mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r5368) -Backport: 5351, 5352
-Fix: Several graphical glitches at adjacent tiles with foundations. Some borders were missing, some were superfluous -Fix: Return accurate slope information for tunnels and bridges to fix several foundation graphics glitches
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339160760b
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a2fc417d86
58
landscape.c
58
landscape.c
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@ -184,34 +184,54 @@ uint GetSlopeZ(int x, int y)
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return _tile_type_procs[ti.type]->get_slope_z_proc(&ti);
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}
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// direction=true: check for foundation in east and south corner
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// direction=false: check for foundation in west and south corner
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static bool hasFoundation(const TileInfo* ti, bool direction)
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static Slope GetFoundationSlope(TileIndex tile, uint* z)
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{
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bool south, other; // southern corner and east/west corner
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uint slope = _tile_type_procs[ti->type]->get_slope_tileh_proc(ti);
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uint tileh = ti->tileh;
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TileInfo ti;
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Slope tileh;
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Slope slope;
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if (slope == 0 && slope != tileh) tileh = 15;
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south = (tileh & 2) != (slope & 2);
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FindLandscapeHeightByTile(&ti, tile);
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tileh = ti.tileh;
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slope = _tile_type_procs[GetTileType(tile)]->get_slope_tileh_proc(&ti);
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if (direction) {
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other = (tileh & 4) != (slope & 4);
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} else {
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other = (tileh & 1) != (slope & 1);
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}
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return south || other;
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// Flatter slope -> higher base height
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if (slope < tileh) *z += TILE_HEIGHT;
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return slope;
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}
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static bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
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{
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uint z;
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Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z);
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return
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(z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) > z + (slope & SLOPE_E ? TILE_HEIGHT : 0)) ||
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(z_here + (slope_here & SLOPE_W ? TILE_HEIGHT : 0) > z + (slope & SLOPE_S ? TILE_HEIGHT : 0));
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}
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static bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
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{
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uint z;
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Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z);
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return
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(z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) > z + (slope & SLOPE_W ? TILE_HEIGHT : 0)) ||
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(z_here + (slope_here & SLOPE_E ? TILE_HEIGHT : 0) > z + (slope & SLOPE_S ? TILE_HEIGHT : 0));
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}
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void DrawFoundation(TileInfo *ti, uint f)
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{
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uint32 sprite_base = SPR_SLOPES_BASE-14;
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Slope slope;
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uint z;
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TileInfo ti2;
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FindLandscapeHeight(&ti2, ti->x, ti->y - 1);
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if (hasFoundation(&ti2, true)) sprite_base += 22; // foundation in NW direction
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FindLandscapeHeight(&ti2, ti->x - 1, ti->y);
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if (hasFoundation(&ti2, false)) sprite_base += 22 * 2; // foundation in NE direction
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slope = GetFoundationSlope(ti->tile, &z);
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if (!HasFoundationNW(ti->tile, slope, z)) sprite_base += 22;
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if (!HasFoundationNE(ti->tile, slope, z)) sprite_base += 44;
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if (f < 15) {
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// leveled foundation
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@ -1277,8 +1277,31 @@ static uint GetSlopeZ_TunnelBridge(const TileInfo* ti)
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static uint GetSlopeTileh_TunnelBridge(const TileInfo* ti)
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{
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// not accurate, but good enough for slope graphics drawing
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return 0;
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TileIndex tile = ti->tile;
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Slope tileh = ti->tileh;
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uint f;
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if (IsTunnel(tile)) {
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return tileh;
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} else {
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if (IsBridgeRamp(tile)) {
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if (HASBIT(BRIDGE_NO_FOUNDATION, tileh)) {
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return tileh;
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} else {
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f = GetBridgeFoundation(tileh, DiagDirToAxis(GetBridgeRampDirection(tile)));
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}
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} else {
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if (IsTransportUnderBridge(tile)) {
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f = _bridge_foundations[GetBridgeAxis(tile)][tileh];
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} else {
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return tileh;
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}
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}
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}
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if (f == 0) return tileh;
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if (f < 15) return SLOPE_FLAT;
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return _inclined_tileh[f - 15];
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}
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