diff --git a/src/viewport.cpp b/src/viewport.cpp --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -1990,8 +1990,97 @@ void Window::DrawViewport() const dpi->top -= this->top; } +/** + * Continue criteria for the SearchMapEdge function. + * @param iter Value to check. + * @param iter_limit Maximum value for the iter + * @param sy Screen y coordinate calculated for the tile at hand + * @param sy_limit Limit to the screen y coordinate + * @return True when we should continue searching. + */ +typedef bool ContinueMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit); + +/** Continue criteria for searching a no-longer-visible tile in negative direction, starting at some tile. */ +static inline bool ContinueLowerMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter > 0 && sy > sy_limit; } +/** Continue criteria for searching a no-longer-visible tile in positive direction, starting at some tile. */ +static inline bool ContinueUpperMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter < iter_limit && sy < sy_limit; } + +/** + * Searches, starting at the given tile, by applying the given offset to iter, for a no longer visible tile. + * The whole sense of this function is keeping the to-be-written code small, thus it is a little bit abstracted + * so the same function can be used for both the X and Y locations. As such a reference to one of the elements + * in curr_tile was needed. + * @param curr_tile A tile + * @param iter Reference to either the X or Y of curr_tile. + * @param iter_limit Upper search limit for the iter value. + * @param offset Search in steps of this size + * @param sy_limit Search limit to be passed to the criteria + * @param continue_criteria Search as long as this criteria is true + * @return The final value of iter. + */ +static int SearchMapEdge(Point &curr_tile, int &iter, int iter_limit, int offset, int sy_limit, ContinueMapEdgeSearch continue_criteria) +{ + int sy; + do { + iter = Clamp(iter + offset, 0, iter_limit); + sy = GetViewportY(curr_tile); + } while (continue_criteria(iter, iter_limit, sy, sy_limit)); + + return iter; +} + +/** + * Determine the clamping of either the X or Y coordinate to the map. + * @param curr_tile A tile + * @param iter Reference to either the X or Y of curr_tile. + * @param iter_limit Upper search limit for the iter value. + * @param start Start value for the iteration. + * @param other_ref Reference to the opposite axis in curr_tile than of iter. + * @param other_value Start value for of the opposite axis + * @param vp_value Value of the viewport location in the opposite axis as for iter. + * @param other_limit Limit for the other value, so if iter is X, then other_limit is for Y. + * @param vp_top Top of the viewport. + * @param vp_bottom Bottom of the viewport. + * @return Clamped version of vp_value. + */ +static inline int ClampXYToMap(Point &curr_tile, int &iter, int iter_limit, int start, int &other_ref, int other_value, int vp_value, int other_limit, int vp_top, int vp_bottom) +{ + bool upper_edge = other_value < _settings_game.construction.max_heightlevel / 4; + + /* + * First get an estimate of the tiles relevant for us at that edge. Relevant in the sense + * "at least close to the visible area".Thus, we donĀ“t look at exactly each tile, inspecting + * e.g. every tenth should be enough. After all, the desired screen limit is set such that + * the bordermost tiles are painted in the middle of the screen when one hits the limit, + * i.e. it is no harm if there is some small error in that calculation + */ + + other_ref = upper_edge ? 0 : other_limit; + iter = start; + int min_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? -10 : +10, vp_top, upper_edge ? ContinueLowerMapEdgeSearch : ContinueUpperMapEdgeSearch); + iter = start; + int max_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? +10 : -10, vp_bottom, upper_edge ? ContinueUpperMapEdgeSearch : ContinueLowerMapEdgeSearch); + + max_iter = min(max_iter + _settings_game.construction.max_heightlevel / 4, iter_limit); + min_iter = min(min_iter, max_iter); + + /* Now, calculate the highest heightlevel of these tiles. Again just as an estimate. */ + int max_heightlevel_at_edge = 0; + for (iter = min_iter; iter <= max_iter; iter += 10) { + max_heightlevel_at_edge = max(max_heightlevel_at_edge, (int)TileHeight(TileXY(curr_tile.x, curr_tile.y))); + } + + /* Based on that heightlevel, calculate the limit. For the upper edge a tile with height zero would + * get a limit of zero, on the other side it depends on the number of tiles along the axis. */ + return upper_edge ? + max(vp_value, -max_heightlevel_at_edge * (int)(TILE_HEIGHT * 2 * ZOOM_LVL_BASE)) : + min(vp_value, (other_limit * TILE_SIZE * 4 - max_heightlevel_at_edge * TILE_HEIGHT * 2) * ZOOM_LVL_BASE); +} + static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y) { + int original_y = y; + /* Centre of the viewport is hot spot */ x += vp->virtual_width / 2; y += vp->virtual_height / 2; @@ -2001,9 +2090,14 @@ static inline void ClampViewportToMap(co int vx = -x + y * 2; int vy = x + y * 2; - /* clamp to size of map */ - vx = Clamp(vx, 0, MapMaxX() * TILE_SIZE * 4 * ZOOM_LVL_BASE); - vy = Clamp(vy, 0, MapMaxY() * TILE_SIZE * 4 * ZOOM_LVL_BASE); + /* Find out which tile corresponds to (vx,vy) if one assumes height zero. The cast is necessary to prevent C++ from + * converting the result to an uint, which gives an overflow instead of a negative result... */ + int tx = vx / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE); + int ty = vy / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE); + + Point curr_tile; + vx = ClampXYToMap(curr_tile, curr_tile.y, MapMaxY(), ty, curr_tile.x, tx, vx, MapMaxX(), original_y, original_y + vp->virtual_height); + vy = ClampXYToMap(curr_tile, curr_tile.x, MapMaxX(), tx, curr_tile.y, ty, vy, MapMaxY(), original_y, original_y + vp->virtual_height); /* Convert map coordinates to viewport coordinates */ x = (-vx + vy) / 2; @@ -2450,7 +2544,14 @@ void RebuildViewportOverlay(Window *w) bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant) { /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */ - if (z == -1) z = GetSlopePixelZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1)); + if (z == -1) { + if ( x >= 0 && x <= (int)MapSizeX() * (int)TILE_SIZE - 1 + && y >= 0 && y <= (int)MapSizeY() * (int)TILE_SIZE - 1) { + z = GetSlopePixelZ(x, y); + } else { + z = TileHeightOutsideMap(x / TILE_SIZE, y / TILE_SIZE); + } + } Point pt = MapXYZToViewport(w->viewport, x, y, z); w->viewport->follow_vehicle = INVALID_VEHICLE;