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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 | /*
* 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.
*/
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.
*/
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
*/
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
*/
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
*/
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.
*/
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 */
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