mirror of https://github.com/OpenTTD/OpenTTD
(svn r26908) -Codechange: replace a magic number by a more logical calculation
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c64586ea44
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adf237d550
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@ -419,11 +419,13 @@ static Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y)
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a = y - x;
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b = y + x;
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/* we need to move variables in to the valid range, as the
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* GetTileZoomCenterWindow() function can call here with invalid x and/or y,
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* when the user tries to zoom out along the sides of the map */
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a = Clamp(a, -4 * (int)TILE_SIZE, (int)(MapMaxX() * TILE_SIZE) - 1);
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b = Clamp(b, -4 * (int)TILE_SIZE, (int)(MapMaxY() * TILE_SIZE) - 1);
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/* Bring the coordinates near to a valid range. This is mostly due to the
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* tiles on the north side of the map possibly being drawn too high due to
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* the extra height levels. So at the top we allow a number of extra tiles.
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* This number is based on the tile height and pixels. */
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int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
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a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
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b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
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/* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
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* Now find the Z-world coordinate by fix point iteration.
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