OpenTTD-patches/src/landscape.h
Rubidium e8af8daa68 Codechange: pass "ground vehicle" to GetTileSlopeZ since for tunnel/bridges there are two states
Previously it checked the position in non-driving direction to "guess" whether
a ground vehicle was using the function, so on tunnels/bridges it could either
return the Z of the (virtual) ground compared to the Z of the path the vehicle
would take.
2023-04-09 19:00:26 +02:00

145 lines
5.0 KiB
C

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file landscape.h Functions related to OTTD's landscape. */
#ifndef LANDSCAPE_H
#define LANDSCAPE_H
#include "core/geometry_type.hpp"
#include "tile_cmd.h"
static const uint SNOW_LINE_MONTHS = 12; ///< Number of months in the snow line table.
static const uint SNOW_LINE_DAYS = 32; ///< Number of days in each month in the snow line table.
/**
* Structure describing the height of the snow line each day of the year
* @ingroup SnowLineGroup
*/
struct SnowLine {
byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS]; ///< Height of the snow line each day of the year
byte highest_value; ///< Highest snow line of the year
byte lowest_value; ///< Lowest snow line of the year
};
bool IsSnowLineSet();
void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS]);
byte GetSnowLine();
byte HighestSnowLine();
byte LowestSnowLine();
void ClearSnowLine();
int GetSlopeZInCorner(Slope tileh, Corner corner);
Slope GetFoundationSlope(TileIndex tile, int *z = nullptr);
uint GetPartialPixelZ(int x, int y, Slope corners);
int GetSlopePixelZ(int x, int y, bool ground_vehicle = false);
int GetSlopePixelZOutsideMap(int x, int y);
void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2);
/**
* Determine the Z height of a corner relative to TileZ.
*
* @pre The slope must not be a halftile slope.
*
* @param tileh The slope.
* @param corner The corner.
* @return Z position of corner relative to TileZ.
*/
static inline int GetSlopePixelZInCorner(Slope tileh, Corner corner)
{
return GetSlopeZInCorner(tileh, corner) * TILE_HEIGHT;
}
/**
* Get slope of a tile on top of a (possible) foundation
* If a tile does not have a foundation, the function returns the same as GetTilePixelSlope.
*
* @param tile The tile of interest.
* @param z returns the z of the foundation slope. (Can be nullptr, if not needed)
* @return The slope on top of the foundation.
*/
static inline Slope GetFoundationPixelSlope(TileIndex tile, int *z)
{
assert(z != nullptr);
Slope s = GetFoundationSlope(tile, z);
*z *= TILE_HEIGHT;
return s;
}
/**
* Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
* @param x X world or tile coordinate (runs in SW direction in the 2D view).
* @param y Y world or tile coordinate (runs in SE direction in the 2D view).
* @param z Z world or tile coordinate (runs in N direction in the 2D view).
* @return Equivalent coordinate in the 2D view.
* @see RemapCoords2
*/
static inline Point RemapCoords(int x, int y, int z)
{
Point pt;
pt.x = (y - x) * 2 * ZOOM_LVL_BASE;
pt.y = (y + x - z) * ZOOM_LVL_BASE;
return pt;
}
/**
* Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
* Same as #RemapCoords, except the Z coordinate is read from the map.
* @param x X world or tile coordinate (runs in SW direction in the 2D view).
* @param y Y world or tile coordinate (runs in SE direction in the 2D view).
* @return Equivalent coordinate in the 2D view.
* @see RemapCoords
*/
static inline Point RemapCoords2(int x, int y)
{
return RemapCoords(x, y, GetSlopePixelZ(x, y, false));
}
/**
* Map 2D viewport or smallmap coordinate to 3D world or tile coordinate.
* Function assumes <tt>z == 0</tt>. For other values of \p z, add \p z to \a y before the call.
* @param x X coordinate of the 2D coordinate.
* @param y Y coordinate of the 2D coordinate.
* @return X and Y components of equivalent world or tile coordinate.
* @note Inverse of #RemapCoords function. Smaller values may get rounded.
* @see InverseRemapCoords2
*/
static inline Point InverseRemapCoords(int x, int y)
{
Point pt = {(y * 2 - x) >> (2 + ZOOM_LVL_SHIFT), (y * 2 + x) >> (2 + ZOOM_LVL_SHIFT)};
return pt;
}
Point InverseRemapCoords2(int x, int y, bool clamp_to_map = false, bool *clamped = nullptr);
uint ApplyFoundationToSlope(Foundation f, Slope *s);
/**
* Applies a foundation to a slope.
*
* @pre Foundation and slope must be valid combined.
* @param f The #Foundation.
* @param s The #Slope to modify.
* @return Increment to the tile Z coordinate.
*/
static inline uint ApplyPixelFoundationToSlope(Foundation f, Slope *s)
{
return ApplyFoundationToSlope(f, s) * TILE_HEIGHT;
}
void DrawFoundation(TileInfo *ti, Foundation f);
bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here);
bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here);
void DoClearSquare(TileIndex tile);
void RunTileLoop();
void InitializeLandscape();
void GenerateLandscape(byte mode);
#endif /* LANDSCAPE_H */