Ejemplo n.º 1
0
/**
 * Gets the distance to the edge of the map in given direction.
 * @param tile the tile to get the distance from
 * @param dir the direction of interest
 * @return the distance from the edge in tiles
 */
uint DistanceFromEdgeDir(TileIndex tile, DiagDirection dir)
{
	switch (dir) {
		case DIAGDIR_NE: return             TileX(tile) - (_settings_game.construction.freeform_edges ? 1 : 0);
		case DIAGDIR_NW: return             TileY(tile) - (_settings_game.construction.freeform_edges ? 1 : 0);
		case DIAGDIR_SW: return MapMaxX() - TileX(tile) - 1;
		case DIAGDIR_SE: return MapMaxY() - TileY(tile) - 1;
		default: NOT_REACHED();
	}
}
Ejemplo n.º 2
0
static uint32 GetPlatformInfoHelper(TileIndex tile, bool check_type, bool check_axis, bool centred)
{
	int tx = TileX(tile);
	int ty = TileY(tile);
	int sx = TileX(FindRailStationEnd(tile, TileDiffXY(-1,  0), check_type, check_axis));
	int sy = TileY(FindRailStationEnd(tile, TileDiffXY( 0, -1), check_type, check_axis));
	int ex = TileX(FindRailStationEnd(tile, TileDiffXY( 1,  0), check_type, check_axis)) + 1;
	int ey = TileY(FindRailStationEnd(tile, TileDiffXY( 0,  1), check_type, check_axis)) + 1;

	tx -= sx; ex -= sx;
	ty -= sy; ey -= sy;

	return GetPlatformInfo(GetRailStationAxis(tile), GetStationGfx(tile), ex, ey, tx, ty, centred);
}
Ejemplo n.º 3
0
/**
 * Construct this tile area based on two points.
 * @param start the start of the area
 * @param end   the end of the area
 */
TileArea::TileArea(TileIndex start, TileIndex end)
{
	uint sx = TileX(start);
	uint sy = TileY(start);
	uint ex = TileX(end);
	uint ey = TileY(end);

	if (sx > ex) Swap(sx, ex);
	if (sy > ey) Swap(sy, ey);

	this->tile = TileXY(sx, sy);
	this->w    = ex - sx + 1;
	this->h    = ey - sy + 1;
}
Ejemplo n.º 4
0
/**
 * Callback function for Station::RecomputeIndustriesNear()
 * Tests whether tile is an industry and possibly adds
 * the industry to station's industries_near list.
 * @param ind_tile tile to check
 * @param user_data pointer to RectAndIndustryVector
 * @return always false, we want to search all tiles
 */
static bool FindIndustryToDeliver(TileIndex ind_tile, void *user_data)
{
	/* Only process industry tiles */
	if (!IsTileType(ind_tile, MP_INDUSTRY)) return false;

	RectAndIndustryVector *riv = (RectAndIndustryVector *)user_data;
	Industry *ind = Industry::GetByTile(ind_tile);

	/* Don't check further if this industry is already in the list */
	if (riv->industries_near->Contains(ind)) return false;

	/* Only process tiles in the station acceptance rectangle */
	int x = TileX(ind_tile);
	int y = TileY(ind_tile);
	if (x < riv->rect.left || x > riv->rect.right || y < riv->rect.top || y > riv->rect.bottom) return false;

	/* Include only industries that can accept cargo */
	uint cargo_index;
	for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
		if (ind->accepts_cargo[cargo_index] != CT_INVALID) break;
	}
	if (cargo_index >= lengthof(ind->accepts_cargo)) return false;

	*riv->industries_near->Append() = ind;

	return false;
}
Ejemplo n.º 5
0
CommandCost StationRect::BeforeAddTile(TileIndex tile, StationRectMode mode)
{
	int x = TileX(tile);
	int y = TileY(tile);
	if (this->IsEmpty()) {
		/* we are adding the first station tile */
		if (mode != ADD_TEST) {
			this->left = this->right = x;
			this->top = this->bottom = y;
		}
	} else if (!this->PtInExtendedRect(x, y)) {
		/* current rect is not empty and new point is outside this rect
		 * make new spread-out rectangle */
		Rect new_rect = {min(x, this->left), min(y, this->top), max(x, this->right), max(y, this->bottom)};

		/* check new rect dimensions against preset max */
		int w = new_rect.right - new_rect.left + 1;
		int h = new_rect.bottom - new_rect.top + 1;
		if (mode != ADD_FORCE && (w > _settings_game.station.station_spread || h > _settings_game.station.station_spread)) {
			assert(mode != ADD_TRY);
			return_cmd_error(STR_ERROR_STATION_TOO_SPREAD_OUT);
		}

		/* spread-out ok, return true */
		if (mode != ADD_TEST) {
			/* we should update the station rect */
			*this = new_rect;
		}
	} else {
		; // new point is inside the rect, we don't need to do anything
	}
	return CommandCost();
}
Ejemplo n.º 6
0
/**
 * Gets the other end of the aqueduct, if possible.
 * @param tile_from     The begin tile for the aqueduct.
 * @param [out] tile_to The tile till where to show a selection for the aqueduct.
 * @return The other end of the aqueduct, or otherwise a tile in line with the aqueduct to cause the right error message.
 */
static TileIndex GetOtherAqueductEnd(TileIndex tile_from, TileIndex *tile_to = NULL)
{
	int z;
	DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile_from, &z));

	/* If the direction isn't right, just return the next tile so the command
	 * complains about the wrong slope instead of the ends not matching up.
	 * Make sure the coordinate is always a valid tile within the map, so we
	 * don't go "off" the map. That would cause the wrong error message. */
	if (!IsValidDiagDirection(dir)) return TILE_ADDXY(tile_from, TileX(tile_from) > 2 ? -1 : 1, 0);

	/* Direction the aqueduct is built to. */
	TileIndexDiff offset = TileOffsByDiagDir(ReverseDiagDir(dir));
	/* The maximum length of the aqueduct. */
	int max_length = min(_settings_game.construction.max_bridge_length, DistanceFromEdgeDir(tile_from, ReverseDiagDir(dir)) - 1);

	TileIndex endtile = tile_from;
	for (int length = 0; IsValidTile(endtile) && TileX(endtile) != 0 && TileY(endtile) != 0; length++) {
		endtile = TILE_ADD(endtile, offset);

		if (length > max_length) break;

		if (GetTileMaxZ(endtile) > z) {
			if (tile_to != NULL) *tile_to = endtile;
			break;
		}
	}

	return endtile;
}
Ejemplo n.º 7
0
	ExtraViewportWindow(WindowDesc *desc, int window_number, TileIndex tile) : Window(desc)
	{
		this->InitNested(window_number);

		NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_EV_VIEWPORT);
		nvp->InitializeViewport(this, 0, ZOOM_LVL_VIEWPORT);
		if (_settings_client.gui.zoom_min == ZOOM_LVL_VIEWPORT) this->DisableWidget(WID_EV_ZOOM_IN);

		Point pt;
		if (tile == INVALID_TILE) {
			/* No tile? Use center of main viewport. */
			const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);

			/* center on same place as main window (zoom is maximum, no adjustment needed) */
			pt.x = w->viewport->scrollpos_x + w->viewport->virtual_width / 2;
			pt.y = w->viewport->scrollpos_y + w->viewport->virtual_height / 2;
		} else {
			pt = RemapCoords(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, TileHeight(tile));
		}

		this->viewport->scrollpos_x = pt.x - this->viewport->virtual_width / 2;
		this->viewport->scrollpos_y = pt.y - this->viewport->virtual_height / 2;
		this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
		this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
	}
Ejemplo n.º 8
0
void Load_TOWN()
{
	int index;

	while ((index = SlIterateArray()) != -1) {
		Town *t = new (index) Town();
		SlObject(t, _town_desc);
		t->LoadCargoSourceSink();

		if (IsSavegameVersionBefore(161)) continue;

		SlObject(&t->cargo_accepted, GetTileMatrixDesc());
		if (t->cargo_accepted.area.w != 0) {
			uint arr_len = t->cargo_accepted.area.w / AcceptanceMatrix::GRID * t->cargo_accepted.area.h / AcceptanceMatrix::GRID;
			t->cargo_accepted.data = MallocT<uint32>(arr_len);
			SlArray(t->cargo_accepted.data, arr_len, SLE_UINT32);

			/* Rebuild total cargo acceptance. */
			UpdateTownCargoTotal(t);
		}

		/* Cache the aligned tile index of the centre tile. */
		uint town_x = (TileX(t->xy) / AcceptanceMatrix::GRID) * AcceptanceMatrix::GRID;
		uint town_y = (TileY(t->xy) / AcceptanceMatrix::GRID) * AcceptanceMatrix::GRID;
		t->xy_aligned= TileXY(town_x, town_y);
	}
}
Ejemplo n.º 9
0
/**
 * Calculates the minimum distance traveled to get from t0 to t1 when only
 * using tracks (ie, only making 45 degree turns). Returns the distance in the
 * NPF scale, ie the number of full tiles multiplied by NPF_TILE_LENGTH to
 * prevent rounding.
 */
static uint NPFDistanceTrack(TileIndex t0, TileIndex t1)
{
	const uint dx = Delta(TileX(t0), TileX(t1));
	const uint dy = Delta(TileY(t0), TileY(t1));

	const uint straightTracks = 2 * min(dx, dy); // The number of straight (not full length) tracks
	/* OPTIMISATION:
	 * Original: diagTracks = max(dx, dy) - min(dx,dy);
	 * Proof:
	 * (dx+dy) - straightTracks  == (min + max) - straightTracks = min + max - 2 * min = max - min */
	const uint diagTracks = dx + dy - straightTracks; // The number of diagonal (full tile length) tracks.

	/* Don't factor out NPF_TILE_LENGTH below, this will round values and lose
	 * precision */
	return diagTracks * NPF_TILE_LENGTH + straightTracks * NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH;
}
Ejemplo n.º 10
0
/* Calcs the heuristic to the target station or tile. For train stations, it
 * takes into account the direction of approach.
 */
static int32 NPFCalcStationOrTileHeuristic(AyStar *as, AyStarNode *current, OpenListNode *parent)
{
	NPFFindStationOrTileData *fstd = (NPFFindStationOrTileData*)as->user_target;
	NPFFoundTargetData *ftd = (NPFFoundTargetData*)as->user_path;
	TileIndex from = current->tile;
	TileIndex to = fstd->dest_coords;
	uint dist;

	/* for train-stations, we are going to aim for the closest station tile */
	if (as->user_data[NPF_TYPE] != TRANSPORT_WATER && fstd->station_index != INVALID_STATION)
		to = CalcClosestStationTile(fstd->station_index, from, fstd->station_type);

	if (as->user_data[NPF_TYPE] == TRANSPORT_ROAD) {
		/* Since roads only have diagonal pieces, we use manhattan distance here */
		dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
	} else {
		/* Ships and trains can also go diagonal, so the minimum distance is shorter */
		dist = NPFDistanceTrack(from, to);
	}

	DEBUG(npf, 4, "Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);

	if (dist < ftd->best_bird_dist) {
		ftd->best_bird_dist = dist;
		ftd->best_trackdir = (Trackdir)current->user_data[NPF_TRACKDIR_CHOICE];
	}
	return dist;
}
Ejemplo n.º 11
0
/**
 * Place a sign at the given coordinates. Ownership of sign has
 * no effect whatsoever except for the colour the sign gets for easy recognition,
 * but everybody is able to rename/remove it.
 * @param tile tile to place sign at
 * @param flags type of operation
 * @param p1 unused
 * @param p2 unused
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdPlaceSign(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	/* Try to locate a new sign */
	if (!Sign::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_SIGNS);

	/* Check sign text length if any */
	if (!StrEmpty(text) && Utf8StringLength(text) >= MAX_LENGTH_SIGN_NAME_CHARS) return CMD_ERROR;

	/* When we execute, really make the sign */
	if (flags & DC_EXEC) {
		Sign *si = new Sign(_current_company);
		int x = TileX(tile) * TILE_SIZE;
		int y = TileY(tile) * TILE_SIZE;

		si->x = x;
		si->y = y;
		si->z = GetSlopeZ(x, y);
		if (!StrEmpty(text)) {
			si->name = strdup(text);
		}
		si->UpdateVirtCoord();
		InvalidateWindowData(WC_SIGN_LIST, 0, 0);
		_new_sign_id = si->index;
	}

	return CommandCost();
}
Ejemplo n.º 12
0
    ExtraViewportWindow(const WindowDesc *desc, int window_number, TileIndex tile) : Window()
    {
        this->InitNested(desc, window_number);

        NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(EVW_VIEWPORT);
        nvp->InitializeViewport(this, 0, ZOOM_LVL_NORMAL);
        this->DisableWidget(EVW_ZOOMIN);

        Point pt;
        if (tile == INVALID_TILE) {
            /* the main window with the main view */
            const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);

            /* center on same place as main window (zoom is maximum, no adjustment needed) */
            pt.x = w->viewport->scrollpos_x + w->viewport->virtual_width / 2;
            pt.y = w->viewport->scrollpos_y + w->viewport->virtual_height / 2;
        } else {
            pt = RemapCoords(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, TileHeight(tile));
        }

        this->viewport->scrollpos_x = pt.x - this->viewport->virtual_width / 2;
        this->viewport->scrollpos_y = pt.y - this->viewport->virtual_height / 2;
        this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x;
        this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y;
    }
Ejemplo n.º 13
0
/**
 * Copy and paste heights from one map to another.
 *
 * @param src_area Area to read heights from. It consists of tiles, not of tile corners
 *                  e.g. if you pass a single tile area then 4 corners will be terraformed.
 * @param dst_area_north Norhern tile of the area to write heigths at.
 * @param transformation Transformation to perform on tile indices.
 * @param height_delta Offset, number of units to add to each height.
 */
void CopyPasteHeights(const GenericTileArea &src_area, GenericTileIndex dst_area_north, DirTransformation transformation, int height_delta)
{
	/* include also corners at SW and SE edges */
	GenericTileArea src_corners(src_area.tile, src_area.w + 1, src_area.h + 1);
	/* transform the most northern corner */
	GenericTileIndex transformed_north_corner = src_corners.TransformedNorth(dst_area_north, transformation);

#ifdef WITH_ASSERT
	{
		assert(IsValidTileIndex(dst_area_north));
		uint x = TileX(dst_area_north);
		uint y = TileY(dst_area_north);
		assert(!IsMainMapTile(dst_area_north) || !_settings_game.construction.freeform_edges || (x > 0 && y > 0));
		Dimension dst_dim = { src_corners.w, src_corners.h };
		dst_dim = TransformDimension(dst_dim, transformation);
		assert(x + dst_dim.width <= MapSizeX(MapOf(dst_area_north)) && y + dst_dim.height <= MapSizeY(MapOf(dst_area_north)));
	}
#endif /* WITH_ASSERT */

	if (IsMainMapTile(dst_area_north)) {
		HeightsCopyPastingIterator iter(src_corners, AsMainMapTile(transformed_north_corner), transformation, height_delta);
		TerraformPasteTiles(&iter);
	} else {
		for (TransformationTileIteratorT<true, true> iter(src_corners, transformed_north_corner, transformation); IsValidTileIndex(iter); ++iter) {
			SetTileHeight(iter.DstTile(), TileHeight(iter.SrcTile()));
		}
	}
}
Ejemplo n.º 14
0
TileIndex TileAdd(TileIndex tile, TileIndexDiff add,
	const char *exp, const char *file, int line)
{
	int dx;
	int dy;
	uint x;
	uint y;

	dx = add & MapMaxX();
	if (dx >= (int)MapSizeX() / 2) dx -= MapSizeX();
	dy = (add - dx) / (int)MapSizeX();

	x = TileX(tile) + dx;
	y = TileY(tile) + dy;

	if (x >= MapSizeX() || y >= MapSizeY()) {
		char buf[512];

		snprintf(buf, lengthof(buf), "TILE_ADD(%s) when adding 0x%.4X and 0x%.4X failed",
			exp, tile, add);
#if !defined(_MSC_VER) || defined(WINCE)
		fprintf(stderr, "%s:%d %s\n", file, line, buf);
#else
		_assert(buf, (char*)file, line);
#endif
	}

	assert(TileXY(x, y) == TILE_MASK(tile + add));

	return TileXY(x, y);
}
Ejemplo n.º 15
0
/**
 * Adds a node from where to start an algorithm. Multiple nodes can be added
 * if wanted. You should make sure that #Clear() is called before adding nodes
 * if the #AyStar has been used before (though the normal main loop calls
 * #Clear() automatically when the algorithm finishes.
 * @param start_node Node to start with.
 * @param g the cost for starting with this node.
 */
void AyStar::AddStartNode(AyStarNode *start_node, uint g)
{
#ifdef AYSTAR_DEBUG
	printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n",
		TileX(start_node->tile), TileY(start_node->tile), start_node->direction);
#endif
	this->OpenListAdd(NULL, start_node, 0, g);
}
Ejemplo n.º 16
0
/*
 * Adds a node from where to start an algorithm. Multiple nodes can be added
 * if wanted. You should make sure that clear() is called before adding nodes
 * if the AyStar has been used before (though the normal main loop calls
 * clear() automatically when the algorithm finishes
 * g is the cost for starting with this node.
 */
static void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node, uint g)
{
#ifdef AYSTAR_DEBUG
	printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n",
		TileX(start_node->tile), TileY(start_node->tile), start_node->direction);
#endif
	AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, g);
}
Ejemplo n.º 17
0
/**
 * Update the virtual coords needed to draw the waypoint sign.
 */
void Waypoint::UpdateVirtCoord()
{
	Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
	SetDParam(0, this->index);
	this->sign.UpdatePosition(pt.x, pt.y - 32 * ZOOM_LVL_BASE, STR_VIEWPORT_WAYPOINT);
	/* Recenter viewport */
	InvalidateWindowData(WC_WAYPOINT_VIEW, this->index);
}
Ejemplo n.º 18
0
/**
 * Build a ship.
 * @param tile     tile of the depot where ship is built.
 * @param flags    type of operation.
 * @param e        the engine to build.
 * @param data     unused.
 * @param ret[out] the vehicle that has been built.
 * @return the cost of this operation or an error.
 */
CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
	tile = GetShipDepotNorthTile(tile);
	if (flags & DC_EXEC) {
		int x;
		int y;

		const ShipVehicleInfo *svi = &e->u.ship;

		Ship *v = new Ship();
		*ret = v;

		v->owner = _current_company;
		v->tile = tile;
		x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
		y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
		v->x_pos = x;
		v->y_pos = y;
		v->z_pos = GetSlopeZ(x, y);

		v->UpdateDeltaXY(v->direction);
		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;

		v->spritenum = svi->image_index;
		v->cargo_type = e->GetDefaultCargoType();
		v->cargo_cap = svi->capacity;

		v->last_station_visited = INVALID_STATION;
		v->engine_type = e->index;

		v->reliability = e->reliability;
		v->reliability_spd_dec = e->reliability_spd_dec;
		v->max_age = e->GetLifeLengthInDays();
		_new_vehicle_id = v->index;

		v->state = TRACK_BIT_DEPOT;

		v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_ships;
		v->date_of_last_service = _date;
		v->build_year = _cur_year;
		v->cur_image = SPR_IMG_QUERY;
		v->random_bits = VehicleRandomBits();

		v->UpdateCache();

		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);

		v->InvalidateNewGRFCacheOfChain();

		v->cargo_cap = GetVehicleCapacity(v);

		v->InvalidateNewGRFCacheOfChain();

		VehicleMove(v, false);
	}

	return CommandCost();
}
Ejemplo n.º 19
0
    int SlopeCost(TileIndex tile, TileIndex next_tile, Trackdir trackdir)
    {
        /* height of the center of the current tile */
        int x1 = TileX(tile) * TILE_SIZE;
        int y1 = TileY(tile) * TILE_SIZE;
        int z1 = GetSlopePixelZ(x1 + TILE_SIZE / 2, y1 + TILE_SIZE / 2);

        /* height of the center of the next tile */
        int x2 = TileX(next_tile) * TILE_SIZE;
        int y2 = TileY(next_tile) * TILE_SIZE;
        int z2 = GetSlopePixelZ(x2 + TILE_SIZE / 2, y2 + TILE_SIZE / 2);

        if (z2 - z1 > 1) {
            /* Slope up */
            return Yapf().PfGetSettings().road_slope_penalty;
        }
        return 0;
    }
Ejemplo n.º 20
0
static void TPFModeShip(TrackPathFinder *tpf, TileIndex tile, DiagDirection direction)
{
    if (IsTileType(tile, MP_TUNNELBRIDGE)) {
        /* wrong track type */
        if (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) return;

        DiagDirection dir = GetTunnelBridgeDirection(tile);
        /* entering tunnel / bridge? */
        if (dir == direction) {
            TileIndex endtile = GetOtherTunnelBridgeEnd(tile);

            tpf->rd.cur_length += GetTunnelBridgeLength(tile, endtile) + 1;

            tile = endtile;
        } else {
            /* leaving tunnel / bridge? */
            if (ReverseDiagDir(dir) != direction) return;
        }
    }

    /* This addition will sometimes overflow by a single tile.
     * The use of TILE_MASK here makes sure that we still point at a valid
     * tile, and then this tile will be in the sentinel row/col, so GetTileTrackStatus will fail. */
    tile = TILE_MASK(tile + TileOffsByDiagDir(direction));

    if (++tpf->rd.cur_length > 50) return;

    TrackBits bits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & DiagdirReachesTracks(direction);
    if (bits == TRACK_BIT_NONE) return;

    assert(TileX(tile) != MapMaxX() && TileY(tile) != MapMaxY());

    bool only_one_track = true;
    do {
        Track track = RemoveFirstTrack(&bits);
        if (bits != TRACK_BIT_NONE) only_one_track = false;
        RememberData rd = tpf->rd;

        /* Change direction 4 times only */
        if (!only_one_track && track != tpf->rd.last_choosen_track) {
            if (++tpf->rd.depth > 4) {
                tpf->rd = rd;
                return;
            }
            tpf->rd.last_choosen_track = track;
        }

        tpf->the_dir = TrackEnterdirToTrackdir(track, direction);

        if (!ShipTrackFollower(tile, tpf, tpf->rd.cur_length)) {
            TPFModeShip(tpf, tile, TrackdirToExitdir(tpf->the_dir));
        }

        tpf->rd = rd;
    } while (bits != TRACK_BIT_NONE);
}
Ejemplo n.º 21
0
/* Determine the cost of this node, for road tracks */
static int32 NPFRoadPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent)
{
	TileIndex tile = current->tile;
	int32 cost = 0;

	/* Determine base length */
	switch (GetTileType(tile)) {
		case MP_TUNNELBRIDGE:
			cost = IsTunnel(tile) ? NPFTunnelCost(current) : NPFBridgeCost(current);
			break;

		case MP_ROAD:
			cost = NPF_TILE_LENGTH;
			/* Increase the cost for level crossings */
			if (IsLevelCrossing(tile)) cost += _settings_game.pf.npf.npf_crossing_penalty;
			break;

		case MP_STATION: {
			cost = NPF_TILE_LENGTH;
			const RoadStop *rs = RoadStop::GetByTile(tile, GetRoadStopType(tile));
			if (IsDriveThroughStopTile(tile)) {
				/* Increase the cost for drive-through road stops */
				cost += _settings_game.pf.npf.npf_road_drive_through_penalty;
				DiagDirection dir = TrackdirToExitdir(current->direction);
				if (!RoadStop::IsDriveThroughRoadStopContinuation(tile, tile - TileOffsByDiagDir(dir))) {
					/* When we're the first road stop in a 'queue' of them we increase
					 * cost based on the fill percentage of the whole queue. */
					const RoadStop::Entry *entry = rs->GetEntry(dir);
					cost += entry->GetOccupied() * _settings_game.pf.npf.npf_road_dt_occupied_penalty / entry->GetLength();
				}
			} else {
				/* Increase cost for filled road stops */
				cost += _settings_game.pf.npf.npf_road_bay_occupied_penalty * (!rs->IsFreeBay(0) + !rs->IsFreeBay(1)) / 2;
			}
			break;
		}

		default:
			break;
	}

	/* Determine extra costs */

	/* Check for slope */
	cost += NPFSlopeCost(current);

	/* Check for turns. Road vehicles only really drive diagonal, turns are
	 * represented by non-diagonal tracks */
	if (!IsDiagonalTrackdir(current->direction)) {
		cost += _settings_game.pf.npf.npf_road_curve_penalty;
	}

	NPFMarkTile(tile);
	DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
	return cost;
}
Ejemplo n.º 22
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/**
 * Determines whether a tile area intersects the station rectangle with a given offset.
 * @param area The tile area to test.
 * @param distance Offset the station rect is grown on all sides (L1 norm).
 * @return True if the tile area intersects with the station rectangle.
 */
bool StationRect::AreaInExtendedRect(const TileArea& area, int distance) const
{
	int area_left = TileX(area.tile);
	int area_right = area_left + area.w;
	int area_top = TileY(area.tile);
	int area_bottom = area_top + area.h;

	return this->left - distance <= area_right && area_left <= this->right + distance &&
			this->top - distance <= area_bottom && area_top <= this->bottom + distance;
}
Ejemplo n.º 23
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/**
 * Param the minimum distance to an edge
 * @param tile the tile to get the distance from
 * @return the distance from the edge in tiles
 */
uint DistanceFromEdge(TileIndex tile)
{
	const uint xl = TileX(tile);
	const uint yl = TileY(tile);
	const uint xh = MapSizeX() - 1 - xl;
	const uint yh = MapSizeY() - 1 - yl;
	const uint minl = min(xl, yl);
	const uint minh = min(xh, yh);
	return min(minl, minh);
}
Ejemplo n.º 24
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	/**
	 * Get the value associated to a tile index.
	 * @param tile The tile to get the value for.
	 * @return Pointer to the value.
	 */
	T *Get(TileIndex tile)
	{
		this->Add(tile);

		tile -= this->area.tile;
		uint x = TileX(tile) / N;
		uint y = TileY(tile) / N;

		return &this->data[y * this->area.w / N + x];
	}
Ejemplo n.º 25
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/**
 * Calculates a hash value for use in the NPF.
 * @param key1 The TileIndex of the tile to hash
 * @param key2 The Trackdir of the track on the tile.
 *
 * @todo Think of a better hash.
 */
static uint NPFHash(uint key1, uint key2)
{
	/* TODO: think of a better hash? */
	uint part1 = TileX(key1) & NPF_HASH_HALFMASK;
	uint part2 = TileY(key1) & NPF_HASH_HALFMASK;

	assert(IsValidTrackdir((Trackdir)key2));
	assert(IsValidTile(key1));
	return ((part1 << NPF_HASH_HALFBITS | part2) + (NPF_HASH_SIZE * key2 / TRACKDIR_END)) % NPF_HASH_SIZE;
}
Ejemplo n.º 26
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/**
 * Test if this is safe to copy and paste contents of the map instantly, without
 * using an intermediate buffer.
 *
 * If the copy and the paste areas are close enough (especially when they intersect),
 * sequential copy-pasting may alter at some point of time those tile of the copy
 * area which hasn't been copied yet. In this case, further copy-pasting will read
 * modified values, not the original and this is somthing we don't want to happen.
 * We can deal with it by firstly copying all the content to the clipboard buffer and
 * then pasting it onto the map. This function tels us whether we should use the
 * clipboard as an intermediate buffer because there may happen such a colision.
 *
 * @param copy_paste What, where and how we are copying.
 * @return \c true if intermediate buffer might be required, \c false if it's surely not required
 *
 * @pre booth the source area and the destination area are on the main map
 *
 * @see CalcMaxPasteRange
 */
static bool CopyPasteAreasMayColide(const CopyPasteParams &copy_paste)
{
	/* No need to check surroundings if we are not terraforming. Just test for content intersection. */
	if ((copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_NONE) return copy_paste.src_area.Intersects(copy_paste.dst_area);

	/* As we are interested in tile heights, increase areas to include all tile
	 * corners, also these at SW and SE borders. */
	TileArea src_corner_area(AsMainMapTile(copy_paste.src_area.tile), copy_paste.src_area.w + 1, copy_paste.src_area.h + 1);
	TileArea dst_corner_area(AsMainMapTile(copy_paste.dst_area.tile), copy_paste.dst_area.w + 1, copy_paste.dst_area.h + 1);

	DirTransformation inv_transformation = InvertDirTransform(copy_paste.transformation);
	/* source of the destination area most northern tile corner */
	TileIndex source_of_north = dst_corner_area.TransformedNorth(src_corner_area.tile, inv_transformation);

	/* calculate current and new heights on destination area corners */
	/* N */
	TileIndex dst_corner = dst_corner_area.tile;
	TileIndex src_corner = source_of_north;
	uint curr_n = TileHeight(dst_corner);
	uint new_n = TileHeight(src_corner) + copy_paste.height_delta;
	/* W */
	dst_corner = TILE_ADDXY(dst_corner_area.tile, dst_corner_area.w, 0);
	src_corner = dst_corner_area.TransformTile(dst_corner, source_of_north, inv_transformation);
	uint curr_w = TileHeight(dst_corner);
	uint new_w = TileHeight(src_corner) + copy_paste.height_delta;
	/* S */
	dst_corner = TILE_ADDXY(dst_corner_area.tile, dst_corner_area.w, dst_corner_area.h);
	src_corner = dst_corner_area.TransformTile(dst_corner, source_of_north, inv_transformation);
	uint curr_s = TileHeight(dst_corner);
	uint new_s = TileHeight(src_corner) + copy_paste.height_delta;
	/* E */
	dst_corner = TILE_ADDXY(dst_corner_area.tile, 0, dst_corner_area.h);
	src_corner = dst_corner_area.TransformTile(dst_corner, source_of_north, inv_transformation);
	uint curr_e = TileHeight(dst_corner);
	uint new_e = TileHeight(src_corner) + copy_paste.height_delta;

	/* calculate how far tiles can be altered beyon the paste area (safe approximation) */
	uint range_ne = CalcMaxPasteRange(curr_n, new_n, curr_e, new_e, dst_corner_area.h - 1);
	uint range_sw = CalcMaxPasteRange(curr_s, new_s, curr_w, new_w, dst_corner_area.h - 1);
	uint range_nw = CalcMaxPasteRange(curr_n, new_n, curr_w, new_w, dst_corner_area.w - 1);
	uint range_se = CalcMaxPasteRange(curr_s, new_s, curr_e, new_e, dst_corner_area.w - 1);

	/* calculate the exact area which may be altered by the paste process */
	uint x = TileX(dst_corner_area.tile);
	uint y = TileY(dst_corner_area.tile);
	range_ne = max(range_ne, x); // cut the area at the NE border (don't let x to go below 0)
	range_nw = max(range_nw, y); // cut the area at the NW border (don't let y to go below 0)
	TileArea forbidden_area(
			TileXY(x - range_ne, y - range_nw),
			dst_corner_area.w + range_ne + range_sw,
			dst_corner_area.h + range_nw + range_se);

	/* test if the source area is within the paste range */
	return src_corner_area.Intersects(forbidden_area);
}
Ejemplo n.º 27
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/**
 * Get top height of the tile inside the map.
 * @param t Tile to compute height of
 * @return Maximum height of the tile
 */
int GetTileMaxZ(TileIndex t)
{
	if (TileX(t) == MapMaxX() || TileY(t) == MapMaxY()) return TileHeightOutsideMap(TileX(t), TileY(t));

	int h =         TileHeight(t);                     // N corner
	h = max<int>(h, TileHeight(t + TileDiffXY(1, 0))); // W corner
	h = max<int>(h, TileHeight(t + TileDiffXY(0, 1))); // E corner
	h = max<int>(h, TileHeight(t + TileDiffXY(1, 1))); // S corner

	return h;
}
Ejemplo n.º 28
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/**
 * Get bottom height of the tile
 * @param tile Tile to compute height of
 * @return Minimum height of the tile
 */
int GetTileZ(TileIndex tile)
{
	if (TileX(tile) == MapMaxX() || TileY(tile) == MapMaxY()) return 0;

	int h =    TileHeight(tile);                     // N corner
	h = min(h, TileHeight(tile + TileDiffXY(1, 0))); // W corner
	h = min(h, TileHeight(tile + TileDiffXY(0, 1))); // E corner
	h = min(h, TileHeight(tile + TileDiffXY(1, 1))); // S corner

	return h;
}
Ejemplo n.º 29
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void SndPlayTileFx(SoundID sound, TileIndex tile)
{
	/* emits sound from center of the tile */
	int x = min(MapMaxX() - 1, TileX(tile)) * TILE_SIZE + TILE_SIZE / 2;
	int y = min(MapMaxY() - 1, TileY(tile)) * TILE_SIZE - TILE_SIZE / 2;
	uint z = (y < 0 ? 0 : GetSlopeZ(x, y));
	Point pt = RemapCoords(x, y, z);
	y += 2 * TILE_SIZE;
	Point pt2 = RemapCoords(x, y, GetSlopeZ(x, y));
	SndPlayScreenCoordFx(sound, pt.x, pt2.x, pt.y, pt2.y);
}
Ejemplo n.º 30
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/**
 * Get top height of the tile
 * @param t Tile to compute height of
 * @return Maximum height of the tile */
uint GetTileMaxZ(TileIndex t)
{
	if (TileX(t) == MapMaxX() || TileY(t) == MapMaxY()) return 0;

	uint h = TileHeight(t); // N corner
	h = max(h, TileHeight(t + TileDiffXY(1, 0))); // W corner
	h = max(h, TileHeight(t + TileDiffXY(0, 1))); // E corner
	h = max(h, TileHeight(t + TileDiffXY(1, 1))); // S corner

	return h * TILE_HEIGHT;
}