mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r14528) -Codechange: cache the closest town for all road tiles instead of only roads owned by tiles. This replaces a O(n) search over all towns from the road's tileloop with a O(1) lookup (PhilSophus)
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@ -513,6 +513,7 @@
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<td valign=top nowrap> </td>
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<td>
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<ul>
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<li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if not yet calculated)</li>
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<li>m3 bit 7 set = on snow or desert</li>
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<li>m7 bits 7..5: present road types
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<table>
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@ -534,7 +535,6 @@
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</li>
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<li>m5 bits 7 clear: road or level-crossing
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<ul>
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<li>m2: Index into the array of towns, 0 for non-town roads</li>
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<li>m3 bits 6..4:
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<table>
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<tr>
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@ -157,7 +157,7 @@ the array so you can quickly see what is used and what is not.
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<td class="caption">road depot</td>
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<td class="bits">-inherit-</td>
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<td class="bits">-inherit-</td>
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<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
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<td class="bits">-inherit-</td>
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<td class="bits">X<span class="free">OOO OOOO</span></td>
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<td class="bits"><span class="free">OOOO OOOO</span></td>
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<td class="bits">XX<span class="free">OO OO</span>XX</td>
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@ -71,6 +71,7 @@
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#include "tree_map.h"
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#include "rail_map.h"
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#include "road_map.h"
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#include "road_cmd.h"
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#include "station_map.h"
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#include "town_map.h"
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#include "industry_map.h"
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@ -2561,6 +2562,9 @@ bool AfterLoadGame()
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}
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if (CheckSavegameVersion(103)) {
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/* Non-town-owned roads now store the closest town */
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InvalidateTownForRoadTile();
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/* signs with invalid owner left from older savegames */
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Sign *si;
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FOR_ALL_SIGNS(si) {
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@ -4,6 +4,7 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "map_func.h"
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#include "bridge_map.h"
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#include "bridge.h"
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#include "cmd_helper.h"
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@ -317,6 +318,11 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
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/* Includes MarkTileDirtyByTile() */
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DoClearSquare(tile);
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} else {
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if (rt == ROADTYPE_ROAD && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)) {
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/* Promote ownership from tram or highway and invalidate town index */
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SetRoadOwner(tile, ROADTYPE_ROAD, GetRoadOwner(tile, (HasBit(rts, ROADTYPE_TRAM) ? ROADTYPE_TRAM : ROADTYPE_HWAY)));
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SetTownIndex(tile, (TownID)INVALID_TOWN);
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}
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SetRoadBits(tile, ROAD_NONE, rt);
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SetRoadTypes(tile, rts);
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MarkTileDirtyByTile(tile);
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@ -354,6 +360,7 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
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if (reserved) SetTrackReservation(tile, tracks);
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} else {
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SetRoadTypes(tile, rts);
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/* If we ever get HWAY and it is possible without road then we will need to promote ownership and invalidate town index here, too */
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}
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MarkTileDirtyByTile(tile);
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YapfNotifyTrackLayoutChange(tile, FindFirstTrack(GetTrackBits(tile)));
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@ -479,6 +486,10 @@ CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
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* if a non-company is building the road */
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if ((IsValidCompanyID(_current_company) && p2 != 0) || (_current_company == OWNER_TOWN && !IsValidTownID(p2))) return CMD_ERROR;
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if (_current_company != OWNER_TOWN) {
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const Town *town = CalcClosestTownFromTile(tile, UINT_MAX);
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p2 = (town != NULL) ? town->index : (TownID)INVALID_TOWN;
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}
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RoadBits pieces = Extract<RoadBits, 0>(p1);
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@ -654,7 +665,7 @@ do_clear:;
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if (existing == ROAD_NONE || rtt == ROAD_TILE_CROSSING) {
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SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
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SetRoadOwner(tile, rt, _current_company);
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if (_current_company == OWNER_TOWN && rt == ROADTYPE_ROAD) SetTownIndex(tile, p2);
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if (rt == ROADTYPE_ROAD) SetTownIndex(tile, p2);
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}
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if (rtt != ROAD_TILE_CROSSING) SetRoadBits(tile, existing | pieces, rt);
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} break;
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@ -886,7 +897,7 @@ CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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Depot *dep = new Depot(tile);
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dep->town_index = ClosestTownFromTile(tile, UINT_MAX)->index;
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MakeRoadDepot(tile, _current_company, dir, rt);
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MakeRoadDepot(tile, _current_company, dir, rt, dep->town_index);
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MarkTileDirtyByTile(tile);
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}
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return cost.AddCost(_price.build_road_depot);
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@ -1263,6 +1274,18 @@ void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt)
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}
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}
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void InvalidateTownForRoadTile()
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{
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TileIndex map_size = MapSize();
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsTileType(t, MP_ROAD) && GetRoadOwner(t, ROADTYPE_ROAD) != OWNER_TOWN) {
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/* GetRoadOwner(t, ROADTYPE_ROAD) is valid for road tiles even when there is no road */
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SetTownIndex(t, (TownID)INVALID_TOWN);
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}
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}
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}
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static uint GetSlopeZ_Road(TileIndex tile, uint x, uint y)
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{
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uint z;
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@ -8,5 +8,6 @@
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#include "direction_type.h"
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void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt);
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void InvalidateTownForRoadTile();
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#endif /* ROAD_CMD_H */
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@ -189,7 +189,7 @@ static inline void SetRoadOwner(TileIndex t, RoadType rt, Owner o)
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static inline bool IsRoadOwner(TileIndex t, RoadType rt, Owner o)
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{
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assert(HasTileRoadType(t, rt));
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assert(rt == ROADTYPE_ROAD || HasTileRoadType(t, rt));
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return (GetRoadOwner(t, rt) == o);
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}
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@ -451,11 +451,11 @@ static inline void MakeRoadCrossing(TileIndex t, Owner road, Owner tram, Owner h
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}
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static inline void MakeRoadDepot(TileIndex t, Owner owner, DiagDirection dir, RoadType rt)
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static inline void MakeRoadDepot(TileIndex t, Owner owner, DiagDirection dir, RoadType rt, TownID town)
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{
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SetTileType(t, MP_ROAD);
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SetTileOwner(t, owner);
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_m[t].m2 = 0;
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_m[t].m2 = town;
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_m[t].m3 = 0;
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_m[t].m4 = 0;
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_m[t].m5 = ROAD_TILE_DEPOT << 6 | dir;
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@ -1590,7 +1590,7 @@ CommandCost CmdRemoveRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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/* Rebuild the drive throuhg road stop. As a road stop can only be
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* removed by the owner of the roadstop, _current_company is the
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* owner of the road stop. */
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MakeRoadNormal(tile, road_bits, rts, is_towns_road ? ClosestTownFromTile(tile, UINT_MAX)->index : 0,
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MakeRoadNormal(tile, road_bits, rts, ClosestTownFromTile(tile, UINT_MAX)->index,
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is_towns_road ? OWNER_TOWN : _current_company, _current_company, _current_company);
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}
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@ -8,6 +8,7 @@
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#include "debug.h"
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#include "road_map.h"
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#include "road_internal.h" /* Cleaning up road bits */
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#include "road_cmd.h"
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#include "landscape.h"
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#include "town_map.h"
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#include "tunnel_map.h"
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@ -93,6 +94,12 @@ Town::~Town()
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break;
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case MP_ROAD:
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if (!IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownIndex(tile) == this->index) {
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/* Town-owned roads get cleared soon, anyway */
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SetTownIndex(tile, (TownID)INVALID_TOWN);
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break;
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}
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/* Fall-through */
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case MP_TUNNELBRIDGE:
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if (IsTileOwner(tile, OWNER_TOWN) &&
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ClosestTownFromTile(tile, UINT_MAX) == this)
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@ -1558,6 +1565,7 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Town *t = new Town(tile);
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_generating_world = true;
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DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
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InvalidateTownForRoadTile();
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_generating_world = false;
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}
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return CommandCost();
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@ -2468,6 +2476,19 @@ Town *ClosestTownFromTile(TileIndex tile, uint threshold)
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IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)
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)) {
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return GetTownByTile(tile);
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} else if (IsTileType(tile, MP_ROAD)) {
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TownID town_id = GetTownIndex(tile);
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Town *town;
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if (town_id == INVALID_TOWN) {
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town = CalcClosestTownFromTile(tile, UINT_MAX);
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if (town != NULL) SetTownIndex(tile, town->index);
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} else {
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town = GetTown(town_id);
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}
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if (town != NULL && town->IsValid() && DistanceManhattan(tile, town->xy) < threshold) return town;
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return NULL;
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} else {
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return CalcClosestTownFromTile(tile, threshold);
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}
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@ -25,6 +25,7 @@
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#include "tilehighlight_func.h"
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#include "string_func.h"
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#include "sortlist_type.h"
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#include "road_cmd.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@ -731,6 +732,7 @@ public:
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ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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} else {
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ScrollMainWindowToTile(t->xy);
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InvalidateTownForRoadTile();
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}
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} break;
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@ -738,7 +740,11 @@ public:
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this->HandleButtonClick(TSEW_MANYRANDOMTOWNS);
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_generating_world = true;
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if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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if (!GenerateTowns()) {
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ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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} else {
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InvalidateTownForRoadTile();
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}
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_generating_world = false;
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break;
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@ -783,4 +789,3 @@ void ShowBuildTownWindow()
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if (_game_mode != GM_EDITOR && !IsValidCompanyID(_current_company)) return;
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AllocateWindowDescFront<ScenarioEditorTownGenerationWindow>(&_scen_edit_town_gen_desc, 0);
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}
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