mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r26309) -Codechange: instead of memsetting a byte array with zero, use a set for marking the flow area of a river
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@ -32,6 +32,7 @@
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#include "company_func.h"
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#include "pathfinder/npf/aystar.h"
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#include <list>
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#include <set>
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#include "table/strings.h"
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#include "table/sprites.h"
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@ -1095,18 +1096,20 @@ static void BuildRiver(TileIndex begin, TileIndex end)
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/**
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* Try to flow the river down from a given begin.
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* @param marks Array for temporary of iterated tiles.
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* @param spring The springing point of the river.
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* @param begin The begin point we are looking from; somewhere down hill from the spring.
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* @return True iff a river could/has been built, otherwise false.
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*/
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static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
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static bool FlowRiver(TileIndex spring, TileIndex begin)
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{
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#define SET_MARK(x) marks.insert(x)
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#define IS_MARKED(x) (marks.find(x) != marks.end())
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uint height = TileHeight(begin);
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if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
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MemSetT(marks, 0, MapSize());
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marks[begin] = true;
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std::set<TileIndex> marks;
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SET_MARK(begin);
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/* Breadth first search for the closest tile we can flow down to. */
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std::list<TileIndex> queue;
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@ -1127,8 +1130,8 @@ static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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TileIndex t2 = end + TileOffsByDiagDir(d);
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if (IsValidTile(t2) && !marks[t2] && FlowsDown(end, t2)) {
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marks[t2] = true;
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if (IsValidTile(t2) && !IS_MARKED(t2) && FlowsDown(end, t2)) {
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SET_MARK(t2);
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count++;
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queue.push_back(t2);
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}
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@ -1137,13 +1140,14 @@ static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
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if (found) {
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/* Flow further down hill. */
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found = FlowRiver(marks, spring, end);
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found = FlowRiver(spring, end);
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} else if (count > 32) {
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/* Maybe we can make a lake. Find the Nth of the considered tiles. */
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TileIndex lakeCenter = 0;
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for (int i = RandomRange(count - 1); i != 0; lakeCenter++) {
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if (marks[lakeCenter]) i--;
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}
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int i = RandomRange(count - 1) + 1;
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std::set<TileIndex>::const_iterator cit = marks.begin();
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while (--i) cit++;
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lakeCenter = *cit;
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if (IsValidTile(lakeCenter) &&
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/* A river, or lake, can only be built on flat slopes. */
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@ -1167,6 +1171,7 @@ static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
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}
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}
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marks.clear();
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if (found) BuildRiver(begin, end);
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return found;
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}
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@ -1181,19 +1186,16 @@ static void CreateRivers()
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uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
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SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
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bool *marks = CallocT<bool>(MapSize());
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for (; wells != 0; wells--) {
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IncreaseGeneratingWorldProgress(GWP_RIVER);
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for (int tries = 0; tries < 128; tries++) {
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TileIndex t = RandomTile();
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if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
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if (FlowRiver(marks, t, t)) break;
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if (FlowRiver(t, t)) break;
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}
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}
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free(marks);
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/* Run tile loop to update the ground density. */
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for (uint i = 0; i != 256; i++) {
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if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
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