diff options
author | frosch <frosch@openttd.org> | 2015-02-22 14:42:34 +0000 |
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committer | frosch <frosch@openttd.org> | 2015-02-22 14:42:34 +0000 |
commit | 3adf082db258d04728cf573c0d79ee708c502b7d (patch) | |
tree | eeb3bfbe22b2ebe295302ba43802b82e160e7cd7 | |
parent | cfac8dbbc6076d9f782e8c406128686f58b428df (diff) | |
download | openttd-3adf082db258d04728cf573c0d79ee708c502b7d.tar.xz |
(svn r27161) -Fix [FS#6156] [FS#6206]: Reimplement the viewport drawing algorithm.
-rw-r--r-- | src/tile_map.cpp | 4 | ||||
-rw-r--r-- | src/viewport.cpp | 519 | ||||
-rw-r--r-- | src/viewport_func.h | 1 |
3 files changed, 87 insertions, 437 deletions
diff --git a/src/tile_map.cpp b/src/tile_map.cpp index 17d7d6a39..c566ad02c 100644 --- a/src/tile_map.cpp +++ b/src/tile_map.cpp @@ -116,7 +116,9 @@ Slope GetTileSlope(TileIndex tile, int *h) { assert(tile < MapSize()); - if (!IsInnerTile(tile)) { + uint x = TileX(tile); + uint y = TileY(tile); + if (x == MapMaxX() || y == MapMaxY()) { if (h != NULL) *h = TileHeight(tile); return SLOPE_FLAT; } diff --git a/src/viewport.cpp b/src/viewport.cpp index 228a67672..01787f07a 100644 --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -58,14 +58,8 @@ * * * Rows are horizontal sections of the viewport, also half a tile wide. - * This time the nothern most tile on the map at height level 0 defines 0 and - * everything south of that has a positive number. In theory this works the - * same as for columns with the massive difference that due to the isometric - * projection the actual row where the tile is visible differs from the row - * where the tile would be if it were at height level 0. Strictly speaking, - * if you know the row of the tile at height level 0, then the row number - * where it is actually drawn is tile height / 2 lower than the row number - * of the same tile at height level 0. + * This time the nothern most tile on the map defines 0 and + * everything south of that has a positive number. */ #include "stdafx.h" @@ -1084,84 +1078,6 @@ draw_inner: } /** - * Given a screen coordinate (x,y) as e.g. stored in _vd.dpi, this function - * returns the tile coordinate of the tile which would be painted at (x,y) - * if one assumes height zero at that position. - * @param x Some x screen coordinate - * @param y Some y screen coordinate - * @return Tile coordinate assuming height zero as described - */ -static inline Point GetTileCoordFromScreenCoord(int x, int y) -{ - /* First convert from the screen coordinate system (where the width of tiles - * is twice their height) to the tile coordinate system. That means, turn - * around by 45 degrees and make the tiles quadratic. */ - Point tile_coord = InverseRemapCoords(x, y); - - /* Scale from a 16x16-grid to a 1x1-grid as returned by TileX/TileY. */ - tile_coord.x /= (int)TILE_SIZE; - tile_coord.y /= (int)TILE_SIZE; - - return tile_coord; -} - -/** - * Assume a region, given by screen coordinates (x1,y1,x2,y2), as defined in _vd.dpi. - * This function basically takes (x1,y1) (i.e. the upper left corner of that region) - * and returns the tile coordinate of the tile, which would be painted at (x1,y1) - * if one assumes height zero at that position. - * - * However, in detail: Imagine tiles being split up into their upper left,upper right, - * etc. isometric sections. We return a tile where the upper left corner of the - * mentioned region is either in its lower right section or in a neighbor tile - * below / right of that section. By doing so, we want to enforce that we can - * travel to east or south from that point without leaving the region again. - * - * @param x Some x screen coordinate, x1 in terms of the description above - * @param y Some y screen coordinate, y1 in terms of the description above - * @return Upper left corner of the region as tile coordinates. - */ -static Point GetMinTileCoordsIgnoringHeight(int x, int y) -{ - Point tile_coord = GetTileCoordFromScreenCoord(x, y); - - /* Expand area to be painted in order to avoid situations - * where south or east of the to be painted point in dpi are tiles - * which will not be painted. */ - tile_coord.y--; - - return tile_coord; -} - -/** - * Assume a region, given by screen coordinates (x1,y1,x2,y2), as defined in _vd.dpi. - * This function basically takes (x2,y2) (i.e. the lower right corner of that region) - * and returns the tile coordinate of the tile, which would be painted at (x2,y2) - * if one assumes height zero at that position. - * - * However, in detail: Imagine tiles being split up into their upper left,upper right, - * etc. isometric sections. We return a tile where the lower right corner of the - * mentioned region is either in its upper left section or in a neighbor tile - * above / left of that section. By doing so, we want to enforce that we can - * travel to north or west from that point without leaving the region again. - * - * @param x Some x screen coordinate, x2 in terms of the description above - * @param y Some y screen coordinate, y2 in terms of the description above - * @return Upper left corner of the region as tile coordinates. - */ -static Point GetMaxTileCoordsIgnoringHeight(int x, int y) -{ - Point tile_coord = GetTileCoordFromScreenCoord(x, y); - - /* Expand area to be painted to southeast in order to avoid situations - * where north or east of the given to be painted point in dpi are - * tiles which will not be repainted. */ - tile_coord.y++; - - return tile_coord; -} - -/** * Returns the y coordinate in the viewport coordinate system where the given * tile is painted. * @param tile Any tile. @@ -1169,376 +1085,109 @@ static Point GetMaxTileCoordsIgnoringHeight(int x, int y) */ static int GetViewportY(Point tile) { - return (tile.y * TILE_SIZE + tile.x * TILE_SIZE - GetTileMaxPixelZOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT; -} - -/** - * Given a tile coordinate as returned by TileX / TileY, this returns its column. - * - * @param tile_coord The coordinate of the tile. - * @return The column index. - * @ingroup vp_column_row - */ -static int GetTileColumnFromTileCoord(Point tile_coord) -{ - return tile_coord.y - tile_coord.x; + /* Each increment in X or Y direction moves down by half a tile, i.e. TILE_PIXELS / 2. */ + return (tile.y * (int)(TILE_PIXELS / 2) + tile.x * (int)(TILE_PIXELS / 2) - TilePixelHeightOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT; } /** - * Returns the position of the tile at the northern end of the column of the - * given tile. - * @param tile Any tile. - * @return Position of the tile at the northern end of the column as described. - * @ingroup vp_column_row - */ -static Point GetNorthernEndOfColumn(Point tile) -{ - Point northern_end; - - if (tile.x < tile.y) { - northern_end.x = 0; - northern_end.y = tile.y - tile.x; - } else { - northern_end.x = tile.x - tile.y; - northern_end.y = 0; - } - - return northern_end; -} - -/** - * Returns the position of the tile at the southern end of the column of the - * given tile, if it is within the given limit expressed in number of tiles - * @param tile Any tile. - * @param limit Number of tiles to go to south at most, if the southern end is - * further away, stop after that number of tiles - * @return Position of the tile at the soutern end of the column as described. - * @ingroup vp_column_row - */ -static Point GetSouthernEndOfColumnWithLimit(Point tile, uint limit) -{ - Point distance_to_end; - distance_to_end.x = (int)MapMaxX() - tile.x; - distance_to_end.y = (int)MapMaxY() - tile.y; - - Point southern_end; - if (distance_to_end.x < distance_to_end.y) { - int number_of_steps = min(limit, distance_to_end.x); - southern_end.x = tile.x + number_of_steps; - southern_end.y = tile.y + number_of_steps; - } else { - int number_of_steps = min(limit, distance_to_end.y); - southern_end.x = tile.x + number_of_steps; - southern_end.y = tile.y + number_of_steps; - } - - return southern_end; -} - -/** - * Returns the position of the tile at the southern end of the column of the - * given tile. - * @param tile Any tile. - * @return Position of the tile at the soutern end of the column as described. - * @ingroup vp_column_row - */ -static Point GetSouthernEndOfColumn(Point tile) -{ - return GetSouthernEndOfColumnWithLimit(tile, UINT32_MAX); -} - -/** - * Returns the tile exactly in the middle between two given tiles. - * - * @param tile Point upper_tile, any tile. - * @param tile Point lower_tile, any tile. - * @return The tile in the middle of Point upper_tile and Point lower_tile. - */ -static Point GetMiddleTile(Point upper_tile, Point lower_tile) -{ - Point middle_tile; - middle_tile.x = (lower_tile.x + upper_tile.x) / 2; - middle_tile.y = (lower_tile.y + upper_tile.y) / 2; - return middle_tile; -} - -/** - * Given a tile coordinate assuming height zero, this returns the row actually - * painted at this tile coordinate if one recognizes height. - * - * The problem concerning this calculation is that we have not enough - * information to calculate this in one closed formula. Which row we - * search rather depends on the height distribution on the map. So - * we have to search. - * - * First, the searched tile may be located outside map. Then, we know - * that we are not too far outside map, so we can step tile by tile, - * starting at the given tile, until we have passed the searched tile. - * - * If the searched tile is inside map, searching is more difficult. A - * linear search on some thousand tiles would be not that efficient. But, - * we can solve the problem by interval intersection. We know for sure, - * that the searched tile is south of the given tile, simply because - * mountains of height > 0 (and we have only such mountains) are always - * painted north of their tile. So we choose a tile half way between the - * given tile and the southern end of the map, have a look whether it is - * north or south of the given position, and intersect again. Until - * our interval has length 1, then we take the upper one. - * - * @param viewport_y The viewport y corresponding to tile, if one assumes height zero for that tile - * @param tile Some tile coordinate assuming height zero. - * @param bridge_correct If true, consider bridges south of the calculated tile, and if the bridge - * visually intersect the calculated tile, shift it southwards. - * @return The row which is painted at this coordinate, according to the discussion above. - * @ingroup vp_column_row + * Add the landscape to the viewport, i.e. all ground tiles and buildings. */ -int GetRowAtTile(int viewport_y, Point tile, bool bridge_correct) +static void ViewportAddLandscape() { - Point northern_tile = GetNorthernEndOfColumn(tile); - Point southern_tile = GetSouthernEndOfColumn(tile); - - int northern_tile_viewport_y = GetViewportY(northern_tile); - int southern_tile_viewport_y = GetViewportY(southern_tile); - - if (northern_tile_viewport_y >= viewport_y) { - /* We are north of the map, search tile by tile with direction north. */ - while (northern_tile_viewport_y >= viewport_y) { - northern_tile.x--; - northern_tile.y--; - northern_tile_viewport_y = GetViewportY(northern_tile); - } - return northern_tile.x + northern_tile.y; - } + assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height); + assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width); - if (southern_tile_viewport_y <= viewport_y) { - /* We are south of the map, search tile by tile with direction south. */ - while (southern_tile_viewport_y <= viewport_y) { - southern_tile.x++; - southern_tile.y++; - southern_tile_viewport_y = GetViewportY(southern_tile); - } - return southern_tile.x + southern_tile.y; - } + Point upper_left = InverseRemapCoords(_vd.dpi.left, _vd.dpi.top); + Point upper_right = InverseRemapCoords(_vd.dpi.left + _vd.dpi.width, _vd.dpi.top); - /* - * We are inside the map. The searched tile is at most - * <maximum heightlevel / 4> tiles south of the given tile (as one tile - * painted on the screen needs as much vertical space as painting a tile - * by 4 heightlevels ascended). Add one to avoid rounding errors to the - * wrong side. - * - * Invariant in the code below: The searched tile shown at viewport_y - * always is between upper_tile and lower_tile. + /* Transformations between tile coordinates and viewport rows/columns: See vp_column_row + * column = y - x + * row = x + y + * x = (row - column) / 2 + * y = (row + column) / 2 + * Note: (row, columns) pairs are only valid, if they are both even or both odd. */ - Point upper_tile = tile; - Point lower_tile = GetSouthernEndOfColumnWithLimit(upper_tile, _settings_game.construction.max_heightlevel / 4 + 1); - int middle_bound; - do { - Point middle_tile = GetMiddleTile(upper_tile, lower_tile); - middle_bound = GetViewportY(middle_tile); + /* Columns overlap with neighbouring columns by a half tile. + * - Left column is column of upper_left (rounded down) and one column to the left. + * - Right column is column of upper_right (rounded up) and one column to the right. + * Note: Integer-division does not round down for negative numbers, so ensure rounding with another increment/decrement. + */ + int left_column = (upper_left.y - upper_left.x) / (int)TILE_SIZE - 2; + int right_column = (upper_right.y - upper_right.x) / (int)TILE_SIZE + 2; - if (middle_bound >= viewport_y) { - /* The tile shown at viewport_y is somewhere in the upper half of - * the currently observed section. */ - lower_tile = middle_tile; - } else { - /* The tile shown at viewport_y is somewhere in the lower half of - * the currently observed section. */ - upper_tile = middle_tile; - } - } - while (lower_tile.y - upper_tile.y > 1); + int potential_bridge_height = ZOOM_LVL_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height; - /* Now our interval has length 1, so only contains two tiles, and we take the upper one. - * However, there is one problem left: Tiles being located southwards, containing a high bridge. - * They may, though not high enough in terms of landscape, intersect the drawing area with parts - * of the bridge. - * Luckily, there is a guaranteed upper bound for bridge height, thus we know how far we have to - * search southwards whether such a bridge exists. + /* Rows overlap with neighbouring rows by a half tile. + * The first row that could possibly be visible is the row above upper_left (if it is at height 0). + * Due to integer-division not rounding down for negative numbers, we need another decrement. */ - int correction_step = 0; - if (bridge_correct) { - /* Calculate, how many tiles below upper_tile, a worst case bridge intersecting upper_tile in - * terms of painting can be located. Lets inspect that formula in detail: - * ... - 5: The magic constant near the beginning of ViewportAddLandscape accounts for 5 harmless heightlevels a bridge can have. Thus subtract them. - * ... / 2: Four heightlevels account for one tile height. On the other hand, if landscape ascends from upper_tile southwards, this can account for - * as many additional heightlevels as we step southwards. In combination: A division by two gains the number of tiles to step southwards. - * ... + 1: Avoid rounding errors, and fall back to the safe side. - */ - int worst_case_steps_southwards = max(0, ((int)_settings_game.construction.max_bridge_height - 5) / 2 + 1); - for (int n = 0; n < worst_case_steps_southwards; n++) { - TileIndex potential_bridge_tile = TileXY(upper_tile.x + n, upper_tile.y + n); - if (IsValidTile(potential_bridge_tile) && IsBridgeAbove(potential_bridge_tile)) { - /* There is a bridge. */ - TileIndex bridge_start = GetNorthernBridgeEnd(potential_bridge_tile); - int bridge_height = GetBridgeHeight(bridge_start); - int upper_tile_height = GetTileZ(TileXY(upper_tile.x, upper_tile.y)); - - /* Start at the bridge level, descend by the number of heightlevels equivalent to our steps southwards (in worst case), subtract the harmless - * bridge heightlevels, and compare whether we are still above the height of the upper_tile. If yes, we need to paint that tile, to avoid glitches. - */ - if (bridge_height - 2 * n - 1 > upper_tile_height) { - correction_step = n; - } + int row = (upper_left.x + upper_left.y) / (int)TILE_SIZE - 2; + bool last_row = false; + for (; !last_row; row++) { + last_row = true; + for (int column = left_column; column <= right_column; column++) { + /* Valid row/column? */ + if ((row + column) % 2 != 0) continue; + + Point tilecoord; + tilecoord.x = (row - column) / 2; + tilecoord.y = (row + column) / 2; + assert(column == tilecoord.y - tilecoord.x); + assert(row == tilecoord.y + tilecoord.x); + + TileType tile_type; + TileInfo tile_info; + _cur_ti = &tile_info; + tile_info.x = tilecoord.x * TILE_SIZE; // FIXME tile_info should use signed integers + tile_info.y = tilecoord.y * TILE_SIZE; + + if (IsInsideBS(tilecoord.x, 0, MapMaxX()) && IsInsideBS(tilecoord.y, 0, MapMaxY())) { + /* We are inside the map => paint landscape. */ + tile_info.tile = TileXY(tilecoord.x, tilecoord.y); + tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z); + tile_type = GetTileType(tile_info.tile); + } else { + /* We are outside the map => paint black. */ + tile_info.tile = INVALID_TILE; + tile_info.tileh = GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y, &tile_info.z); + tile_type = MP_VOID; } - } - } - - /* The biggest recorded correction_step defines, which tile we actually return. */ - upper_tile.x += correction_step; - upper_tile.y += correction_step; - /* Returns its row. */ - return upper_tile.x + upper_tile.y; -} - -/** - * Returns the bottom tile of the column of upper_tile shown on the viewport, - * given upper_tile and the lower right tile shown on the viewport. - * - * @param upper_tile Sny tile inside the map. - * @param lower_right_tile The tile shown at the southeast edge of the viewport - * (ignoring height). Note that this tile may be located - * northeast of the upper_tile, because upper_tile is usually - * calculated by shifting a tile southwards until we reach - * the northern map border. - * @return The lowest existing tile located in the column defined by upper_tile, - * which is in the same row as lower_right_tile or above that row - * If lower_right_tile was northeast of upper_tile, (-1,-1) is returned. - * @ingroup vp_column_row - */ -static Point GetBottomTileOfColumn(Point upper_tile, Point lower_right_tile) -{ - int upper_row = upper_tile.x + upper_tile.y; - int lower_row = lower_right_tile.x + lower_right_tile.y; - - assert(upper_row <= lower_row); - - int number_of_rows = lower_row - upper_row; - - if (number_of_rows % 2 != 0) { - /* Avoid 0.5 being rounded down to zero; painting too much is better than - * painting too little. */ - number_of_rows++; - } - - Point bottom_tile; - bottom_tile.x = upper_tile.x + number_of_rows / 2; - bottom_tile.y = upper_tile.y + number_of_rows / 2; - - int bottom_row = bottom_tile.x + bottom_tile.y; - - assert(bottom_row >= lower_row); - - return bottom_tile; -} + int viewport_y = GetViewportY(tilecoord); -/** - * Add the landscape to the viewport, i.e. all ground tiles and buildings. - */ -static void ViewportAddLandscape() -{ - assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height); - assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width); + if (viewport_y + MAX_TILE_EXTENT_BOTTOM < _vd.dpi.top) { + /* The tile in this column is not visible yet. + * Tiles in other columns may be visible, but we need more rows in any case. */ + last_row = false; + continue; + } - /* The upper and lower edge of the viewport part to paint. Add some number - * of pixels to the lower end in order to ensure that we also take tiles - * south of the given area, but with high buildings intersecting the area. - * Subtract some pixels from the upper end in order to avoid glitches at the - * upper end of the top be painted area. */ - int viewport_top = _vd.dpi.top - 16; - int viewport_bottom = _vd.dpi.top + _vd.dpi.height + 116; - - /* First get the position of the tile at the upper left / lower right edge, - * for now ignoring the height. (i.e. assuming height zero.) */ - Point upper_left_tile = GetMinTileCoordsIgnoringHeight(_vd.dpi.left, viewport_top); - Point lower_right_tile = GetMaxTileCoordsIgnoringHeight(_vd.dpi.left + _vd.dpi.width, viewport_bottom); - - /* Calculate the bounding columns. We won't need to draw anything - * left / right of them. */ - int left_column = GetTileColumnFromTileCoord(upper_left_tile); - /* Correction to avoid glitches when approaching the left edge of the map. */ - left_column--; - int right_column = GetTileColumnFromTileCoord(lower_right_tile); - right_column++; - - /* For each column, calculate the top and the bottom row. These are the - * bounding rows for that specific column. */ - int *top_row = AllocaM(int, right_column - left_column + 1); // Pre-allocate memory for visual studio/express to be able to compile. - int *bottom_row = AllocaM(int, right_column - left_column + 1); // Pre-allocate memory for visual studio/express to be able to compile. - int min_top_row = MapMaxX() + MapMaxY(); - int max_bottom_row = 0; - Point top_tile_of_column = upper_left_tile; - - /* And now for each column, determine the top and the bottom row we must paint. */ - bool south_east_direction = false; - for (int x = left_column; x <= right_column; x++) { - Point bottom_tile_of_column = GetBottomTileOfColumn(top_tile_of_column, lower_right_tile); - - /* And then actually find out the top and the bottom row. Note that - * top_tile_of_column and bottom_tile_of_column may be outside the map here. - * This possibility is needed, otherwise we couldn't paint the black area - * outside the map (and in particular the edge of map) properly. - * Subtract three / add one to avoid glitches. */ - top_row[x - left_column] = GetRowAtTile(viewport_top, top_tile_of_column, false); - - top_row[x - left_column] -= 3; - bottom_row[x - left_column] = GetRowAtTile(viewport_bottom, bottom_tile_of_column, true); - bottom_row[x - left_column]++; - - /* We never paint things in rows < min_top_row or > max_bottom_row. */ - min_top_row = min(min_top_row, top_row[x - left_column]); - max_bottom_row = max(max_bottom_row, bottom_row[x - left_column]); - - /* Go to next column in the east. */ - if (south_east_direction) { - top_tile_of_column.y++; - } else { - top_tile_of_column.x--; - } + int min_visible_height = viewport_y - (_vd.dpi.top + _vd.dpi.height); + bool tile_visible = min_visible_height <= 0; - /* Switch between directions southeast and northeast. */ - south_east_direction = !south_east_direction; - } + if (tile_type != MP_VOID) { + /* Is tile with buildings visible? */ + if (min_visible_height < MAX_TILE_EXTENT_TOP) tile_visible = true; - for (int row = min_top_row; row <= max_bottom_row; row++) { - for (int column = left_column; column <= right_column; column++) { - /* For each column, we only paint the interval top_row .. bottom_row. - * Due to the division by two below, even and odd values of row + column map to - * the same (x,y) combinations. Thus, we only paint one of them. */ - if (((row + column) % 2 == 0) && - (top_row[column - left_column] <= row) && - (row <= bottom_row[column - left_column])) { - TileType tile_type; - TileInfo tile_info; - _cur_ti = &tile_info; - - /* column = y - x; row = x + y; now solve the equation system - * for x and y. */ - int x = (row - column) / 2; - int y = (row + column) / 2; - tile_info.x = x; - tile_info.y = y; - - /* For some strange reason, those fields inside tile_info are uints. However, - * in the old code their copies in an int variable where compared against zero. */ - if (0 < x && x < (int)MapMaxX() && 0 < y && y < (int)MapMaxY()) { - /* We are inside the map => paint landscape. */ - tile_info.tile = TileXY(tile_info.x, tile_info.y); - tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z); - tile_type = GetTileType(tile_info.tile); - } else { - /* We are outside the map => paint black. */ - tile_info.tile = INVALID_TILE; - tile_info.tileh = GetTilePixelSlopeOutsideMap(tile_info.x, tile_info.y, &tile_info.z); - tile_type = MP_VOID; + if (IsBridgeAbove(tile_info.tile)) { + /* Is the bridge visible? */ + TileIndex bridge_tile = GetNorthernBridgeEnd(tile_info.tile); + int bridge_height = ZOOM_LVL_BASE * (GetBridgePixelHeight(bridge_tile) - TilePixelHeight(tile_info.tile)); + if (min_visible_height < bridge_height + MAX_TILE_EXTENT_TOP) tile_visible = true; } - /* Scale to 16x16 tiles, needed for the drawing procedures called below. */ - tile_info.x *= TILE_SIZE; - tile_info.y *= TILE_SIZE; + /* Would a higher bridge on a more southern tile be visible? + * If yes, we need to loop over more rows to possibly find one. */ + if (min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false; + } else { + /* Outside of map. If we are on the north border of the map, there may still be a bridge visible, + * so we need to loop over more rows to possibly find one. */ + if ((tilecoord.x <= 0 || tilecoord.y <= 0) && min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false; + } + if (tile_visible) { + last_row = false; _vd.foundation_part = FOUNDATION_PART_NONE; _vd.foundation[0] = -1; _vd.foundation[1] = -1; diff --git a/src/viewport_func.h b/src/viewport_func.h index 3525fd6a2..cbdcc5019 100644 --- a/src/viewport_func.h +++ b/src/viewport_func.h @@ -80,7 +80,6 @@ extern Point _tile_fract_coords; void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset = 0); -int GetRowAtTile(int viewport_y, Point tile, bool bridge_correct); void MarkTileDirtyByTileOutsideMap(int x, int y); Point GetViewportStationMiddle(const ViewPort *vp, const Station *st); |