#include "stdafx.h" #include "ttd.h" #include "map.h" #include "spritecache.h" #include "table/sprites.h" #include "tile.h" #include <stdarg.h> #include "gfx.h" #include "viewport.h" #include "command.h" #include "vehicle.h" extern const TileTypeProcs _tile_type_clear_procs, _tile_type_rail_procs, _tile_type_road_procs, _tile_type_town_procs, _tile_type_trees_procs, _tile_type_station_procs, _tile_type_water_procs, _tile_type_dummy_procs, _tile_type_industry_procs, _tile_type_tunnelbridge_procs, _tile_type_unmovable_procs; const TileTypeProcs * const _tile_type_procs[16] = { &_tile_type_clear_procs, &_tile_type_rail_procs, &_tile_type_road_procs, &_tile_type_town_procs, &_tile_type_trees_procs, &_tile_type_station_procs, &_tile_type_water_procs, &_tile_type_dummy_procs, &_tile_type_industry_procs, &_tile_type_tunnelbridge_procs, &_tile_type_unmovable_procs, }; /* landscape slope => sprite */ const byte _tileh_to_sprite[32] = { 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,0, 0,0,0,0,0,0,0,16,0,0,0,17,0,15,18,0, }; void FindLandscapeHeightByTile(TileInfo *ti, TileIndex tile) { assert(tile < MapSize()); ti->tile = tile; ti->map5 = _map5[tile]; ti->type = GetTileType(tile); ti->tileh = GetTileSlope(tile, &ti->z); } /* find the landscape height for the coordinates x y */ void FindLandscapeHeight(TileInfo *ti, uint x, uint y) { int tile; ti->x = x; ti->y = y; if (x >= MapMaxX() * 16 - 1 || y >= MapMaxY() * 16 - 1) { ti->tileh = 0; ti->type = MP_VOID; ti->tile = 0; ti->map5 = 0; ti->z = 0; return; } tile = TILE_FROM_XY(x,y); FindLandscapeHeightByTile(ti, tile); } uint GetPartialZ(int x, int y, int corners) { int z = 0; switch(corners) { case 1: if (x - y >= 0) z = (x - y) >> 1; break; case 2: y^=0xF; if ( (x - y) >= 0) z = (x - y) >> 1; break; case 3: z = (x>>1) + 1; break; case 4: if (y - x >= 0) z = (y - x) >> 1; break; case 5: case 10: case 15: z = 4; break; case 6: z = (y>>1) + 1; break; case 7: z = 8; y^=0xF; if (x - y < 0) z += (x - y) >> 1; break; case 8: y ^= 0xF; if (y - x >= 0) z = (y - x) >> 1; break; case 9: z = (y^0xF)>>1; break; case 11: z = 8; if (x - y < 0) z += (x - y) >> 1; break; case 12: z = (x^0xF)>>1; break; case 13: z = 8; y ^= 0xF; if (y - x < 0) z += (y - x) >> 1; break; case 14: z = 8; if (y - x < 0) z += (y - x) >> 1; break; case 23: z = 1 + ((x+y)>>1); break; case 27: z = 1 + ((x+(y^0xF))>>1); break; case 29: z = 1 + (((x^0xF)+(y^0xF))>>1); break; case 30: z = 1 + (((x^0xF)+(y^0xF))>>1); break; } return z; } uint GetSlopeZ(int x, int y) { TileInfo ti; // int z; FindLandscapeHeight(&ti, x, y); /* z = ti.z; x &= 0xF; y &= 0xF; assert(z < 256); */ return _tile_type_procs[ti.type]->get_slope_z_proc(&ti); } // direction=true: check for foundation in east and south corner // direction=false: check for foundation in west and south corner static bool hasFoundation(TileInfo *ti, bool direction) { bool south, other; // southern corner and east/west corner uint slope = _tile_type_procs[ti->type]->get_slope_tileh_proc(ti); uint tileh = ti->tileh; if(slope==0 && slope!=tileh) tileh=15; south = (tileh & 2) != (slope & 2); if(direction) other = (tileh & 4) != (slope & 4); else other = (tileh & 1) != (slope & 1); return south || other; } void DrawFoundation(TileInfo *ti, uint f) { uint32 sprite_base = SPR_SLOPES_BASE-14; TileInfo ti2; FindLandscapeHeight(&ti2, ti->x, ti->y-1); if(hasFoundation( &ti2, true )) sprite_base += 22; // foundation in NW direction FindLandscapeHeight(&ti2, ti->x-1, ti->y); if(hasFoundation( &ti2, false )) sprite_base += 22*2; // foundation in NE direction if (f < 15) { // leveled foundation if( sprite_base < SPR_SLOPES_BASE ) sprite_base = 990; // use original slope sprites AddSortableSpriteToDraw(f-1 + sprite_base, ti->x, ti->y, 16, 16, 7, ti->z); ti->z += 8; ti->tileh = 0; OffsetGroundSprite(31, 1); } else { // inclined foundation sprite_base += 14; AddSortableSpriteToDraw( HASBIT( (1<<1) | (1<<2) | (1<<4) | (1<<8), ti->tileh) ? sprite_base + (f - 15) : ti->tileh + 0x3DE - 1, ti->x, ti->y, 1, 1, 1, ti->z ); ti->tileh = _inclined_tileh[f - 15]; OffsetGroundSprite(31, 9); } } void DoClearSquare(uint tile) { ModifyTile(tile, MP_SETTYPE(MP_CLEAR) | MP_MAP2_CLEAR | MP_MAP3LO_CLEAR | MP_MAP3HI_CLEAR | MP_MAPOWNER | MP_MAP5, OWNER_NONE, /* map_owner */ _generating_world ? 3 : 0 /* map5 */ ); } uint32 GetTileTrackStatus(uint tile, TransportType mode) { return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode); } void ChangeTileOwner(uint tile, byte old_player, byte new_player) { _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_player, new_player); } void GetAcceptedCargo(uint tile, AcceptedCargo ac) { memset(ac, 0, sizeof(AcceptedCargo)); _tile_type_procs[GetTileType(tile)]->get_accepted_cargo_proc(tile, ac); } void AnimateTile(uint tile) { _tile_type_procs[GetTileType(tile)]->animate_tile_proc(tile); } void ClickTile(uint tile) { _tile_type_procs[GetTileType(tile)]->click_tile_proc(tile); } void DrawTile(TileInfo *ti) { _tile_type_procs[ti->type]->draw_tile_proc(ti); } void GetTileDesc(uint tile, TileDesc *td) { _tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td); } /* Clear a piece of landscape * p1 = 0, * p2 = 0 */ int32 CmdLandscapeClear(int x, int y, uint32 flags, uint32 p1, uint32 p2) { uint tile; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); tile = TILE_FROM_XY(x,y); return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags); } // p1 = end tile int32 CmdClearArea(int ex, int ey, uint32 flags, uint32 p1, uint32 p2) { int32 cost,ret, money; int sx,sy; int x,y; bool success = false; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); // make sure sx,sy are smaller than ex,ey sx = TileX(p1) * 16; sy = TileY(p1) * 16; if (ex < sx) intswap(ex, sx); if (ey < sy) intswap(ey, sy); money = GetAvailableMoneyForCommand(); cost = 0; for(x=sx; x<=ex; x+=16) { for(y=sy; y<=ey; y+=16) { ret = DoCommandByTile(TILE_FROM_XY(x,y), 0, 0, flags &~DC_EXEC, CMD_LANDSCAPE_CLEAR); if (ret == CMD_ERROR) continue; cost += ret; success = true; if (flags & DC_EXEC) { if ( ret>0 && (money -= ret) < 0) { _additional_cash_required = ret; return cost - ret; } DoCommandByTile(TILE_FROM_XY(x,y), 0, 0, flags, CMD_LANDSCAPE_CLEAR); // draw explosion animation... if ((x==sx || x==ex) && (y==sy || y==ey)) { // big explosion in each corner, or small explosion for single tiles CreateEffectVehicleAbove(x + 8, y + 8, 2, sy == ey && sx == ex ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE ); } } } } if (!success) cost = CMD_ERROR; return cost; } /* utility function used to modify a tile */ void CDECL ModifyTile(uint tile, uint flags, ...) { va_list va; int i; va_start(va, flags); if ((i = (flags >> 8) & 0xF) != 0) { SetTileType(tile, i - 1); } if (flags & (MP_MAP2_CLEAR | MP_MAP2)) { int x = 0; if (flags & MP_MAP2) x = va_arg(va, int); _map2[tile] = x; } if (flags & (MP_MAP3LO_CLEAR | MP_MAP3LO)) { int x = 0; if (flags & MP_MAP3LO) x = va_arg(va, int); _map3_lo[tile] = x; } if (flags & (MP_MAP3HI_CLEAR | MP_MAP3HI)) { int x = 0; if (flags & MP_MAP3HI) x = va_arg(va, int); _map3_hi[tile] = x; } if (flags & (MP_MAPOWNER|MP_MAPOWNER_CURRENT)) { byte x = _current_player; if (flags & MP_MAPOWNER) x = va_arg(va, int); _map_owner[tile] = x; } if (flags & MP_MAP5) { _map5[tile] = va_arg(va, int); } va_end(va); if (!(flags & MP_NODIRTY)) MarkTileDirtyByTile(tile); } #define TILELOOP_BITS 4 #define TILELOOP_SIZE (1 << TILELOOP_BITS) #define TILELOOP_ASSERTMASK ((TILELOOP_SIZE-1) + ((TILELOOP_SIZE-1) << MapLogX())) #define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS) void RunTileLoop(void) { uint tile; uint count; tile = _cur_tileloop_tile; assert( (tile & ~TILELOOP_ASSERTMASK) == 0); count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE); do { _tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile); if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) { tile += TILELOOP_SIZE; /* no overflow */ } else { tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE-1) + TILE_XY(0, TILELOOP_SIZE)); /* x would overflow, also increase y */ } } while (--count); assert( (tile & ~TILELOOP_ASSERTMASK) == 0); tile += 9; if (tile & TILELOOP_CHKMASK) tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK; _cur_tileloop_tile = tile; } void InitializeLandscape(uint log_x, uint log_y) { uint map_size; uint i; InitMap(log_x, log_y); map_size = MapSize(); memset(_map_type_and_height, MP_CLEAR << 4, map_size); memset(_map_owner, OWNER_NONE, map_size); memset(_map2, 0, map_size * sizeof(_map2[0])); memset(_map3_lo, 0, map_size); memset(_map3_hi, 0, map_size); memset(_map5, 3, map_size); memset(_map_extra_bits, 0, map_size / 4); // create void tiles at the border for (i = 0; i < MapMaxY(); ++i) SetTileType(i * MapSizeX() + MapMaxX(), MP_VOID); for (i = 0; i < MapSizeX(); ++i) SetTileType(MapSizeX() * MapMaxY() + i, MP_VOID); } void ConvertGroundTilesIntoWaterTiles(void) { TileIndex tile = 0; uint h; for (tile = 0; tile < MapSize(); ++tile) { if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h == 0) { SetTileType(tile, MP_WATER); _map5[tile] = 0; _map_owner[tile] = OWNER_WATER; } } } static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 }; static const byte _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 }; static void GenerateTerrain(int type, int flag) { uint32 r; uint x; uint y; uint w; uint h; const Sprite* template; const byte *p; byte *tile; byte direction; r = Random(); template = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845); x = r & MapMaxX(); y = (r >> MapLogX()) & MapMaxY(); if (x < 2 || y < 2) return; direction = (r >> 22) & 3; if (direction & 1) { w = template->height; h = template->width; } else { w = template->width; h = template->height; } p = template->data; if (flag & 4) { uint xw = x * MapSizeY(); uint yw = y * MapSizeX(); uint bias = (MapSizeX() + MapSizeY()) * 16; switch (flag & 3) { case 0: if (xw + yw > MapSize() - bias) return; break; case 1: if (yw < xw + bias) return; break; case 2: if (xw + yw < MapSize() + bias) return; break; case 3: if (xw < yw + bias) return; break; } } if (x + w >= MapMaxX() - 1) return; if (y + h >= MapMaxY() - 1) return; tile = &_map_type_and_height[TILE_XY(x, y)]; switch (direction) { case 0: do { byte *tile_cur = tile; uint w_cur; for (w_cur = w; w_cur != 0; --w_cur) { if (*p >= *tile_cur) *tile_cur = *p; p++; tile_cur++; } tile += TILE_XY(0, 1); } while (--h != 0); break; case 1: do { byte *tile_cur = tile; uint h_cur; for (h_cur = h; h_cur != 0; --h_cur) { if (*p >= *tile_cur) *tile_cur = *p; p++; tile_cur += TILE_XY(0, 1); } tile++; } while (--w != 0); break; case 2: tile += TILE_XY(w - 1, 0); do { byte *tile_cur = tile; uint w_cur; for (w_cur = w; w_cur != 0; --w_cur) { if (*p >= *tile_cur) *tile_cur = *p; p++; tile_cur--; } tile += TILE_XY(0, 1); } while (--h != 0); break; case 3: tile += TILE_XY(0, h - 1); do { byte *tile_cur = tile; uint h_cur; for (h_cur = h; h_cur != 0; --h_cur) { if (*p >= *tile_cur) *tile_cur = *p; p++; tile_cur -= TILE_XY(0, 1); } tile++; } while (--w != 0); break; } } #include "table/genland.h" static void CreateDesertOrRainForest(void) { TileIndex tile; const TileIndexDiffC *data; uint i; for (tile = 0; tile != MapSize(); ++tile) { for (data = _make_desert_or_rainforest_data; data != endof(_make_desert_or_rainforest_data); ++data) { TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data)); if (TileHeight(t) >= 4 || IsTileType(t, MP_WATER)) break; } if (data == endof(_make_desert_or_rainforest_data)) SetMapExtraBits(tile, 1); } for (i = 0; i != 256; i++) RunTileLoop(); for (tile = 0; tile != MapSize(); ++tile) { for (data = _make_desert_or_rainforest_data; data != endof(_make_desert_or_rainforest_data); ++data) { TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data)); if (IsTileType(t, MP_CLEAR) && (_map5[t] & 0x1c) == 0x14) break; } if (data == endof(_make_desert_or_rainforest_data)) SetMapExtraBits(tile, 2); } } void GenerateLandscape(void) { uint i; uint flag; uint32 r; if (_opt.landscape == LT_HILLY) { for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) GenerateTerrain(2, 0); r = Random(); flag = (r & 3) | 4; for (i = ScaleByMapSize(((r >> 16) & 0x7F) + 450); i != 0; --i) GenerateTerrain(4, flag); } else if (_opt.landscape == LT_DESERT) { for (i = ScaleByMapSize((Random()&0x7F) + 170); i != 0; --i) GenerateTerrain(0, 0); r = Random(); flag = (r & 3) | 4; for (i = ScaleByMapSize(((r >> 16) & 0xFF) + 1700); i != 0; --i) GenerateTerrain(0, flag); flag ^= 2; for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) GenerateTerrain(3, flag); } else { i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100); for (; i != 0; --i) GenerateTerrain(_opt.diff.terrain_type, 0); } ConvertGroundTilesIntoWaterTiles(); if (_opt.landscape == LT_DESERT) CreateDesertOrRainForest(); } void OnTick_Town(void); void OnTick_Trees(void); void OnTick_Station(void); void OnTick_Industry(void); void OnTick_Players(void); void OnTick_Train(void); void CallLandscapeTick(void) { OnTick_Town(); OnTick_Trees(); OnTick_Station(); OnTick_Industry(); OnTick_Players(); OnTick_Train(); } TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng) { int rn = rng; uint32 r = Random(); return TILE_MASK(TILE_XY( TileX(a) + ((byte)r * rn * 2 >> 8) - rn, TileY(a) + ((byte)(r >> 8) * rn * 2 >> 8) - rn )); } bool IsValidTile(uint tile) { return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX()); }