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https://github.com/JGRennison/OpenTTD-patches.git
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e8af8daa68
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.
145 lines
5.0 KiB
C
145 lines
5.0 KiB
C
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file landscape.h Functions related to OTTD's landscape. */
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#ifndef LANDSCAPE_H
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#define LANDSCAPE_H
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#include "core/geometry_type.hpp"
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#include "tile_cmd.h"
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static const uint SNOW_LINE_MONTHS = 12; ///< Number of months in the snow line table.
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static const uint SNOW_LINE_DAYS = 32; ///< Number of days in each month in the snow line table.
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/**
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* Structure describing the height of the snow line each day of the year
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* @ingroup SnowLineGroup
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*/
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struct SnowLine {
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byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS]; ///< Height of the snow line each day of the year
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byte highest_value; ///< Highest snow line of the year
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byte lowest_value; ///< Lowest snow line of the year
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};
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bool IsSnowLineSet();
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void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS]);
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byte GetSnowLine();
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byte HighestSnowLine();
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byte LowestSnowLine();
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void ClearSnowLine();
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int GetSlopeZInCorner(Slope tileh, Corner corner);
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Slope GetFoundationSlope(TileIndex tile, int *z = nullptr);
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uint GetPartialPixelZ(int x, int y, Slope corners);
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int GetSlopePixelZ(int x, int y, bool ground_vehicle = false);
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int GetSlopePixelZOutsideMap(int x, int y);
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void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2);
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/**
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* Determine the Z height of a corner relative to TileZ.
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*
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* @pre The slope must not be a halftile slope.
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*
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* @param tileh The slope.
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* @param corner The corner.
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* @return Z position of corner relative to TileZ.
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*/
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static inline int GetSlopePixelZInCorner(Slope tileh, Corner corner)
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{
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return GetSlopeZInCorner(tileh, corner) * TILE_HEIGHT;
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}
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/**
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* Get slope of a tile on top of a (possible) foundation
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* If a tile does not have a foundation, the function returns the same as GetTilePixelSlope.
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*
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* @param tile The tile of interest.
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* @param z returns the z of the foundation slope. (Can be nullptr, if not needed)
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* @return The slope on top of the foundation.
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*/
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static inline Slope GetFoundationPixelSlope(TileIndex tile, int *z)
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{
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assert(z != nullptr);
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Slope s = GetFoundationSlope(tile, z);
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*z *= TILE_HEIGHT;
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return s;
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}
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/**
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* Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
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* @param x X world or tile coordinate (runs in SW direction in the 2D view).
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* @param y Y world or tile coordinate (runs in SE direction in the 2D view).
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* @param z Z world or tile coordinate (runs in N direction in the 2D view).
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* @return Equivalent coordinate in the 2D view.
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* @see RemapCoords2
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*/
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static inline Point RemapCoords(int x, int y, int z)
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{
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Point pt;
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pt.x = (y - x) * 2 * ZOOM_LVL_BASE;
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pt.y = (y + x - z) * ZOOM_LVL_BASE;
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return pt;
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}
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/**
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* Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
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* Same as #RemapCoords, except the Z coordinate is read from the map.
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* @param x X world or tile coordinate (runs in SW direction in the 2D view).
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* @param y Y world or tile coordinate (runs in SE direction in the 2D view).
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* @return Equivalent coordinate in the 2D view.
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* @see RemapCoords
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*/
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static inline Point RemapCoords2(int x, int y)
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{
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return RemapCoords(x, y, GetSlopePixelZ(x, y, false));
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}
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/**
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* Map 2D viewport or smallmap coordinate to 3D world or tile coordinate.
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* Function assumes <tt>z == 0</tt>. For other values of \p z, add \p z to \a y before the call.
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* @param x X coordinate of the 2D coordinate.
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* @param y Y coordinate of the 2D coordinate.
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* @return X and Y components of equivalent world or tile coordinate.
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* @note Inverse of #RemapCoords function. Smaller values may get rounded.
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* @see InverseRemapCoords2
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*/
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static inline Point InverseRemapCoords(int x, int y)
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{
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Point pt = {(y * 2 - x) >> (2 + ZOOM_LVL_SHIFT), (y * 2 + x) >> (2 + ZOOM_LVL_SHIFT)};
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return pt;
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}
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Point InverseRemapCoords2(int x, int y, bool clamp_to_map = false, bool *clamped = nullptr);
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uint ApplyFoundationToSlope(Foundation f, Slope *s);
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/**
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* Applies a foundation to a slope.
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*
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* @pre Foundation and slope must be valid combined.
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* @param f The #Foundation.
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* @param s The #Slope to modify.
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* @return Increment to the tile Z coordinate.
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*/
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static inline uint ApplyPixelFoundationToSlope(Foundation f, Slope *s)
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{
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return ApplyFoundationToSlope(f, s) * TILE_HEIGHT;
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}
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void DrawFoundation(TileInfo *ti, Foundation f);
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bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here);
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bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here);
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void DoClearSquare(TileIndex tile);
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void RunTileLoop();
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void InitializeLandscape();
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void GenerateLandscape(byte mode);
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#endif /* LANDSCAPE_H */
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