(svn r19798) -Codechange: generalise the waypoint naming method
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64
src/town.h
64
src/town.h
@@ -258,4 +258,68 @@ static inline uint TileHash2Bit(uint x, uint y)
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return GB(TileHash(x, y), 0, 2);
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}
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/**
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* Set the default name for a depot/waypoint
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* @tparam T The type/class to make a default name for
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* @param obj The object/instance we want to find the name for
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*/
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template <class T>
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void MakeDefaultName(T *obj)
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{
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/* We only want to set names if it hasn't been set before. */
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assert(obj->name == NULL);
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obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
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/* Find first unused number belonging to this town. This can never fail,
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* as long as there can be at most 65535 waypoints/depots in total.
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*
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* This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
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* most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
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* m - number of waypoints near this town).
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* Usually, it needs only 'n' steps.
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*
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* If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
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* but this way it is faster */
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uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
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uint32 next = 0; // first number in the bitmap
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uint32 idx = 0; // index where we will stop
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uint32 cid = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
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do {
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T *lobj = T::GetIfValid(cid);
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/* check only valid waypoints... */
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if (lobj != NULL && obj != lobj) {
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/* only objects with 'generic' name within the same city and with the same type*/
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if (lobj->name == NULL && lobj->town == obj->town && lobj->IsOfType(obj)) {
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/* if lobj->town_cn < next, uint will overflow to '+inf' */
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uint i = (uint)lobj->town_cn - next;
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if (i < 32) {
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SetBit(used, i); // update bitmap
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if (i == 0) {
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/* shift bitmap while the lowest bit is '1';
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* increase the base of the bitmap too */
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do {
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used >>= 1;
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next++;
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} while (HasBit(used, 0));
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/* when we are at 'idx' again at end of the loop and
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* 'next' hasn't changed, then no object had town_cn == next,
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* so we can safely use it */
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idx = cid;
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}
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}
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}
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}
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cid++;
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if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
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} while (cid != idx);
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obj->town_cn = (uint16)next; // set index...
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}
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#endif /* TOWN_H */
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