Esempio n. 1
0
int GetClosestSide(IN RECT *rect, IN POINT pt, OUT int * distance)
{
    int sides[] = { LEFT, RIGHT, TOP, BOTTOM };
    int side = LEFT;
    int i;

    *distance = INT_MAX;

    for(i = 0; i < 4; i++)
    {
        int d = DistanceFromEdge(rect, pt, sides[i]);

        if(d < *distance)
        {
            *distance = d;
            side = sides[i];
        }
    }

    return side;
}
Esempio n. 2
0
/**
 * Converts a given grayscale map to something that fits in OTTD map system
 * and create a map of that data.
 * @param img_width  the with of the image in pixels/tiles
 * @param img_height the height of the image in pixels/tiles
 * @param map        the input map
 */
static void GrayscaleToMapHeights(uint img_width, uint img_height, byte *map)
{
	/* Defines the detail of the aspect ratio (to avoid doubles) */
	const uint num_div = 16384;

	uint width, height;
	uint row, col;
	uint row_pad = 0, col_pad = 0;
	uint img_scale;
	uint img_row, img_col;
	TileIndex tile;

	/* Get map size and calculate scale and padding values */
	switch (_settings_game.game_creation.heightmap_rotation) {
		default: NOT_REACHED();
		case HM_COUNTER_CLOCKWISE:
			width   = MapSizeX();
			height  = MapSizeY();
			break;
		case HM_CLOCKWISE:
			width   = MapSizeY();
			height  = MapSizeX();
			break;
	}

	if ((img_width * num_div) / img_height > ((width * num_div) / height)) {
		/* Image is wider than map - center vertically */
		img_scale = (width * num_div) / img_width;
		row_pad = (1 + height - ((img_height * img_scale) / num_div)) / 2;
	} else {
		/* Image is taller than map - center horizontally */
		img_scale = (height * num_div) / img_height;
		col_pad = (1 + width - ((img_width * img_scale) / num_div)) / 2;
	}

	if (_settings_game.construction.freeform_edges) {
		for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
		for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
	}

	/* Form the landscape */
	for (row = 0; row < height; row++) {
		for (col = 0; col < width; col++) {
			switch (_settings_game.game_creation.heightmap_rotation) {
				default: NOT_REACHED();
				case HM_COUNTER_CLOCKWISE: tile = TileXY(col, row); break;
				case HM_CLOCKWISE:         tile = TileXY(row, col); break;
			}

			/* Check if current tile is within the 1-pixel map edge or padding regions */
			if ((!_settings_game.construction.freeform_edges && DistanceFromEdge(tile) <= 1) ||
					(row < row_pad) || (row >= (height - row_pad - (_settings_game.construction.freeform_edges ? 0 : 1))) ||
					(col < col_pad) || (col >= (width  - col_pad - (_settings_game.construction.freeform_edges ? 0 : 1)))) {
				SetTileHeight(tile, 0);
			} else {
				/* Use nearest neighbor resizing to scale map data.
				 *  We rotate the map 45 degrees (counter)clockwise */
				img_row = (((row - row_pad) * num_div) / img_scale);
				switch (_settings_game.game_creation.heightmap_rotation) {
					default: NOT_REACHED();
					case HM_COUNTER_CLOCKWISE:
						img_col = (((width - 1 - col - col_pad) * num_div) / img_scale);
						break;
					case HM_CLOCKWISE:
						img_col = (((col - col_pad) * num_div) / img_scale);
						break;
				}

				assert(img_row < img_height);
				assert(img_col < img_width);

				/* Colour scales from 0 to 255, OpenTTD height scales from 0 to 15 */
				SetTileHeight(tile, map[img_row * img_width + img_col] / 16);
			}
			/* Only clear the tiles within the map area. */
			if (TileX(tile) != MapMaxX() && TileY(tile) != MapMaxY() &&
					(!_settings_game.construction.freeform_edges || (TileX(tile) != 0 && TileY(tile) != 0))) {
				MakeClear(tile, CLEAR_GRASS, 3);
			}
		}
	}
}
Esempio n. 3
0
static void TileLoop_Clear(TileIndex tile)
{
	/* If the tile is at any edge flood it to prevent maps without water. */
	if (_settings_game.construction.freeform_edges && DistanceFromEdge(tile) == 1) {
		int z;
		if (IsTileFlat(tile, &z) && z == 0) {
			DoFloodTile(tile);
			MarkTileDirtyByTile(tile);
			return;
		}
	}
	AmbientSoundEffect(tile);

	switch (_settings_game.game_creation.landscape) {
		case LT_TROPIC: TileLoopClearDesert(tile); break;
		case LT_ARCTIC: TileLoopClearAlps(tile);   break;
	}

	switch (GetClearGround(tile)) {
		case CLEAR_GRASS:
			if (GetClearDensity(tile) == 3) return;

			if (_game_mode != GM_EDITOR) {
				if (GetClearCounter(tile) < 7) {
					AddClearCounter(tile, 1);
					return;
				} else {
					SetClearCounter(tile, 0);
					AddClearDensity(tile, 1);
				}
			} else {
				SetClearGroundDensity(tile, GB(Random(), 0, 8) > 21 ? CLEAR_GRASS : CLEAR_ROUGH, 3);
			}
			break;

		case CLEAR_FIELDS:
			UpdateFences(tile);

			if (_game_mode == GM_EDITOR) return;

			if (GetClearCounter(tile) < 7) {
				AddClearCounter(tile, 1);
				return;
			} else {
				SetClearCounter(tile, 0);
			}

			if (GetIndustryIndexOfField(tile) == INVALID_INDUSTRY && GetFieldType(tile) >= 7) {
				/* This farmfield is no longer farmfield, so make it grass again */
				MakeClear(tile, CLEAR_GRASS, 2);
			} else {
				uint field_type = GetFieldType(tile);
				field_type = (field_type < 8) ? field_type + 1 : 0;
				SetFieldType(tile, field_type);
			}
			break;

		default:
			return;
	}

	MarkTileDirtyByTile(tile);
}