changeset 3055:570ea60d1e87 draft

(svn r3644) Don't use FindLandscapeHeightByTile() when it's overkill - often it was just a complicated way of writing GetTileSlope(tile, NULL)
author tron <tron@openttd.org>
date Tue, 21 Feb 2006 07:41:54 +0000
parents 724f86a46f16
children c1e7f57d13c9
files ai/trolly/pathfinder.c ai/trolly/trolly.c road_cmd.c station_cmd.c town_cmd.c tunnelbridge_cmd.c
diffstat 6 files changed, 85 insertions(+), 88 deletions(-) [+]
line wrap: on
line diff
--- a/ai/trolly/pathfinder.c
+++ b/ai/trolly/pathfinder.c
@@ -315,18 +315,18 @@
 
 	// Next step, check for bridges and tunnels
 	if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
-		TileInfo ti;
 		// First we get the dir from this tile and his parent
 		int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
 		// It means we can only walk with the track, so the bridge has to be in the same direction
 		TileIndex tile = current->path.node.tile;
 		TileIndex new_tile = tile;
+		uint tileh;
 
-		FindLandscapeHeightByTile(&ti, tile);
+		tileh = GetTileSlope(tile, NULL);
 
 		// Bridges can only be build on land that is not flat
 		//  And if there is a road or rail blocking
-		if (ti.tileh != 0 ||
+		if (tileh != 0 ||
 				(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
 				(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
 			for (;;) {
@@ -353,14 +353,14 @@
 		// Next, check for tunnels!
 		// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
 		//  For now, we check both sides for this tile.. terraforming gives fuzzy result
-		if ((dir == 0 && ti.tileh == 12) ||
-				(dir == 1 && ti.tileh == 6) ||
-				(dir == 2 && ti.tileh == 3) ||
-				(dir == 3 && ti.tileh == 9)) {
+		if ((dir == 0 && tileh == 12) ||
+				(dir == 1 && tileh == 6) ||
+				(dir == 2 && tileh == 3) ||
+				(dir == 3 && tileh == 9)) {
 			// Now simply check if a tunnel can be build
 			ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
-			FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
-			if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
+			tileh = GetTileSlope(_build_tunnel_endtile, NULL);
+			if (!CmdFailed(ret) && (tileh == 3 || tileh == 6 || tileh == 9 || tileh == 12)) {
 				aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
 				aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
 				aystar->neighbours[aystar->num_neighbours++].direction = 0;
@@ -382,11 +382,8 @@
 {
 	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 	int r, res = 0;
-	TileInfo ti, parent_ti;
-
-	// Gather some information about the tile..
-	FindLandscapeHeightByTile(&ti, current->tile);
-	FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
+	uint tileh = GetTileSlope(current->tile, NULL);
+	uint parent_tileh = GetTileSlope(parent->path.node.tile, NULL);
 
 	// Check if we hit the end-tile
 	if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
@@ -416,20 +413,20 @@
 	//  when there is a flat land all around, they are more expensive to build, and
 	//  especially they essentially block the ability to connect or cross the road
 	//  from one side.
-	if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
+	if (parent_tileh != 0 && parent->path.parent != NULL) {
 		// Skip if the tile was from a bridge or tunnel
 		if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
 			if (PathFinderInfo->rail_or_road) {
-				r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
+				r = GetRailFoundation(parent_tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
 				// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
-				if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
+				if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << tileh)))) {
 					res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
 				} else {
 					res += AI_PATHFINDER_FOUNDATION_PENALTY;
 				}
 			} else {
 				if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) {
-					r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
+					r = GetRoadFoundation(parent_tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
 					if (r >= 15 || r == 0)
 						res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
 					else
@@ -453,17 +450,17 @@
 		res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
 		// Check if we are going up or down, first for the starting point
 		// In user_data[0] is at the 8th bit the direction
-		if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
-			if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
+		if (!(BRIDGE_NO_FOUNDATION & (1 << parent_tileh))) {
+			if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15)
 				res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 		}
 		// Second for the end point
-		if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
-			if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
+		if (!(BRIDGE_NO_FOUNDATION & (1 << tileh))) {
+			if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15)
 				res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 		}
-		if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
-		if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+		if (parent_tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+		if (tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 	}
 
 	//  To prevent the AI from taking the fastest way in tiles, but not the fastest way
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -840,10 +840,8 @@
 			// Is the terrain clear?
 			if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) ||
 					IsTileType(tile + TileOffsByDir(j), MP_TREES)) {
-				TileInfo ti;
-				FindLandscapeHeightByTile(&ti, tile);
 				// If the current tile is on a slope (tileh != 0) then we do not allow this
-				if (ti.tileh != 0) continue;
+				if (GetTileSlope(tile, NULL) != 0) continue;
 				// Check if everything went okay..
 				r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0);
 				if (CmdFailed(r)) continue;
--- a/road_cmd.c
+++ b/road_cmd.c
@@ -620,25 +620,24 @@
  */
 int32 CmdBuildRoadDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 {
-	TileInfo ti;
 	int32 cost;
 	Depot *dep;
 	TileIndex tile;
+	uint tileh;
 
 	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
 
 	if (p1 > 3) return CMD_ERROR; // check direction
 
-	FindLandscapeHeight(&ti, x, y);
-
-	tile = ti.tile;
+	tile = TileVirtXY(x, y);
 
 	if (!EnsureNoVehicle(tile)) return CMD_ERROR;
 
-	if (ti.tileh != 0 && (
+	tileh = GetTileSlope(tile, NULL);
+	if (tileh != 0 && (
 				!_patches.build_on_slopes ||
-				IsSteepTileh(ti.tileh) ||
-				!CanBuildDepotByTileh(p1, ti.tileh)
+				IsSteepTileh(tileh) ||
+				!CanBuildDepotByTileh(p1, tileh)
 			)) {
 		return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
 	}
--- a/station_cmd.c
+++ b/station_cmd.c
@@ -1691,27 +1691,29 @@
  */
 int32 CmdBuildBuoy(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 {
-	TileInfo ti;
+	TileIndex tile = TileVirtXY(x, y);
 	Station *st;
 
 	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
 
-	FindLandscapeHeight(&ti, x, y);
-
-	if (ti.type != MP_WATER || ti.tileh != 0 || ti.map5 != 0 || ti.tile == 0)
+	if (!IsTileType(tile, MP_WATER) ||
+			_m[tile].m5 != 0 ||
+			GetTileSlope(tile, NULL) != 0 ||
+			tile == 0) {
 		return_cmd_error(STR_304B_SITE_UNSUITABLE);
+	}
 
 	st = AllocateStation();
 	if (st == NULL) return CMD_ERROR;
 
-	st->town = ClosestTownFromTile(ti.tile, (uint)-1);
+	st->town = ClosestTownFromTile(tile, (uint)-1);
 	st->sign.width_1 = 0;
 
-	if (!GenerateStationName(st, ti.tile, 4)) return CMD_ERROR;
+	if (!GenerateStationName(st, tile, 4)) return CMD_ERROR;
 
 	if (flags & DC_EXEC) {
-		StationInitialize(st, ti.tile);
-		st->dock_tile = ti.tile;
+		StationInitialize(st, tile);
+		st->dock_tile = tile;
 		st->facilities |= FACIL_DOCK;
 		/* Buoys are marked in the Station struct by this flag. Yes, it is this
 		 * braindead.. */
@@ -1720,7 +1722,7 @@
 
 		st->build_date = _date;
 
-		ModifyTile(ti.tile,
+		ModifyTile(tile,
 			MP_SETTYPE(MP_STATION) |
 			MP_MAP2 | MP_MAP3LO_CLEAR | MP_MAP3HI_CLEAR | MP_MAPOWNER | MP_MAP5,
 			st->index,		/* map2 */
@@ -1805,41 +1807,42 @@
  */
 int32 CmdBuildDock(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 {
-	TileInfo ti;
+	TileIndex tile = TileVirtXY(x, y);
+	TileIndex tile_cur;
 	int direction;
 	int32 cost;
-	TileIndex tile, tile_cur;
 	Station *st;
 
 	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
 
-	FindLandscapeHeight(&ti, x, y);
-
-	if ((direction=0,ti.tileh) != 3 &&
-			(direction++,ti.tileh) != 9 &&
-			(direction++,ti.tileh) != 12 &&
-			(direction++,ti.tileh) != 6)
-		return_cmd_error(STR_304B_SITE_UNSUITABLE);
-
-	if (!EnsureNoVehicle(ti.tile)) return CMD_ERROR;
-
-	cost = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
+	switch (GetTileSlope(tile, NULL)) {
+		case  3: direction = 0; break;
+		case  6: direction = 3; break;
+		case  9: direction = 1; break;
+		case 12: direction = 2; break;
+		default: return_cmd_error(STR_304B_SITE_UNSUITABLE);
+	}
+
+	if (!EnsureNoVehicle(tile)) return CMD_ERROR;
+
+	cost = DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 	if (CmdFailed(cost)) return CMD_ERROR;
 
-	tile_cur = (tile=ti.tile) + TileOffsByDir(direction);
+	tile_cur = tile + TileOffsByDir(direction);
 
 	if (!EnsureNoVehicle(tile_cur)) return CMD_ERROR;
 
-	FindLandscapeHeightByTile(&ti, tile_cur);
-	if (ti.tileh != 0 || ti.type != MP_WATER) return_cmd_error(STR_304B_SITE_UNSUITABLE);
+	if (!IsTileType(tile_cur, MP_WATER) || GetTileSlope(tile_cur, NULL) != 0) {
+		return_cmd_error(STR_304B_SITE_UNSUITABLE);
+	}
 
 	cost = DoCommandByTile(tile_cur, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 	if (CmdFailed(cost)) return CMD_ERROR;
 
 	tile_cur = tile_cur + TileOffsByDir(direction);
-	FindLandscapeHeightByTile(&ti, tile_cur);
-	if (ti.tileh != 0 || ti.type != MP_WATER)
+	if (!IsTileType(tile_cur, MP_WATER) || GetTileSlope(tile_cur, NULL) != 0) {
 		return_cmd_error(STR_304B_SITE_UNSUITABLE);
+	}
 
 	/* middle */
 	st = GetStationAround(
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -549,17 +549,18 @@
 
 static void LevelTownLand(TileIndex tile)
 {
-	TileInfo ti;
+	uint tileh;
 
 	TILE_ASSERT(tile);
 
 	// Don't terraform if land is plain or if there's a house there.
-	FindLandscapeHeightByTile(&ti, tile);
-	if (ti.tileh == 0 || ti.type == MP_HOUSE) return;
+	if (IsTileType(tile, MP_HOUSE)) return;
+	tileh = GetTileSlope(tile, NULL);
+	if (tileh == 0) return;
 
 	// First try up, then down
-	if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
-		TerraformTownTile(tile, ti.tileh & 0xF, 0);
+	if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
+		TerraformTownTile(tile, tileh & 0xF, 0);
 	}
 }
 
@@ -569,7 +570,6 @@
 {
 	int a,b,rcmd;
 	TileIndex tmptile;
-	TileInfo ti;
 	uint i;
 	int j;
 	TileIndex tile = *tile_ptr;
@@ -658,21 +658,23 @@
 		rcmd = 1 << i;
 	}
 
-	FindLandscapeHeightByTile(&ti, tile);
-
 	// Return if a water tile
-	if (ti.type == MP_WATER && ti.map5 == 0) return;
+	if (IsTileType(tile, MP_WATER) && _m[tile].m5 == 0) return;
 
 	// Determine direction of slope,
 	//  and build a road if not a special slope.
-	if ((i=0,ti.tileh != 3) &&
-			(i++,ti.tileh != 9) &&
-			(i++,ti.tileh != 12) &&
-			(i++,ti.tileh != 6)) {
+	switch (GetTileSlope(tile, NULL)) {
+		case  3: i = 0; break;
+		case  6: i = 3; break;
+		case  9: i = 1; break;
+		case 12: i = 2; break;
+
+		default:
 build_road_and_exit:
-		if (!CmdFailed(DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD)))
-			_grow_town_result = -1;
-		return;
+			if (!CmdFailed(DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
+				_grow_town_result = -1;
+			}
+			return;
 	}
 
 	tmptile = tile;
@@ -773,7 +775,6 @@
 {
 	TileIndex tile;
 	const TileIndexDiffC *ptr;
-	TileInfo ti;
 	PlayerID old_player;
 
 	static const TileIndexDiffC _town_coord_mod[] = {
@@ -811,10 +812,9 @@
 	// clearing some land and then building a road there.
 	tile = t->xy;
 	for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
-		FindLandscapeHeightByTile(&ti, tile);
-
 		// Only work with plain land that not already has a house with map5=0
-		if (ti.tileh == 0 && (ti.type != MP_HOUSE || ti.map5 != 0)) {
+		if ((!IsTileType(tile, MP_HOUSE) || _m[tile].m5 != 0) &&
+				GetTileSlope(tile, NULL) == 0) {
 			if (!CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
 				DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
 				_current_player = old_player;
--- a/tunnelbridge_cmd.c
+++ b/tunnelbridge_cmd.c
@@ -428,17 +428,17 @@
 static bool DoCheckTunnelInWay(TileIndex tile, uint z, uint dir)
 {
 	TileIndexDiff delta = TileOffsByDir(dir);
-	TileInfo ti;
+	uint height;
 
 	do {
 		tile -= delta;
-		FindLandscapeHeightByTile(&ti, tile);
-	} while (z < ti.z);
+		height = GetTileZ(tile);
+	} while (z < tile);
 
-	if (z == ti.z &&
-			ti.type == MP_TUNNELBRIDGE &&
-			GB(ti.map5, 4, 4) == 0 &&
-			GB(ti.map5, 0, 2) == dir) {
+	if (z == tile &&
+			IsTileType(tile, MP_TUNNELBRIDGE) &&
+			GB(_m[tile].m5, 4, 4) == 0 &&
+			GB(_m[tile].m5, 0, 2) == dir) {
 		_error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
 		return false;
 	}