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https://github.com/OpenTTD/OpenTTD.git
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(svn r3644) Don't use FindLandscapeHeightByTile() when it's overkill - often it was just a complicated way of writing GetTileSlope(tile, NULL)
This commit is contained in:
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35fb17947a
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4b46883751
@ -315,18 +315,18 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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// Next step, check for bridges and tunnels
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if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
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TileInfo ti;
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// First we get the dir from this tile and his parent
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int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
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// It means we can only walk with the track, so the bridge has to be in the same direction
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TileIndex tile = current->path.node.tile;
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TileIndex new_tile = tile;
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uint tileh;
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FindLandscapeHeightByTile(&ti, tile);
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tileh = GetTileSlope(tile, NULL);
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// Bridges can only be build on land that is not flat
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// And if there is a road or rail blocking
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if (ti.tileh != 0 ||
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if (tileh != 0 ||
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(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
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(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
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for (;;) {
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@ -353,14 +353,14 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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// Next, check for tunnels!
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// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
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// For now, we check both sides for this tile.. terraforming gives fuzzy result
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if ((dir == 0 && ti.tileh == 12) ||
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(dir == 1 && ti.tileh == 6) ||
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(dir == 2 && ti.tileh == 3) ||
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(dir == 3 && ti.tileh == 9)) {
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if ((dir == 0 && tileh == 12) ||
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(dir == 1 && tileh == 6) ||
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(dir == 2 && tileh == 3) ||
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(dir == 3 && tileh == 9)) {
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// Now simply check if a tunnel can be build
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ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
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FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
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if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
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tileh = GetTileSlope(_build_tunnel_endtile, NULL);
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if (!CmdFailed(ret) && (tileh == 3 || tileh == 6 || tileh == 9 || tileh == 12)) {
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aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
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aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
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aystar->neighbours[aystar->num_neighbours++].direction = 0;
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@ -382,11 +382,8 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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{
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Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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int r, res = 0;
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TileInfo ti, parent_ti;
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// Gather some information about the tile..
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FindLandscapeHeightByTile(&ti, current->tile);
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FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
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uint tileh = GetTileSlope(current->tile, NULL);
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uint parent_tileh = GetTileSlope(parent->path.node.tile, NULL);
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// Check if we hit the end-tile
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if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
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@ -416,20 +413,20 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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// when there is a flat land all around, they are more expensive to build, and
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// especially they essentially block the ability to connect or cross the road
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// from one side.
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if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
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if (parent_tileh != 0 && parent->path.parent != NULL) {
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// Skip if the tile was from a bridge or tunnel
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if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
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if (PathFinderInfo->rail_or_road) {
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r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
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r = GetRailFoundation(parent_tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
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// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
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if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
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if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << tileh)))) {
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res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
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} else {
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res += AI_PATHFINDER_FOUNDATION_PENALTY;
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}
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} else {
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if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) {
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r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
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r = GetRoadFoundation(parent_tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
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if (r >= 15 || r == 0)
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res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
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else
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@ -453,17 +450,17 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
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// Check if we are going up or down, first for the starting point
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// In user_data[0] is at the 8th bit the direction
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if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
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if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
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if (!(BRIDGE_NO_FOUNDATION & (1 << parent_tileh))) {
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if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15)
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res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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}
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// Second for the end point
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if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
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if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
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if (!(BRIDGE_NO_FOUNDATION & (1 << tileh))) {
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if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15)
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res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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}
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if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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if (parent_tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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if (tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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}
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// To prevent the AI from taking the fastest way in tiles, but not the fastest way
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@ -840,10 +840,8 @@ static void AiNew_State_FindDepot(Player *p)
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// Is the terrain clear?
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if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) ||
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IsTileType(tile + TileOffsByDir(j), MP_TREES)) {
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TileInfo ti;
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FindLandscapeHeightByTile(&ti, tile);
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// If the current tile is on a slope (tileh != 0) then we do not allow this
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if (ti.tileh != 0) continue;
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if (GetTileSlope(tile, NULL) != 0) continue;
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// Check if everything went okay..
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r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0);
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if (CmdFailed(r)) continue;
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13
road_cmd.c
13
road_cmd.c
@ -620,25 +620,24 @@ int32 CmdRemoveLongRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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*/
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int32 CmdBuildRoadDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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TileInfo ti;
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int32 cost;
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Depot *dep;
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TileIndex tile;
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uint tileh;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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if (p1 > 3) return CMD_ERROR; // check direction
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FindLandscapeHeight(&ti, x, y);
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tile = ti.tile;
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tile = TileVirtXY(x, y);
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if (!EnsureNoVehicle(tile)) return CMD_ERROR;
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if (ti.tileh != 0 && (
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tileh = GetTileSlope(tile, NULL);
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if (tileh != 0 && (
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!_patches.build_on_slopes ||
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IsSteepTileh(ti.tileh) ||
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!CanBuildDepotByTileh(p1, ti.tileh)
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IsSteepTileh(tileh) ||
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!CanBuildDepotByTileh(p1, tileh)
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)) {
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return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
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}
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@ -1691,27 +1691,29 @@ static int32 RemoveAirport(Station *st, uint32 flags)
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*/
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int32 CmdBuildBuoy(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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TileInfo ti;
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TileIndex tile = TileVirtXY(x, y);
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Station *st;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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FindLandscapeHeight(&ti, x, y);
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if (ti.type != MP_WATER || ti.tileh != 0 || ti.map5 != 0 || ti.tile == 0)
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if (!IsTileType(tile, MP_WATER) ||
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_m[tile].m5 != 0 ||
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GetTileSlope(tile, NULL) != 0 ||
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tile == 0) {
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return_cmd_error(STR_304B_SITE_UNSUITABLE);
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}
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st = AllocateStation();
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if (st == NULL) return CMD_ERROR;
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st->town = ClosestTownFromTile(ti.tile, (uint)-1);
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st->town = ClosestTownFromTile(tile, (uint)-1);
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st->sign.width_1 = 0;
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if (!GenerateStationName(st, ti.tile, 4)) return CMD_ERROR;
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if (!GenerateStationName(st, tile, 4)) return CMD_ERROR;
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if (flags & DC_EXEC) {
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StationInitialize(st, ti.tile);
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st->dock_tile = ti.tile;
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StationInitialize(st, tile);
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st->dock_tile = tile;
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st->facilities |= FACIL_DOCK;
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/* Buoys are marked in the Station struct by this flag. Yes, it is this
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* braindead.. */
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@ -1720,7 +1722,7 @@ int32 CmdBuildBuoy(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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st->build_date = _date;
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ModifyTile(ti.tile,
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ModifyTile(tile,
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MP_SETTYPE(MP_STATION) |
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MP_MAP2 | MP_MAP3LO_CLEAR | MP_MAP3HI_CLEAR | MP_MAPOWNER | MP_MAP5,
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st->index, /* map2 */
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@ -1805,41 +1807,42 @@ static const byte _dock_h_chk[4] = { 1,2,1,2 };
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*/
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int32 CmdBuildDock(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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TileInfo ti;
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TileIndex tile = TileVirtXY(x, y);
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TileIndex tile_cur;
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int direction;
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int32 cost;
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TileIndex tile, tile_cur;
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Station *st;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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FindLandscapeHeight(&ti, x, y);
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switch (GetTileSlope(tile, NULL)) {
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case 3: direction = 0; break;
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case 6: direction = 3; break;
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case 9: direction = 1; break;
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case 12: direction = 2; break;
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default: return_cmd_error(STR_304B_SITE_UNSUITABLE);
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}
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if ((direction=0,ti.tileh) != 3 &&
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(direction++,ti.tileh) != 9 &&
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(direction++,ti.tileh) != 12 &&
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(direction++,ti.tileh) != 6)
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return_cmd_error(STR_304B_SITE_UNSUITABLE);
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if (!EnsureNoVehicle(tile)) return CMD_ERROR;
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if (!EnsureNoVehicle(ti.tile)) return CMD_ERROR;
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cost = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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cost = DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(cost)) return CMD_ERROR;
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tile_cur = (tile=ti.tile) + TileOffsByDir(direction);
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tile_cur = tile + TileOffsByDir(direction);
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if (!EnsureNoVehicle(tile_cur)) return CMD_ERROR;
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FindLandscapeHeightByTile(&ti, tile_cur);
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if (ti.tileh != 0 || ti.type != MP_WATER) return_cmd_error(STR_304B_SITE_UNSUITABLE);
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if (!IsTileType(tile_cur, MP_WATER) || GetTileSlope(tile_cur, NULL) != 0) {
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return_cmd_error(STR_304B_SITE_UNSUITABLE);
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}
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cost = DoCommandByTile(tile_cur, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(cost)) return CMD_ERROR;
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tile_cur = tile_cur + TileOffsByDir(direction);
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FindLandscapeHeightByTile(&ti, tile_cur);
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if (ti.tileh != 0 || ti.type != MP_WATER)
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if (!IsTileType(tile_cur, MP_WATER) || GetTileSlope(tile_cur, NULL) != 0) {
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return_cmd_error(STR_304B_SITE_UNSUITABLE);
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}
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/* middle */
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st = GetStationAround(
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40
town_cmd.c
40
town_cmd.c
@ -549,17 +549,18 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir)
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static void LevelTownLand(TileIndex tile)
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{
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TileInfo ti;
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uint tileh;
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TILE_ASSERT(tile);
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// Don't terraform if land is plain or if there's a house there.
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FindLandscapeHeightByTile(&ti, tile);
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if (ti.tileh == 0 || ti.type == MP_HOUSE) return;
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if (IsTileType(tile, MP_HOUSE)) return;
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tileh = GetTileSlope(tile, NULL);
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if (tileh == 0) return;
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// First try up, then down
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if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
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TerraformTownTile(tile, ti.tileh & 0xF, 0);
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if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
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TerraformTownTile(tile, tileh & 0xF, 0);
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}
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}
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@ -569,7 +570,6 @@ static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
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{
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int a,b,rcmd;
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TileIndex tmptile;
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TileInfo ti;
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uint i;
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int j;
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TileIndex tile = *tile_ptr;
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@ -658,21 +658,23 @@ static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
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rcmd = 1 << i;
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}
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FindLandscapeHeightByTile(&ti, tile);
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// Return if a water tile
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if (ti.type == MP_WATER && ti.map5 == 0) return;
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if (IsTileType(tile, MP_WATER) && _m[tile].m5 == 0) return;
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// Determine direction of slope,
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// and build a road if not a special slope.
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if ((i=0,ti.tileh != 3) &&
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(i++,ti.tileh != 9) &&
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(i++,ti.tileh != 12) &&
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(i++,ti.tileh != 6)) {
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switch (GetTileSlope(tile, NULL)) {
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case 3: i = 0; break;
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case 6: i = 3; break;
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case 9: i = 1; break;
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case 12: i = 2; break;
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default:
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build_road_and_exit:
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if (!CmdFailed(DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD)))
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_grow_town_result = -1;
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return;
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if (!CmdFailed(DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
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_grow_town_result = -1;
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}
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return;
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}
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tmptile = tile;
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@ -773,7 +775,6 @@ static bool GrowTown(Town *t)
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{
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TileIndex tile;
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const TileIndexDiffC *ptr;
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TileInfo ti;
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PlayerID old_player;
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static const TileIndexDiffC _town_coord_mod[] = {
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@ -811,10 +812,9 @@ static bool GrowTown(Town *t)
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// clearing some land and then building a road there.
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tile = t->xy;
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for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
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FindLandscapeHeightByTile(&ti, tile);
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// Only work with plain land that not already has a house with map5=0
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if (ti.tileh == 0 && (ti.type != MP_HOUSE || ti.map5 != 0)) {
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if ((!IsTileType(tile, MP_HOUSE) || _m[tile].m5 != 0) &&
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GetTileSlope(tile, NULL) == 0) {
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if (!CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
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DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
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_current_player = old_player;
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@ -428,17 +428,17 @@ not_valid_below:;
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static bool DoCheckTunnelInWay(TileIndex tile, uint z, uint dir)
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{
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TileIndexDiff delta = TileOffsByDir(dir);
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TileInfo ti;
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uint height;
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do {
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tile -= delta;
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FindLandscapeHeightByTile(&ti, tile);
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} while (z < ti.z);
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height = GetTileZ(tile);
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} while (z < tile);
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if (z == ti.z &&
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ti.type == MP_TUNNELBRIDGE &&
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GB(ti.map5, 4, 4) == 0 &&
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GB(ti.map5, 0, 2) == dir) {
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if (z == tile &&
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IsTileType(tile, MP_TUNNELBRIDGE) &&
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GB(_m[tile].m5, 4, 4) == 0 &&
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GB(_m[tile].m5, 0, 2) == dir) {
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_error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
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return false;
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}
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