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(svn r13367) -Codechange: Allow CircularTileSearch function to return the tile where search has been successful, or INVALID_TILE if it has not
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@ -995,7 +995,7 @@ static void ChopLumberMillTrees(Industry *i)
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if (!IsIndustryCompleted(tile)) return; ///< Can't proceed if not completed
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if (CircularTileSearch(tile, 40, SearchLumberMillTrees, 0)) ///< 40x40 tiles to search
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if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, 0)) ///< 40x40 tiles to search
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i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); ///< Found a tree, add according value to waiting cargo
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}
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16
src/map.cpp
16
src/map.cpp
@ -258,7 +258,7 @@ uint DistanceFromEdge(TileIndex tile)
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* Although it really is a square search...
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* Every tile will be tested by means of the callback function proc,
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* which will determine if yes or no the given tile meets criteria of search.
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* @param tile to start the search from
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* @param tile to start the search from. Upon completion, it will return the tile matching the search
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* @param size: number of tiles per side of the desired search area
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* @param proc: callback testing function pointer.
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* @param data to be passed to the callback function. Depends on the implementation
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@ -266,7 +266,7 @@ uint DistanceFromEdge(TileIndex tile)
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* @pre proc != NULL
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* @pre size > 0
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*/
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bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data)
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bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, uint32 data)
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{
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uint n, x, y;
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DiagDirection dir;
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@ -274,14 +274,17 @@ bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, ui
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assert(proc != NULL);
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assert(size > 0);
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x = TileX(tile);
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y = TileY(tile);
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x = TileX(*tile);
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y = TileY(*tile);
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if (size % 2 == 1) {
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/* If the length of the side is uneven, the center has to be checked
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* separately, as the pattern of uneven sides requires to go around the center */
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n = 2;
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if (proc(TileXY(x, y), data)) return true;
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if (proc(TileXY(x, y), data)) {
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*tile = TileXY(x, y);
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return true;
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}
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/* If tile test is not successful, get one tile down and left,
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* ready for a test in first circle around center tile */
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@ -302,6 +305,7 @@ bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, ui
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for (j = n; j != 0; j--) {
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if (x <= MapMaxX() && y <= MapMaxY() && ///< Is the tile within the map?
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proc(TileXY(x, y), data)) { ///< Is the callback successful?
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*tile = TileXY(x, y);
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return true; ///< then stop the search
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}
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@ -314,5 +318,7 @@ bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, ui
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x += _tileoffs_by_dir[DIR_W].x;
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y += _tileoffs_by_dir[DIR_W].y;
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}
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*tile = INVALID_TILE;
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return false;
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}
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@ -391,7 +391,7 @@ typedef bool TestTileOnSearchProc(TileIndex tile, uint32 data);
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/**
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* Searches for some cirumstances of a tile around a given tile with a helper function.
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*/
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bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data);
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bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, uint32 data);
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/**
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* Get a random tile out of a given seed.
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@ -2193,7 +2193,7 @@ static void TownActionBuildStatue(Town *t)
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{
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TileIndex tile = t->xy;
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if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index)) {
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if (CircularTileSearch(&tile, 9, SearchTileForStatue, t->index)) {
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SetBit(t->statues, _current_player); // Once found and built, "inform" the Town
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}
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}
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