#include "stdafx.h" #include "ttd.h" #include "debug.h" #include "functions.h" #include "map.h" uint _map_log_x; uint _map_log_y; byte *_map_type_and_height = NULL; byte *_map_owner = NULL; uint16 *_map2 = NULL; byte *_map3_lo = NULL; byte *_map3_hi = NULL; byte *_map5 = NULL; byte *_map_extra_bits = NULL; void InitMap(uint log_x, uint log_y) { uint map_size; if (log_x < 6 || log_x > 11 || log_y < 6 || log_y > 11) error("Invalid map size"); DEBUG(map, 1)("Allocating map of size %dx%d", log_x, log_y); // XXX - MSVC6 volatile workaround *(volatile uint*)&_map_log_x = log_x; *(volatile uint*)&_map_log_y = log_y; map_size = MapSize(); _map_type_and_height = realloc(_map_type_and_height, map_size * sizeof(_map_type_and_height[0])); _map_owner = realloc(_map_owner, map_size * sizeof(_map_owner[0])); _map2 = realloc(_map2, map_size * sizeof(_map2[0])); _map3_lo = realloc(_map3_lo, map_size * sizeof(_map3_lo[0])); _map3_hi = realloc(_map3_hi, map_size * sizeof(_map3_hi[0])); _map5 = realloc(_map5, map_size * sizeof(_map5[0])); _map_extra_bits = realloc(_map_extra_bits, map_size * sizeof(_map_extra_bits[0] / 4)); // XXX TODO handle memory shortage more gracefully if (_map_type_and_height == NULL || _map_owner == NULL || _map2 == NULL || _map3_lo == NULL || _map3_hi == NULL || _map5 == NULL || _map_extra_bits == NULL) error("Failed to allocate memory for the map"); } #ifdef _DEBUG 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]; sprintf(buf, "TILE_ADD(%s) when adding 0x%.4X and 0x%.4X failed", exp, tile, add); #if !defined(_MSC_VER) fprintf(stderr, "%s:%d %s\n", file, line, buf); #else _assert(buf, (char*)file, line); #endif } assert(TILE_XY(x,y) == TILE_MASK(tile + add)); return TILE_XY(x,y); } #endif uint ScaleByMapSize(uint n) { int shift = (int)MapLogX() - 8 + (int)MapLogY() - 8; if (shift < 0) return (n + (1 << -shift) - 1) >> -shift; else return n << shift; } uint ScaleByMapSize1D(uint n) { int shift = ((int)MapLogX() - 8 + (int)MapLogY() - 8) / 2; if (shift < 0) return (n + (1 << -shift) - 1) >> -shift; else return n << shift; } // This function checks if we add addx/addy to tile, if we // do wrap around the edges. For example, tile = (10,2) and // addx = +3 and addy = -4. This function will now return // INVALID_TILE, because the y is wrapped. This is needed in // for example, farmland. When the tile is not wrapped, // the result will be tile + TILE_XY(addx, addy) uint TileAddWrap(TileIndex tile, int addx, int addy) { uint x, y; x = TileX(tile) + addx; y = TileY(tile) + addy; // Are we about to wrap? if (x < MapMaxX() && y < MapMaxY()) return tile + TILE_XY(addx, addy); return INVALID_TILE; } const TileIndexDiffC _tileoffs_by_dir[] = { {-1, 0}, { 0, 1}, { 1, 0}, { 0, -1} }; uint DistanceManhattan(TileIndex t0, TileIndex t1) { return abs(TileX(t0) - TileX(t1)) + abs(TileY(t0) - TileY(t1)); } uint DistanceSquare(TileIndex t0, TileIndex t1) { const int x = TileX(t0) - TileX(t1); const int y = TileY(t0) - TileY(t1); return x * x + y * y; } uint DistanceMax(TileIndex t0, TileIndex t1) { const uint x = abs(TileX(t0) - TileX(t1)); const uint y = abs(TileY(t0) - TileY(t1)); return x > y ? x : y; } uint DistanceMaxPlusManhattan(TileIndex t0, TileIndex t1) { const uint x = abs(TileX(t0) - TileX(t1)); const uint y = abs(TileY(t0) - TileY(t1)); return x > y ? 2 * x + y : 2 * y + x; } 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 = xl < yl ? xl : yl; const uint minh = xh < yh ? xh : yh; return minl < minh ? minl : minh; }