(svn r7198) -Codechange: Implement a circular tile search function.

Just provide the number of tiles per side, a pointer to a test function, the tile to start searching and voila.
Fixes [FS#364] by removing a lengthy and suboptimal random search pattern.
Thanks Rubidium.
This commit is contained in:
belugas
2006-11-17 23:01:58 +00:00
parent 9a8c149321
commit 392fc3a45b
5 changed files with 136 additions and 89 deletions

65
map.c
View File

@@ -6,6 +6,7 @@
#include "functions.h"
#include "macros.h"
#include "map.h"
#include "direction.h"
#if defined(_MSC_VER) && _MSC_VER >= 1400 /* VStudio 2005 is stupid! */
/* Why the hell is that not in all MSVC headers?? */
@@ -179,3 +180,67 @@ uint DistanceFromEdge(TileIndex tile)
const uint minh = xh < yh ? xh : yh;
return minl < minh ? minl : minh;
}
/**
* Function performing a search around a center tile and going outward, thus in circle.
* Although it really is a square search...
* Every tile will be tested by means of the callback function proc,
* which will determine if yes or no the given tile meets criteria of search.
* @param tile to start the search from
* @param size: number of tiles per side of the desired search area
* @param proc: callback testing function pointer.
* @param data to be passed to the callback function. Depends on the implementation
* @result of the search
* @pre proc != NULL
* @pre size > 0
*/
bool CircularTileSearch(TileIndex tile, uint size, TestTileOnSearchProc proc, uint32 data)
{
uint n, x, y;
DiagDirection dir;
assert(proc != NULL);
assert(size > 0);
x = TileX(tile);
y = TileY(tile);
if (size % 2 == 1) {
/* If the length of the side is uneven, the center has to be checked
* separately, as the pattern of uneven sides requires to go around the center */
n = 2;
if (proc(TileXY(x, y), data)) return true;
/* If tile test is not successfull, get one tile down and left,
* ready for a test in first circle around center tile */
x += _tileoffs_by_dir[DIR_W].x;
y += _tileoffs_by_dir[DIR_W].y;
} else {
n = 1;
/* To use _tileoffs_by_diagdir's order, we must relocate to
* another tile, as we now first go 'up', 'right', 'down', 'left'
* instead of 'right', 'down', 'left', 'up', which the calling
* function assume. */
x++;
}
for (; n < size; n += 2) {
for (dir = DIAGDIR_NE; dir < DIAGDIR_END; dir++) {
uint j;
for (j = n; j != 0; j--) {
if (x <= MapMaxX() && y <= MapMaxY() && ///< Is the tile within the map?
proc(TileXY(x, y), data)) { ///< Is the callback successfulll?
return true; ///< then stop the search
}
/* Step to the next 'neighbour' in the circular line */
x += _tileoffs_by_diagdir[dir].x;
y += _tileoffs_by_diagdir[dir].y;
}
}
/* Jump to next circle to test */
x += _tileoffs_by_dir[DIR_W].x;
y += _tileoffs_by_dir[DIR_W].y;
}
return false;
}