Commit Graph

195 Commits

Author SHA1 Message Date
Peter Nelson
56085be9bd Codechange: Move includes for common STL headers to stdafx. 2023-05-17 10:14:41 +01:00
Peter Nelson
a8c0d16371 Cleanup: Use std::advance instead of for-loop. 2023-05-11 07:58:55 +01:00
Tyler Trahan
6501f84b4a
Codechange: Move calendar date functions inside TimerGameCalendar (#10753) 2023-05-04 13:14:12 +00:00
Rubidium
f74e26ca7e Codechange: replace error/usererror printf variant with fmt variant and rename 2023-04-25 17:55:09 +02:00
Patric Stout
31ad990831
Codechange: move tick-counter into TimerGameTick (#10712) 2023-04-24 16:55:40 +00:00
Patric Stout
7aa2b9ab0a
Codechange: move all date-related variables inside the timer (#10706) 2023-04-24 15:56:01 +00:00
PeterN
e97bf271dc
Codechange: Make SpriteType, CargoSortType, SourceType and ScriptType enum classes. (#10663)
This avoids a (soft) namespace conflict between the four ST_* enums.
2023-04-16 20:00:55 +01:00
Rubidium
43a7e54067 Add: unit test functionality using catch2 2023-04-16 18:58:21 +02:00
Rubidium
c6ff7dad68 Add: compile time "unit tests" for GetPartialZ consistent 2023-04-09 19:00:26 +02:00
Rubidium
9d2a0f3d0b Change: make GetPartialZ consistent, meaning Z of adjacent slopes continue
Previously, on a straight line of a one corner up slope with the adjacent
steep sloop the Z would increase one step every two sub pixels, except for one
case where one sub pixel is skipped. Similarly, a steep slope with two
adjacent one corner up slopes, would have a bump in the height line along the
diagonal whenever it enters/leaves the steep slope tile.
2023-04-09 19:00:26 +02:00
Rubidium
e8af8daa68 Codechange: pass "ground vehicle" to GetTileSlopeZ since for tunnel/bridges there are two states
Previously it checked the position in non-driving direction to "guess" whether
a ground vehicle was using the function, so on tunnels/bridges it could either
return the Z of the (virtual) ground compared to the Z of the path the vehicle
would take.
2023-04-09 19:00:26 +02:00
Rubidium
a409e4b026 Add: documention to large functions that have too little documentation according to CodeQL 2023-02-25 23:57:36 +01:00
Rubidium
fe2bcd2a58 Codechange: migrate size related functions to Map structure 2023-01-21 17:11:40 +01:00
Rubidium
9c1a3b17e3 Codechange: use MapLogY() instead of FindFirstBit(MapSizeY()), MapSize() instead of MapSizeX() * MapSizeY() 2023-01-21 17:11:40 +01:00
SamuXarick
96ec9908a0
Codechange: refactor removal of desert around river tiles 2023-01-15 00:43:41 +01:00
Tyler Trahan
07fba75238
Fix: Various Wide River issues (#10348) 2023-01-14 08:20:19 -05:00
Rubidium
f667a831a5 Codechange: unify creation of diagonal/orthogonal iterator using smart pointers 2023-01-13 21:09:40 +01:00
Peter Nelson
a971eee2e0 Cleanup: Replace foundation drawing magic numbers.
Use TILE_SIZE or TILE_HEIGHT as appropriate instead.
2022-12-23 15:43:11 +00:00
Peter Nelson
138198e971 Change: Separate ground sprite from foundation sprite offsets. 2022-12-23 15:43:11 +00:00
2TallTyler
0116a422ea Cleanup: Refactor Wide Rivers code slightly 2022-12-16 17:43:33 -05:00
2TallTyler
d67259334a Fix #10218: Sloped river tiles need water both up and downstream 2022-12-16 17:43:33 -05:00
Tyler Trahan
4daad7f348 Change: Don't make wide rivers using original landscape generator 2022-10-22 12:16:56 +02:00
Tyler Trahan
664771d085 Feature: Wide rivers 2022-10-20 21:17:35 +02:00
SamuXarick
c7505539af Fix #9869: remove docking tile when doing a clear square
Terraforming through objects placed on water didn't properly remove docking tiles as expected.

By moving some logic regarding removal of docking tiles into DoClearSquare, the issue is solved, while also simplifying code, avoiding repetition elsewhere.
2022-10-16 18:29:03 +02:00
Michael Lutz
2e39637db2 Codechange: Don't use a global for the 'not enough cash' message. 2021-12-16 22:28:32 +01:00
Michael Lutz
c6d7b98808 Codechange: Un-bitstuff landscape commands. 2021-12-16 22:28:32 +01:00
Michael Lutz
e740c24eb7 Codechange: Template DoCommand to automagically reflect the parameters of the command proc.
When finished, this will allow each command handler to take individually
different parameters, obliviating the need for bit-packing.
2021-12-16 22:28:32 +01:00
Michael Lutz
7048e1522f Codechange: Move flags in CommandProc in front of the command arguments. 2021-12-16 22:28:32 +01:00
Michael Lutz
33ca4f2b99 Codechange: Let the compile generate the master command table out of templated command traits.
This is using a non-intrusive type-traits like templated system, which
allows compile-time validation that the command table and the command
enum match up.
2021-12-16 22:28:32 +01:00
Michael Lutz
b6933a2ebd Codechange: Move command arguments to the back of the DoCommand function call. 2021-12-16 22:28:32 +01:00
rubidium42
2e136285e1 Codechange: move from C-string to std::string for DoCommand 2021-05-29 19:02:18 +02:00
Patric Stout
ff6924f122
Fix 70bc55cfd6: snow line height was set while calculating desert line (#8989)
Seems I liked copy/pasting just a tiny bit too much.
2021-04-10 10:14:55 +01:00
Patric Stout
1a1049bc0d Change: rename setting "max_heightlevel" to "map_height_limit"
This better reflects what it is, and hopefully removes a bit of
the confusion people are having what this setting actually does.

Additionally, update the text on the setting to better inform
users what it is doing exactly, so they can make an educated
decision on how to change it.

Next commit will introduce an "auto" value, which should be the
new default. The rename has as added benefit that everyone will
start out on the "auto" value.
2021-03-26 12:22:32 +01:00
Patric Stout
70bc55cfd6 Feature: setting to indicate desert coverage for tropic climate
This is an indication value; the game tries to get as close as it
can, but due to the complex tropic rules, that is unlikely to be
exact.

In the end, it picks a height-level to base the desert/tropic
line on. This is strictly seen not needed, as we can convert any
tile to either. But it is the simplest way to get started with
this without redoing all related functions.
2021-03-26 12:22:32 +01:00
Patric Stout
cafe4eed6e Feature: setting to indicate snow coverage for arctic climate (replaces snow line height)
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.

Maps can never be 100% snow, as we do not have sprites for coastal
tiles.

Internally, this calculates the best snow line height to approach
this coverage as close as possible.
2021-03-26 12:22:32 +01:00
Patric Stout
970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
Charles Pigott
9b800a96ed
Codechange: Remove min/max functions in favour of STL variants (#8502) 2021-01-08 11:16:18 +01:00
Michael Lutz
65f65ad2ad Codechange: Convert some more FIO functions to take std::string. 2020-12-27 13:19:25 +01:00
Charles Pigott
860c270c73 Codechange: Replace assert_compile macro with static_assert 2020-12-27 10:55:42 +00:00
SamuXarick
1d85d71d29
Fix: for original terrain generator, keep a single gap of water at the borders (#7883)
This means that for NE/NW, it should have one more in case of
freeform-edges, and in case of SE/SW it should have one less.

Reminder: freeform-edges only adds VOID tiles on X=0 and Y=0.
2020-12-15 21:52:41 +01:00
TechGeekNZ
716c883737 Fix: Globally apply preprocessor directive coding style
Global; except for the 32-bit SSE blitter, which has some #DEFINEs
in not-very-nice places.
2020-07-03 09:08:46 +02:00
S. D. Cloudt
13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
JMcKiern
04f659e768 Fix: Some typos found using codespell 2019-09-29 21:27:32 +01:00
Henry Wilson
7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00
SamuXarick
4adb91202d Fix: Remove desert around lakes upon generation 2019-02-23 13:16:12 +01:00
Gabda
37bb2c9308 Codechange: Make the style of MakeVoid calls uniform (#7192) 2019-02-08 23:05:25 +00:00
J0an Josep
19be1f4ace Codechange: [NPF] Add some consts. 2019-01-31 22:15:56 +00:00
Johannes E. Krause
c33596fe4a Codechange: Unify tile height model in all functions (Patch by adf88, #6583) 2019-01-24 21:17:17 +01:00
Johannes E. Krause
f744dea0ff Fix: jumping effect when scrolling viewport over bottom edge of the map (Patch by adf88, #6583) 2019-01-24 21:17:17 +01:00
Johannes E. Krause
f0290d5de7 Codechange: Add InverseRemapCoords2 function for remapping viewport coordinates to underlying tile coordinates (Patch by adf88, #6583) 2019-01-24 21:17:17 +01:00