Show snow on depot tiles. (Looks weird my ass)
[openttd-joker.git] / src / map.cpp
blob724aaef421c6280d2a3da1f8055fdb328086f55c
1 /* $Id: map.cpp 23740 2012-01-03 21:32:51Z rubidium $ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file map.cpp Base functions related to the map and distances on them. */
12 #include "stdafx.h"
13 #include "debug.h"
14 #include "core/alloc_func.hpp"
15 #include "water_map.h"
16 #include "string_func.h"
18 #include "safeguards.h"
20 #if defined(_MSC_VER)
21 /* Why the hell is that not in all MSVC headers?? */
22 extern "C" _CRTIMP void __cdecl _assert(void *, void *, unsigned);
23 #endif
25 uint _map_log_x; ///< 2^_map_log_x == _map_size_x
26 uint _map_log_y; ///< 2^_map_log_y == _map_size_y
27 uint _map_size_x; ///< Size of the map along the X
28 uint _map_size_y; ///< Size of the map along the Y
29 uint _map_size; ///< The number of tiles on the map
30 uint _map_tile_mask; ///< _map_size - 1 (to mask the mapsize)
32 Tile *_m = nullptr; ///< Tiles of the map
33 TileExtended *_me = nullptr; ///< Extended Tiles of the map
36 /**
37 * (Re)allocates a map with the given dimension
38 * @param size_x the width of the map along the NE/SW edge
39 * @param size_y the 'height' of the map along the SE/NW edge
41 void AllocateMap(uint size_x, uint size_y)
43 /* Make sure that the map size is within the limits and that
44 * size of both axes is a power of 2. */
45 if (!IsInsideMM(size_x, MIN_MAP_SIZE, MAX_MAP_SIZE + 1) ||
46 !IsInsideMM(size_y, MIN_MAP_SIZE, MAX_MAP_SIZE + 1) ||
47 (size_x & (size_x - 1)) != 0 ||
48 (size_y & (size_y - 1)) != 0) {
49 error("Invalid map size");
52 DEBUG(map, 1, "Allocating map of size %dx%d", size_x, size_y);
54 _map_log_x = FindFirstBit(size_x);
55 _map_log_y = FindFirstBit(size_y);
56 _map_size_x = size_x;
57 _map_size_y = size_y;
58 _map_size = size_x * size_y;
59 _map_tile_mask = _map_size - 1;
61 free(_m);
62 free(_me);
64 _m = CallocT<Tile>(_map_size);
65 _me = CallocT<TileExtended>(_map_size);
69 #ifdef _DEBUG
70 TileIndex TileAdd(TileIndex tile, TileIndexDiff add,
71 const char *exp, const char *file, int line)
73 int dx;
74 int dy;
75 uint x;
76 uint y;
78 dx = add & MapMaxX();
79 if (dx >= (int)MapSizeX() / 2) dx -= MapSizeX();
80 dy = (add - dx) / (int)MapSizeX();
82 x = TileX(tile) + dx;
83 y = TileY(tile) + dy;
85 if (x >= MapSizeX() || y >= MapSizeY()) {
86 char buf[512];
88 seprintf(buf, lastof(buf), "TILE_ADD(%s) when adding 0x%.4X and 0x%.4X failed",
89 exp, tile, add);
90 #if !defined(_MSC_VER) || defined(WINCE)
91 fprintf(stderr, "%s:%d %s\n", file, line, buf);
92 #else
93 _assert(buf, (char*)file, line);
94 #endif
97 assert(TileXY(x, y) == TILE_MASK(tile + add));
99 return TileXY(x, y);
101 #endif
104 * This function checks if we add addx/addy to tile, if we
105 * do wrap around the edges. For example, tile = (10,2) and
106 * addx = +3 and addy = -4. This function will now return
107 * INVALID_TILE, because the y is wrapped. This is needed in
108 * for example, farmland. When the tile is not wrapped,
109 * the result will be tile + TileDiffXY(addx, addy)
111 * @param tile the 'starting' point of the adding
112 * @param addx the amount of tiles in the X direction to add
113 * @param addy the amount of tiles in the Y direction to add
114 * @return translated tile, or INVALID_TILE when it would've wrapped.
116 TileIndex TileAddWrap(TileIndex tile, int addx, int addy)
118 uint x = TileX(tile) + addx;
119 uint y = TileY(tile) + addy;
121 /* Disallow void tiles at the north border. */
122 if ((x == 0 || y == 0) && _settings_game.construction.freeform_edges) return INVALID_TILE;
124 /* Are we about to wrap? */
125 if (x >= MapMaxX() || y >= MapMaxY()) return INVALID_TILE;
127 return TileXY(x, y);
130 /** 'Lookup table' for tile offsets given a DiagDirection */
131 extern const TileIndexDiffC _tileoffs_by_diagdir[] = {
132 {-1, 0}, ///< DIAGDIR_NE
133 { 0, 1}, ///< DIAGDIR_SE
134 { 1, 0}, ///< DIAGDIR_SW
135 { 0, -1} ///< DIAGDIR_NW
138 /** 'Lookup table' for tile offsets given a Direction */
139 extern const TileIndexDiffC _tileoffs_by_dir[] = {
140 {-1, -1}, ///< DIR_N
141 {-1, 0}, ///< DIR_NE
142 {-1, 1}, ///< DIR_E
143 { 0, 1}, ///< DIR_SE
144 { 1, 1}, ///< DIR_S
145 { 1, 0}, ///< DIR_SW
146 { 1, -1}, ///< DIR_W
147 { 0, -1} ///< DIR_NW
150 uint DistanceEuclidean(TileIndex t0, TileIndex t1)
152 return IntSqrt( DistanceSquare(t0, t1) );
156 * Gets the 'as the plane flies' distance between the two given tiles.
157 * @param t0 the start tile
158 * @param t1 the end tile
159 * @return the distance
161 uint DistanceOpenTTD(TileIndex t0, TileIndex t1)
163 const uint dx = Delta(TileX(t0), TileX(t1));
164 const uint dy = Delta(TileY(t0), TileY(t1));
166 return DistanceEuclidean(t0, TileXY( TileX(t0) + minu(dx, dy), TileY(t0) + minu(dx, dy) )) + Delta(dx, dy);
170 * Gets the Manhattan distance between the two given tiles.
171 * The Manhattan distance is the sum of the delta of both the
172 * X and Y component.
173 * Also known as L1-Norm
174 * @param t0 the start tile
175 * @param t1 the end tile
176 * @return the distance
178 uint DistanceManhattan(TileIndex t0, TileIndex t1)
180 const uint dx = Delta(TileX(t0), TileX(t1));
181 const uint dy = Delta(TileY(t0), TileY(t1));
182 return dx + dy;
187 * Gets the 'Square' distance between the two given tiles.
188 * The 'Square' distance is the square of the shortest (straight line)
189 * distance between the two tiles.
190 * Also known as euclidian- or L2-Norm squared.
191 * @param t0 the start tile
192 * @param t1 the end tile
193 * @return the distance
195 uint DistanceSquare(TileIndex t0, TileIndex t1)
197 const int dx = TileX(t0) - TileX(t1);
198 const int dy = TileY(t0) - TileY(t1);
199 return dx * dx + dy * dy;
204 * Gets the biggest distance component (x or y) between the two given tiles.
205 * Also known as L-Infinity-Norm.
206 * @param t0 the start tile
207 * @param t1 the end tile
208 * @return the distance
210 uint DistanceMax(TileIndex t0, TileIndex t1)
212 const uint dx = Delta(TileX(t0), TileX(t1));
213 const uint dy = Delta(TileY(t0), TileY(t1));
214 return max(dx, dy);
219 * Gets the biggest distance component (x or y) between the two given tiles
220 * plus the Manhattan distance, i.e. two times the biggest distance component
221 * and once the smallest component.
222 * @param t0 the start tile
223 * @param t1 the end tile
224 * @return the distance
226 uint DistanceMaxPlusManhattan(TileIndex t0, TileIndex t1)
228 const uint dx = Delta(TileX(t0), TileX(t1));
229 const uint dy = Delta(TileY(t0), TileY(t1));
230 return dx > dy ? 2 * dx + dy : 2 * dy + dx;
234 * Param the minimum distance to an edge
235 * @param tile the tile to get the distance from
236 * @return the distance from the edge in tiles
238 uint DistanceFromEdge(TileIndex tile)
240 const uint xl = TileX(tile);
241 const uint yl = TileY(tile);
242 const uint xh = MapSizeX() - 1 - xl;
243 const uint yh = MapSizeY() - 1 - yl;
244 const uint minl = min(xl, yl);
245 const uint minh = min(xh, yh);
246 return min(minl, minh);
250 * Gets the distance to the edge of the map in given direction.
251 * @param tile the tile to get the distance from
252 * @param dir the direction of interest
253 * @return the distance from the edge in tiles
255 uint DistanceFromEdgeDir(TileIndex tile, DiagDirection dir)
257 switch (dir) {
258 case DIAGDIR_NE: return TileX(tile) - (_settings_game.construction.freeform_edges ? 1 : 0);
259 case DIAGDIR_NW: return TileY(tile) - (_settings_game.construction.freeform_edges ? 1 : 0);
260 case DIAGDIR_SW: return MapMaxX() - TileX(tile) - 1;
261 case DIAGDIR_SE: return MapMaxY() - TileY(tile) - 1;
262 default: NOT_REACHED();
267 * Function performing a search around a center tile and going outward, thus in circle.
268 * Although it really is a square search...
269 * Every tile will be tested by means of the callback function proc,
270 * which will determine if yes or no the given tile meets criteria of search.
271 * @param tile to start the search from. Upon completion, it will return the tile matching the search
272 * @param size: number of tiles per side of the desired search area
273 * @param proc: callback testing function pointer.
274 * @param user_data to be passed to the callback function. Depends on the implementation
275 * @return result of the search
276 * @pre proc != nullptr
277 * @pre size > 0
279 bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
281 assert(proc != nullptr);
282 assert(size > 0);
284 if (size % 2 == 1) {
285 /* If the length of the side is uneven, the center has to be checked
286 * separately, as the pattern of uneven sides requires to go around the center */
287 if (proc(*tile, user_data)) return true;
289 /* If tile test is not successful, get one tile up,
290 * ready for a test in first circle around center tile */
291 *tile = CircularTileSearch(TileX(*tile) - 1, TileY(*tile) - 1, size / 2, 1, 1, proc, user_data);
292 } else {
293 *tile = CircularTileSearch(TileX(*tile), TileY(*tile), size / 2, 0, 0, proc, user_data);
296 return *tile != INVALID_TILE;
300 * Generalized circular search allowing for rectangles and a hole.
301 * Function performing a search around a center rectangle and going outward.
302 * The center rectangle is left out from the search. To do a rectangular search
303 * without a hole, set either h or w to zero.
304 * Every tile will be tested by means of the callback function proc,
305 * which will determine if yes or no the given tile meets criteria of search.
306 * @param x X coordinate of the tile directly north of the hole.
307 * @param y Y coordinate of the tile directly north of the hole.
308 * @param radius How many tiles to search outwards. Note: This is a radius and thus different
309 * from the size parameter of the other CircularTileSearch function, which is a diameter.
310 * @param w the width of the inner rectangle
311 * @param h the height of the inner rectangle
312 * @param proc callback testing function pointer.
313 * @param user_data to be passed to the callback function. Depends on the implementation
314 * @return The tile matching the search or INVALID_TILE.
315 * @pre proc != nullptr
316 * @pre radius > 0
318 TileIndex CircularTileSearch(int x, int y, uint radius, uint w, uint h, TestTileOnSearchProc proc, void *user_data)
320 assert(proc != nullptr);
321 assert(radius > 0);
323 x += w + 1;
325 const uint extent[DIAGDIR_END] = { w, h, w, h };
327 for (uint n = 0; n < radius; n++) {
328 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
329 /* Is the tile within the map? */
330 for (uint j = extent[dir] + n * 2 + 1; j != 0; j--) {
331 if (IsInsideBS(x, 0, MapSizeX()) && IsInsideBS(y, 0, MapSizeY())) {
332 TileIndex t = TileXY(x, y);
333 /* Is the callback successful? */
334 if (proc(t, user_data)) {
335 /* Stop the search */
336 return t;
340 /* Step to the next 'neighbour' in the circular line */
341 x += _tileoffs_by_diagdir[dir].x;
342 y += _tileoffs_by_diagdir[dir].y;
345 /* Jump to next circle to test */
346 x += _tileoffs_by_dir[DIR_W].x;
347 y += _tileoffs_by_dir[DIR_W].y;
350 return INVALID_TILE;
354 * Finds the distance for the closest tile with water/land given a tile
355 * @param tile the tile to find the distance too
356 * @param water whether to find water or land
357 * @return distance to nearest water (max 0x7F) / land (max 0x1FF; 0x200 if there is no land)
359 uint GetClosestWaterDistance(TileIndex tile, bool water)
361 if (HasTileWaterGround(tile) == water) return 0;
363 uint max_dist = water ? 0x7F : 0x200;
365 int x = TileX(tile);
366 int y = TileY(tile);
368 uint max_x = MapMaxX();
369 uint max_y = MapMaxY();
370 uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0;
372 /* go in a 'spiral' with increasing manhattan distance in each iteration */
373 for (uint dist = 1; dist < max_dist; dist++) {
374 /* next 'diameter' */
375 y--;
377 /* going counter-clockwise around this square */
378 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
379 static const int8 ddx[DIAGDIR_END] = { -1, 1, 1, -1};
380 static const int8 ddy[DIAGDIR_END] = { 1, 1, -1, -1};
382 int dx = ddx[dir];
383 int dy = ddy[dir];
385 /* each side of this square has length 'dist' */
386 for (uint a = 0; a < dist; a++) {
387 /* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/
388 if (IsInsideMM(x, min_xy, max_x) && IsInsideMM(y, min_xy, max_y)) {
389 TileIndex t = TileXY(x, y);
390 if (HasTileWaterGround(t) == water) return dist;
392 x += dx;
393 y += dy;
398 if (!water) {
399 /* no land found - is this a water-only map? */
400 for (TileIndex t = 0; t < MapSize(); t++) {
401 if (!IsTileType(t, MP_VOID) && !IsTileType(t, MP_WATER)) return 0x1FF;
405 return max_dist;