/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "heightmap.h" #include "clear_map.h" #include "functions.h" #include "map.h" #include "player.h" #include "spritecache.h" #include "table/sprites.h" #include "tile.h" #include <stdarg.h> #include "viewport.h" #include "command.h" #include "vehicle.h" #include "variables.h" #include "void_map.h" #include "water_map.h" #include "tgp.h" #include "genworld.h" #include "heightmap.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, }; const byte _inclined_tileh[] = { SLOPE_SW, SLOPE_NW, SLOPE_SW, SLOPE_SE, SLOPE_NE, SLOPE_SE, SLOPE_NE, SLOPE_NW, SLOPE_E, SLOPE_N, SLOPE_W, SLOPE_S, SLOPE_NWS, SLOPE_WSE, SLOPE_SEN, SLOPE_ENW }; uint GetPartialZ(int x, int y, Slope corners) { int z = 0; switch (corners) { case SLOPE_W: if (x - y >= 0) z = (x - y) >> 1; break; case SLOPE_S: y^=0xF; if ( (x - y) >= 0) z = (x - y) >> 1; break; case SLOPE_SW: z = (x>>1) + 1; break; case SLOPE_E: if (y - x >= 0) z = (y - x) >> 1; break; case SLOPE_EW: case SLOPE_NS: case SLOPE_ELEVATED: z = 4; break; case SLOPE_SE: z = (y>>1) + 1; break; case SLOPE_WSE: z = 8; y^=0xF; if (x - y < 0) z += (x - y) >> 1; break; case SLOPE_N: y ^= 0xF; if (y - x >= 0) z = (y - x) >> 1; break; case SLOPE_NW: z = (y^0xF)>>1; break; case SLOPE_NWS: z = 8; if (x - y < 0) z += (x - y) >> 1; break; case SLOPE_NE: z = (x^0xF)>>1; break; case SLOPE_ENW: z = 8; y ^= 0xF; if (y - x < 0) z += (y - x) >> 1; break; case SLOPE_SEN: z = 8; if (y - x < 0) z += (y - x) >> 1; break; case SLOPE_STEEP_S: z = 1 + ((x+y)>>1); break; case SLOPE_STEEP_W: z = 1 + ((x+(y^0xF))>>1); break; case SLOPE_STEEP_N: z = 1 + (((x^0xF)+(y^0xF))>>1); break; case SLOPE_STEEP_E: z = 1 + (((x^0xF)+(y^0xF))>>1); break; default: break; } return z; } uint GetSlopeZ(int x, int y) { TileIndex tile = TileVirtXY(x, y); return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y); } static Slope GetFoundationSlope(TileIndex tile, uint* z) { Slope tileh = GetTileSlope(tile, z); Slope slope = _tile_type_procs[GetTileType(tile)]->get_slope_tileh_proc(tile, tileh); // Flatter slope -> higher base height if (slope < tileh) *z += TILE_HEIGHT; return slope; } static bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here) { uint z; Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z); return ( z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_N ? TILE_HEIGHT : 0) > z + (slope & SLOPE_E ? TILE_HEIGHT : 0) + (slope == SLOPE_STEEP_E ? TILE_HEIGHT : 0) ) || ( z_here + (slope_here & SLOPE_W ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_W ? TILE_HEIGHT : 0) > z + (slope & SLOPE_S ? TILE_HEIGHT : 0) + (slope == SLOPE_STEEP_S ? TILE_HEIGHT : 0) ); } static bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here) { uint z; Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z); return ( z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_N ? TILE_HEIGHT : 0) > z + (slope & SLOPE_W ? TILE_HEIGHT : 0) + (slope == SLOPE_STEEP_W ? TILE_HEIGHT : 0) ) || ( z_here + (slope_here & SLOPE_E ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_E ? TILE_HEIGHT : 0) > z + (slope & SLOPE_S ? TILE_HEIGHT : 0) + (slope == SLOPE_STEEP_S ? TILE_HEIGHT : 0) ); } void DrawFoundation(TileInfo *ti, uint f) { uint32 sprite_base = SPR_SLOPES_BASE - 15; Slope slope; uint z; slope = GetFoundationSlope(ti->tile, &z); if (!HasFoundationNW(ti->tile, slope, z)) sprite_base += 22; if (!HasFoundationNE(ti->tile, slope, z)) sprite_base += 44; if (IsSteepSlope(ti->tileh)) { uint32 lower_base; // Lower part of foundation lower_base = sprite_base; if (lower_base == SPR_SLOPES_BASE - 15) lower_base = SPR_FOUNDATION_BASE; AddSortableSpriteToDraw( lower_base + (ti->tileh & ~SLOPE_STEEP), ti->x, ti->y, 16, 16, 7, ti->z ); ti->z += TILE_HEIGHT; ti->tileh = _inclined_tileh[f - 15]; if (f < 15 + 8) { // inclined AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 1, ti->z); OffsetGroundSprite(31, 9); } else if (f >= 15 + 8 + 4) { // three corners raised uint32 upper = sprite_base + 15 + (f - 15 - 8 - 4) * 2; AddSortableSpriteToDraw(upper, ti->x, ti->y, 16, 16, 1, ti->z); AddChildSpriteScreen(upper + 1, 31, 9); OffsetGroundSprite(31, 9); } else { // one corner raised OffsetGroundSprite(31, 1); } } else { if (f < 15) { // leveled foundation // Use the original slope sprites if NW and NE borders should be visible if (sprite_base == SPR_SLOPES_BASE - 15) sprite_base = SPR_FOUNDATION_BASE; AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 7, ti->z); ti->z += TILE_HEIGHT; ti->tileh = SLOPE_FLAT; OffsetGroundSprite(31, 1); } else { // inclined foundation AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 1, ti->z); ti->tileh = _inclined_tileh[f - 15]; OffsetGroundSprite(31, 9); } } } void DoClearSquare(TileIndex tile) { MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0); MarkTileDirtyByTile(tile); } uint32 GetTileTrackStatus(TileIndex tile, TransportType mode) { return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode); } void ChangeTileOwner(TileIndex tile, byte old_player, byte new_player) { _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_player, new_player); } void GetAcceptedCargo(TileIndex tile, AcceptedCargo ac) { memset(ac, 0, sizeof(AcceptedCargo)); _tile_type_procs[GetTileType(tile)]->get_accepted_cargo_proc(tile, ac); } void AnimateTile(TileIndex tile) { _tile_type_procs[GetTileType(tile)]->animate_tile_proc(tile); } void ClickTile(TileIndex tile) { _tile_type_procs[GetTileType(tile)]->click_tile_proc(tile); } void GetTileDesc(TileIndex tile, TileDesc *td) { _tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td); } /** Clear a piece of landscape * @param tile tile to clear * @param p1 unused * @param p2 unused */ int32 CmdLandscapeClear(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags); } /** Clear a big piece of landscape * @param tile end tile of area dragging * @param p1 start tile of area dragging * @param p2 unused */ int32 CmdClearArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { int32 cost, ret, money; int ex; int ey; int sx,sy; int x,y; bool success = false; if (p1 >= MapSize()) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); // make sure sx,sy are smaller than ex,ey ex = TileX(tile); ey = TileY(tile); sx = TileX(p1); sy = TileY(p1); if (ex < sx) intswap(ex, sx); if (ey < sy) intswap(ey, sy); money = GetAvailableMoneyForCommand(); cost = 0; for (x = sx; x <= ex; ++x) { for (y = sy; y <= ey; ++y) { ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) continue; cost += ret; success = true; if (flags & DC_EXEC) { if (ret > 0 && (money -= ret) < 0) { _additional_cash_required = ret; return cost - ret; } DoCommand(TileXY(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 * TILE_SIZE + TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE / 2, 2, sy == ey && sx == ex ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE ); } } } } return (success) ? cost : CMD_ERROR; } #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) { TileIndex 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) + TileDiffXY(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(void) { uint maxx = MapMaxX(); uint maxy = MapMaxY(); uint sizex = MapSizeX(); uint x; uint y; for (y = 0; y < maxy; y++) { for (x = 0; x < maxx; x++) { MakeClear(sizex * y + x, CLEAR_GRASS, 3); SetTileHeight(sizex * y + x, 0); } MakeVoid(sizex * y + x); } for (x = 0; x < sizex; x++) MakeVoid(sizex * y + x); } void ConvertGroundTilesIntoWaterTiles(void) { TileIndex tile; uint z; Slope slope; for (tile = 0; tile < MapSize(); ++tile) { slope = GetTileSlope(tile, &z); if (IsTileType(tile, MP_CLEAR) && z == 0) { /* Make both water for tiles at level 0 * and make shore, as that looks much better * during the generation. */ switch (slope) { case SLOPE_FLAT: MakeWater(tile); break; case SLOPE_N: case SLOPE_E: case SLOPE_S: case SLOPE_W: case SLOPE_NW: case SLOPE_SW: case SLOPE_SE: case SLOPE_NE: MakeShore(tile); break; default: break; } } } } 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; Tile* 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 = GB(r, 22, 2); 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 = &_m[TileXY(x, y)]; switch (direction) { case 0: do { Tile* tile_cur = tile; uint w_cur; for (w_cur = w; w_cur != 0; --w_cur) { if (*p >= tile_cur->type_height) tile_cur->type_height = *p; p++; tile_cur++; } tile += TileDiffXY(0, 1); } while (--h != 0); break; case 1: do { Tile* tile_cur = tile; uint h_cur; for (h_cur = h; h_cur != 0; --h_cur) { if (*p >= tile_cur->type_height) tile_cur->type_height = *p; p++; tile_cur += TileDiffXY(0, 1); } tile++; } while (--w != 0); break; case 2: tile += TileDiffXY(w - 1, 0); do { Tile* tile_cur = tile; uint w_cur; for (w_cur = w; w_cur != 0; --w_cur) { if (*p >= tile_cur->type_height) tile_cur->type_height = *p; p++; tile_cur--; } tile += TileDiffXY(0, 1); } while (--h != 0); break; case 3: tile += TileDiffXY(0, h - 1); do { Tile* tile_cur = tile; uint h_cur; for (h_cur = h; h_cur != 0; --h_cur) { if (*p >= tile_cur->type_height) tile_cur->type_height = *p; p++; tile_cur -= TileDiffXY(0, 1); } tile++; } while (--w != 0); break; } } #include "table/genland.h" static void CreateDesertOrRainForest(void) { TileIndex tile; TileIndex update_freq = MapSize() / 4; const TileIndexDiffC *data; uint i; for (tile = 0; tile != MapSize(); ++tile) { if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); 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)) SetTropicZone(tile, TROPICZONE_DESERT); } for (i = 0; i != 256; i++) { if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); RunTileLoop(); } for (tile = 0; tile != MapSize(); ++tile) { if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); 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) && IsClearGround(t, CLEAR_DESERT)) break; } if (data == endof(_make_desert_or_rainforest_data)) SetTropicZone(tile, TROPICZONE_RAINFOREST); } } void GenerateLandscape(byte mode) { const int gwp_desert_amount = 4 + 8; uint i; uint flag; uint32 r; if (mode == GW_HEIGHTMAP) { SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_DESERT) ? 1 + gwp_desert_amount : 1); LoadHeightmap(_file_to_saveload.name); IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); } else if (_patches.land_generator == LG_TERRAGENESIS) { SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_DESERT) ? 3 + gwp_desert_amount : 3); GenerateTerrainPerlin(); } else { switch (_opt.landscape) { case LT_HILLY: SetGeneratingWorldProgress(GWP_LANDSCAPE, 2); for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) { GenerateTerrain(2, 0); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); r = Random(); flag = GB(r, 0, 2) | 4; for (i = ScaleByMapSize(GB(r, 16, 7) + 450); i != 0; --i) { GenerateTerrain(4, flag); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); break; case LT_DESERT: SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount); for (i = ScaleByMapSize((Random() & 0x7F) + 170); i != 0; --i) { GenerateTerrain(0, 0); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); r = Random(); flag = GB(r, 0, 2) | 4; for (i = ScaleByMapSize(GB(r, 16, 8) + 1700); i != 0; --i) { GenerateTerrain(0, flag); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); flag ^= 2; for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) { GenerateTerrain(3, flag); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); break; default: SetGeneratingWorldProgress(GWP_LANDSCAPE, 1); i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100); for (; i != 0; --i) { GenerateTerrain(_opt.diff.terrain_type, 0); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); break; } } 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(TileXY( TileX(a) + (GB(r, 0, 8) * rn * 2 >> 8) - rn, TileY(a) + (GB(r, 8, 8) * rn * 2 >> 8) - rn )); } bool IsValidTile(TileIndex tile) { return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX()); }