water_regions.h"
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#include "safeguards.h"
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/* static */ uint Map::log_x; ///< 2^_map_log_x == _map_size_x
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/* static */ uint Map::log_y; ///< 2^_map_log_y == _map_size_y
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/* static */ uint Map::size_x; ///< Size of the map along the X
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/* static */ uint Map::size_y; ///< Size of the map along the Y
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/* static */ uint Map::size; ///< The number of tiles on the map
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/* static */ uint Map::tile_mask; ///< _map_size - 1 (to mask the mapsize)
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/* static */ std::unique_ptr<Tile::TileBase[]> Tile::base_tiles; ///< Base tiles of the map
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/* static */ std::unique_ptr<Tile::TileExtended[]> Tile::extended_tiles; ///< Extended tiles of the map
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/**
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* (Re)allocates a map with the given dimension
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* @param size_x the width of the map along the NE/SW edge
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* @param size_y the 'height' of the map along the SE/NW edge
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*/
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/* static */ void Map::Allocate(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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* size of both axes is a power of 2. */
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if (!IsInsideMM(size_x, MIN_MAP_SIZE, MAX_MAP_SIZE + 1) ||
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!IsInsideMM(size_y, MIN_MAP_SIZE, MAX_MAP_SIZE + 1) ||
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(size_x & (size_x - 1)) != 0 ||
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(size_y & (size_y - 1)) != 0) {
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FatalError("Invalid map size");
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}
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Debug(map, 1, "Allocating map of size {}x{}", size_x, size_y);
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Map::log_x = FindFirstBit(size_x);
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Map::log_y = FindFirstBit(size_y);
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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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Tile::base_tiles = std::make_unique<Tile::TileBase[]>(Map::size);
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Tile::extended_tiles = std::make_unique<Tile::TileExtended[]>(Map::size);
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AllocateWaterRegions();
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}
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#ifdef _DEBUG
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TileIndex TileAdd(TileIndex tile, TileIndexDiff offset)
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{
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int dx = offset & Map::MaxX();
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if (dx >= (int)Map::SizeX() / 2) dx -= Map::SizeX();
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int dy = (offset - dx) / (int)Map::SizeX();
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uint32_t x = TileX(tile) + dx;
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uint32_t y = TileY(tile) + dy;
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assert(x < Map::SizeX());
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assert(y < Map::SizeY());
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assert(TileXY(x, y) == Map::WrapToMap(tile + offset));
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return TileXY(x, y);
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}
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#endif
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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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*
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* @param tile the 'starting' point of the adding
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* @param addx the amount of tiles in the X direction to add
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* @param addy the amount of tiles in the Y direction to add
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* @return translated tile, or INVALID_TILE when it would've wrapped.
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*/
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TileIndex TileAddWrap(TileIndex tile, int addx, int addy)
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{
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uint x = TileX(tile) + addx;
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uint y = TileY(tile) + addy;
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/* Disallow void tiles at the north border. */
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if ((x == 0 || y == 0) && _settings_game.construction.freeform_edges) return INVALID_TILE;
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/* Are we about to wrap? */
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if (x >= Map::MaxX() || y >= Map::MaxY()) return INVALID_TILE;
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return TileXY(x, y);
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}
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/** 'Lookup table' for tile offsets given an Axis */
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extern const TileIndexDiffC _tileoffs_by_axis[] = {
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{ 1, 0}, ///< AXIS_X
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{ 0, 1}, ///< AXIS_Y
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};
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/** 'Lookup table' for tile offsets given a DiagDirection */
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extern const TileIndexDiffC _tileoffs_by_diagdir[] = {
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{-1, 0}, ///< DIAGDIR_NE
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{ 0, 1}, ///< DIAGDIR_SE
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{ 1, 0}, ///< DIAGDIR_SW
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{ 0, -1} ///< DIAGDIR_NW
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};
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/** 'Lookup table' for tile offsets given a Direction */
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extern const TileIndexDiffC _tileoffs_by_dir[] = {
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{-1, -1}, ///< DIR_N
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{-1, 0}, ///< DIR_NE
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{-1, 1}, ///< DIR_E
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{ 0, 1}, ///< DIR_SE
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{ 1, 1}, ///< DIR_S
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{ 1, 0}, ///< DIR_SW
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{ 1, -1}, ///< DIR_W
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{ 0, -1} ///< DIR_NW
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};
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/**
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* Gets the Manhattan distance between the two given tiles.
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* The Manhattan distance is the sum of the delta of both the
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* X and Y component.
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* Also known as L1-Norm
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* @param t0 the start tile
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* @param t1 the end tile
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* @return the distance
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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 = Delta(TileX(t0), TileX(t1));
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const uint dy = Delta(TileY(t0), TileY(t1));
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return dx + dy;
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}
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/**
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* Gets the 'Square' distance between the two given tiles.
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* The 'Square' distance is the square of the shortest (straight line)
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* distance between the two tiles.
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* Also known as Euclidean- or L2-Norm squared.
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* @param t0 the start tile
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* @param t1 the end tile
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* @return the distance
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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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/**
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* Gets the biggest distance component (x or y) between the two given tiles.
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* Also known as L-Infinity-Norm.
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* @param t0 the start tile
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* @param t1 the end tile
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* @return the distance
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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 = Delta(TileX(t0), TileX(t1));
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const uint dy = Delta(TileY(t0), TileY(t1));
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return std::max(dx, dy);
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}
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/**
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* Gets the biggest distance component (x or y) between the two given tiles
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* plus the Manhattan distance, i.e. two times the biggest distance component
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* and once the smallest component.
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* @param t0 the start tile
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* @param t1 the end tile
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* @return the distance
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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 = Delta(TileX(t0), TileX(t1));
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const uint dy = Delta(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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/**
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* Param the minimum distance to an edge
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* @param tile the tile to get the distance from
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* @return the distance from the edge in tiles
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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 = Map::SizeX() - 1 - xl;
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const uint yh = Map::SizeY() - 1 - yl;
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const uint minl = std::min(xl, yl);
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const uint minh = std::min(xh, yh);
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return std::min(minl, minh);
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}
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/**
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* Gets the distance to the edge of the map in given direction.
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* @param tile the tile to get the distance from
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* @param dir the direction of interest
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* @return the distance from the edge in tiles
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*/
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uint DistanceFromEdgeDir(TileIndex tile, DiagDirection dir)
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{
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switch (dir) {
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case DIAGDIR_NE: return TileX(tile) - (_settings_game.construction.freeform_edges ? 1 : 0);
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case DIAGDIR_NW: return TileY(tile) - (_settings_game.construction.freeform_edges ? 1 : 0);
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case DIAGDIR_SW: return Map::MaxX() - TileX(tile) - 1;
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case DIAGDIR_SE: return Map::MaxY() - TileY(tile) - 1;
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default: NOT_REACHED();
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}
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}
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/**
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* Finds the distance for the closest tile with water/land given a tile
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* @param tile the tile to find the distance too
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* @param water whether to find water or land
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* @return distance to nearest water (max 0x7F) / land (max 0x1FF; 0x200 if there is no land)
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*/
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uint GetClosestWaterDistance(TileIndex tile, bool water)
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{
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if (HasTileWaterGround(tile) == water) return 0;
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uint max_dist = water ? 0x7F : 0x200;
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int x = TileX(tile);
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int y = TileY(tile);
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uint max_x = Map::MaxX();
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uint max_y = Map::MaxY();
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uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0;
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/* go in a 'spiral' with increasing manhattan distance in each iteration */
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for (uint dist = 1; dist < max_dist; dist++) {
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/* next 'diameter' */
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y--;
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/* going counter-clockwise around this square */
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for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
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static const int8_t ddx[DIAGDIR_END] = { -1, 1, 1, -1};
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static const int8_t ddy[DIAGDIR_END] = { 1, 1, -1, -1};
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int dx = ddx[dir];
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int dy = ddy[dir];
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/* each side of this square has length 'dist' */
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for (uint a = 0; a < dist; a++) {
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/* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/
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if (IsInsideMM(x, min_xy, max_x) && IsInsideMM(y, min_xy, max_y)) {
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TileIndex t = TileXY(x, y);
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if (HasTileWaterGround(t) == water) return dist;
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}
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x += dx;
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y += dy;
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}
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}
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}
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if (!water) {
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/* no land found - is this a water-only map? */
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for (const auto t : Map::Iterate()) {
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if (!IsTileType(t, MP_VOID) && !IsTileType(t, MP_WATER)) return 0x1FF;
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}
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}
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return max_dist;
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}
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