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Location: cpp/openttd-patchpack/source/src/tile_map.cpp - annotation
r12162:c4894f5339c3
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(svn r16583) -Update: the order of the language files so it's in sync with english.txt. Normally WT2 would do this, but only with activity for those languages. Now we'd like to the order to match so we can more easily spot import bugs while developing WT3.
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/** @file tile_map.cpp Global tile accessors. */
#include "stdafx.h"
#include "tile_map.h"
#include "core/math_func.hpp"
#include "settings_type.h"
/**
* Return the slope of a given tile
* @param tile Tile to compute slope of
* @param h If not \c NULL, pointer to storage of z height
* @return Slope of the tile, except for the HALFTILE part */
Slope GetTileSlope(TileIndex tile, uint *h)
{
assert(tile < MapSize());
if (TileX(tile) == MapMaxX() || TileY(tile) == MapMaxY() ||
(_settings_game.construction.freeform_edges && (TileX(tile) == 0 || TileY(tile) == 0))) {
if (h != NULL) *h = TileHeight(tile) * TILE_HEIGHT;
return SLOPE_FLAT;
}
uint a = TileHeight(tile); // Height of the N corner
uint min = a; // Minimal height of all corners examined so far
uint b = TileHeight(tile + TileDiffXY(1, 0)); // Height of the W corner
if (min > b) min = b;
uint c = TileHeight(tile + TileDiffXY(0, 1)); // Height of the E corner
if (min > c) min = c;
uint d = TileHeight(tile + TileDiffXY(1, 1)); // Height of the S corner
if (min > d) min = d;
/* Due to the fact that tiles must connect with each other without leaving gaps, the
* biggest difference in height between any corner and 'min' is between 0, 1, or 2.
*
* Also, there is at most 1 corner with height difference of 2.
*/
uint r = SLOPE_FLAT; // Computed slope of the tile
/* For each corner if not equal to minimum height:
* - set the SLOPE_STEEP flag if the difference is 2
* - add the corresponding SLOPE_X constant to the computed slope
*/
if ((a -= min) != 0) r += (--a << 4) + SLOPE_N;
if ((c -= min) != 0) r += (--c << 4) + SLOPE_E;
if ((d -= min) != 0) r += (--d << 4) + SLOPE_S;
if ((b -= min) != 0) r += (--b << 4) + SLOPE_W;
if (h != NULL) *h = min * TILE_HEIGHT;
return (Slope)r;
}
/**
* Get bottom height of the tile
* @param tile Tile to compute height of
* @return Minimum height of the tile */
uint GetTileZ(TileIndex tile)
{
if (TileX(tile) == MapMaxX() || TileY(tile) == MapMaxY()) return 0;
uint h = TileHeight(tile); // N corner
h = min(h, TileHeight(tile + TileDiffXY(1, 0))); // W corner
h = min(h, TileHeight(tile + TileDiffXY(0, 1))); // E corner
h = min(h, TileHeight(tile + TileDiffXY(1, 1))); // S corner
return h * TILE_HEIGHT;
}
/**
* Get top height of the tile
* @param tile Tile to compute height of
* @return Maximum height of the tile */
uint GetTileMaxZ(TileIndex t)
{
if (TileX(t) == MapMaxX() || TileY(t) == MapMaxY()) return 0;
uint h = TileHeight(t); // N corner
h = max(h, TileHeight(t + TileDiffXY(1, 0))); // W corner
h = max(h, TileHeight(t + TileDiffXY(0, 1))); // E corner
h = max(h, TileHeight(t + TileDiffXY(1, 1))); // S corner
return h * TILE_HEIGHT;
}
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