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/>.
10 /** @file map.cpp Base functions related to the map and distances on them. */
14 #include "core/alloc_func.hpp"
15 #include "water_map.h"
16 #include "string_func.h"
18 #include "safeguards.h"
21 /* Why the hell is that not in all MSVC headers?? */
22 extern "C" _CRTIMP
void __cdecl
_assert(void *, void *, unsigned);
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
= NULL
; ///< Tiles of the map
33 TileExtended
*_me
= NULL
; ///< Extended Tiles of the map
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
);
58 _map_size
= size_x
* size_y
;
59 _map_tile_mask
= _map_size
- 1;
64 _m
= CallocT
<Tile
>(_map_size
);
65 _me
= CallocT
<TileExtended
>(_map_size
);
70 TileIndex
TileAdd(TileIndex tile
, TileIndexDiff add
,
71 const char *exp
, const char *file
, int line
)
79 if (dx
>= (int)MapSizeX() / 2) dx
-= MapSizeX();
80 dy
= (add
- dx
) / (int)MapSizeX();
85 if (x
>= MapSizeX() || y
>= MapSizeY()) {
88 seprintf(buf
, lastof(buf
), "TILE_ADD(%s) when adding 0x%.4X and 0x%.4X failed",
90 #if !defined(_MSC_VER) || defined(WINCE)
91 fprintf(stderr
, "%s:%d %s\n", file
, line
, buf
);
93 _assert(buf
, (char*)file
, line
);
97 assert(TileXY(x
, y
) == TILE_MASK(tile
+ add
));
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
;
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
[] = {
151 * Gets the Manhattan distance between the two given tiles.
152 * The Manhattan distance is the sum of the delta of both the
154 * Also known as L1-Norm
155 * @param t0 the start tile
156 * @param t1 the end tile
157 * @return the distance
159 uint
DistanceManhattan(TileIndex t0
, TileIndex t1
)
161 const uint dx
= Delta(TileX(t0
), TileX(t1
));
162 const uint dy
= Delta(TileY(t0
), TileY(t1
));
168 * Gets the 'Square' distance between the two given tiles.
169 * The 'Square' distance is the square of the shortest (straight line)
170 * distance between the two tiles.
171 * Also known as euclidian- or L2-Norm squared.
172 * @param t0 the start tile
173 * @param t1 the end tile
174 * @return the distance
176 uint
DistanceSquare(TileIndex t0
, TileIndex t1
)
178 const int dx
= TileX(t0
) - TileX(t1
);
179 const int dy
= TileY(t0
) - TileY(t1
);
180 return dx
* dx
+ dy
* dy
;
185 * Gets the biggest distance component (x or y) between the two given tiles.
186 * Also known as L-Infinity-Norm.
187 * @param t0 the start tile
188 * @param t1 the end tile
189 * @return the distance
191 uint
DistanceMax(TileIndex t0
, TileIndex t1
)
193 const uint dx
= Delta(TileX(t0
), TileX(t1
));
194 const uint dy
= Delta(TileY(t0
), TileY(t1
));
200 * Gets the biggest distance component (x or y) between the two given tiles
201 * plus the Manhattan distance, i.e. two times the biggest distance component
202 * and once the smallest component.
203 * @param t0 the start tile
204 * @param t1 the end tile
205 * @return the distance
207 uint
DistanceMaxPlusManhattan(TileIndex t0
, TileIndex t1
)
209 const uint dx
= Delta(TileX(t0
), TileX(t1
));
210 const uint dy
= Delta(TileY(t0
), TileY(t1
));
211 return dx
> dy
? 2 * dx
+ dy
: 2 * dy
+ dx
;
215 * Param the minimum distance to an edge
216 * @param tile the tile to get the distance from
217 * @return the distance from the edge in tiles
219 uint
DistanceFromEdge(TileIndex tile
)
221 const uint xl
= TileX(tile
);
222 const uint yl
= TileY(tile
);
223 const uint xh
= MapSizeX() - 1 - xl
;
224 const uint yh
= MapSizeY() - 1 - yl
;
225 const uint minl
= min(xl
, yl
);
226 const uint minh
= min(xh
, yh
);
227 return min(minl
, minh
);
231 * Gets the distance to the edge of the map in given direction.
232 * @param tile the tile to get the distance from
233 * @param dir the direction of interest
234 * @return the distance from the edge in tiles
236 uint
DistanceFromEdgeDir(TileIndex tile
, DiagDirection dir
)
239 case DIAGDIR_NE
: return TileX(tile
) - (_settings_game
.construction
.freeform_edges
? 1 : 0);
240 case DIAGDIR_NW
: return TileY(tile
) - (_settings_game
.construction
.freeform_edges
? 1 : 0);
241 case DIAGDIR_SW
: return MapMaxX() - TileX(tile
) - 1;
242 case DIAGDIR_SE
: return MapMaxY() - TileY(tile
) - 1;
243 default: NOT_REACHED();
248 * Function performing a search around a center tile and going outward, thus in circle.
249 * Although it really is a square search...
250 * Every tile will be tested by means of the callback function proc,
251 * which will determine if yes or no the given tile meets criteria of search.
252 * @param tile to start the search from. Upon completion, it will return the tile matching the search
253 * @param size: number of tiles per side of the desired search area
254 * @param proc: callback testing function pointer.
255 * @param user_data to be passed to the callback function. Depends on the implementation
256 * @return result of the search
260 bool CircularTileSearch(TileIndex
*tile
, uint size
, TestTileOnSearchProc proc
, void *user_data
)
262 assert(proc
!= NULL
);
266 /* If the length of the side is uneven, the center has to be checked
267 * separately, as the pattern of uneven sides requires to go around the center */
268 if (proc(*tile
, user_data
)) return true;
270 /* If tile test is not successful, get one tile up,
271 * ready for a test in first circle around center tile */
272 *tile
= TILE_ADD(*tile
, TileOffsByDir(DIR_N
));
273 return CircularTileSearch(tile
, size
/ 2, 1, 1, proc
, user_data
);
275 return CircularTileSearch(tile
, size
/ 2, 0, 0, proc
, user_data
);
280 * Generalized circular search allowing for rectangles and a hole.
281 * Function performing a search around a center rectangle and going outward.
282 * The center rectangle is left out from the search. To do a rectangular search
283 * without a hole, set either h or w to zero.
284 * Every tile will be tested by means of the callback function proc,
285 * which will determine if yes or no the given tile meets criteria of search.
286 * @param tile to start the search from. Upon completion, it will return the tile matching the search.
287 * This tile should be directly north of the hole (if any).
288 * @param radius How many tiles to search outwards. Note: This is a radius and thus different
289 * from the size parameter of the other CircularTileSearch function, which is a diameter.
290 * @param w the width of the inner rectangle
291 * @param h the height of the inner rectangle
292 * @param proc callback testing function pointer.
293 * @param user_data to be passed to the callback function. Depends on the implementation
294 * @return result of the search
298 bool CircularTileSearch(TileIndex
*tile
, uint radius
, uint w
, uint h
, TestTileOnSearchProc proc
, void *user_data
)
300 assert(proc
!= NULL
);
303 uint x
= TileX(*tile
) + w
+ 1;
304 uint y
= TileY(*tile
);
306 const uint extent
[DIAGDIR_END
] = { w
, h
, w
, h
};
308 for (uint n
= 0; n
< radius
; n
++) {
309 for (DiagDirection dir
= DIAGDIR_BEGIN
; dir
< DIAGDIR_END
; dir
++) {
310 /* Is the tile within the map? */
311 for (uint j
= extent
[dir
] + n
* 2 + 1; j
!= 0; j
--) {
312 if (x
< MapSizeX() && y
< MapSizeY()) {
313 TileIndex t
= TileXY(x
, y
);
314 /* Is the callback successful? */
315 if (proc(t
, user_data
)) {
316 /* Stop the search */
322 /* Step to the next 'neighbour' in the circular line */
323 x
+= _tileoffs_by_diagdir
[dir
].x
;
324 y
+= _tileoffs_by_diagdir
[dir
].y
;
327 /* Jump to next circle to test */
328 x
+= _tileoffs_by_dir
[DIR_W
].x
;
329 y
+= _tileoffs_by_dir
[DIR_W
].y
;
332 *tile
= INVALID_TILE
;
337 * Finds the distance for the closest tile with water/land given a tile
338 * @param tile the tile to find the distance too
339 * @param water whether to find water or land
340 * @return distance to nearest water (max 0x7F) / land (max 0x1FF; 0x200 if there is no land)
342 uint
GetClosestWaterDistance(TileIndex tile
, bool water
)
344 if (HasTileWaterGround(tile
) == water
) return 0;
346 uint max_dist
= water
? 0x7F : 0x200;
351 uint max_x
= MapMaxX();
352 uint max_y
= MapMaxY();
353 uint min_xy
= _settings_game
.construction
.freeform_edges
? 1 : 0;
355 /* go in a 'spiral' with increasing manhattan distance in each iteration */
356 for (uint dist
= 1; dist
< max_dist
; dist
++) {
357 /* next 'diameter' */
360 /* going counter-clockwise around this square */
361 for (DiagDirection dir
= DIAGDIR_BEGIN
; dir
< DIAGDIR_END
; dir
++) {
362 static const int8 ddx
[DIAGDIR_END
] = { -1, 1, 1, -1};
363 static const int8 ddy
[DIAGDIR_END
] = { 1, 1, -1, -1};
368 /* each side of this square has length 'dist' */
369 for (uint a
= 0; a
< dist
; a
++) {
370 /* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/
371 if (IsInsideMM(x
, min_xy
, max_x
) && IsInsideMM(y
, min_xy
, max_y
)) {
372 TileIndex t
= TileXY(x
, y
);
373 if (HasTileWaterGround(t
) == water
) return dist
;
382 /* no land found - is this a water-only map? */
383 for (TileIndex t
= 0; t
< MapSize(); t
++) {
384 if (!IsTileType(t
, MP_VOID
) && !IsTileType(t
, MP_WATER
)) return 0x1FF;