/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file landscape.cpp Functions related to the landscape (slopes etc.). */ /** @defgroup SnowLineGroup Snowline functions and data structures */ #include "stdafx.h" #include "heightmap.h" #include "clear_map.h" #include "spritecache.h" #include "viewport_func.h" #include "command_func.h" #include "landscape.h" #include "void_map.h" #include "tgp.h" #include "genworld.h" #include "fios.h" #include "date_func.h" #include "water.h" #include "effectvehicle_func.h" #include "landscape_type.h" #include "animated_tile_func.h" #include "core/random_func.hpp" #include "object_base.h" #include "water_map.h" #include "economy_func.h" #include "company_func.h" #include "table/strings.h" #include "table/sprites.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_void_procs, _tile_type_industry_procs, _tile_type_tunnelbridge_procs, _tile_type_object_procs; /** * Tile callback functions for each type of tile. * @ingroup TileCallbackGroup * @see TileType */ const TileTypeProcs * const _tile_type_procs[16] = { &_tile_type_clear_procs, ///< Callback functions for MP_CLEAR tiles &_tile_type_rail_procs, ///< Callback functions for MP_RAILWAY tiles &_tile_type_road_procs, ///< Callback functions for MP_ROAD tiles &_tile_type_town_procs, ///< Callback functions for MP_HOUSE tiles &_tile_type_trees_procs, ///< Callback functions for MP_TREES tiles &_tile_type_station_procs, ///< Callback functions for MP_STATION tiles &_tile_type_water_procs, ///< Callback functions for MP_WATER tiles &_tile_type_void_procs, ///< Callback functions for MP_VOID tiles &_tile_type_industry_procs, ///< Callback functions for MP_INDUSTRY tiles &_tile_type_tunnelbridge_procs, ///< Callback functions for MP_TUNNELBRIDGE tiles &_tile_type_object_procs, ///< Callback functions for MP_OBJECT tiles }; /** landscape slope => sprite */ extern const byte _slope_to_sprite_offset[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, }; /** * Description of the snow line throughout the year. * * If it is \c NULL, a static snowline height is used, as set by \c _settings_game.game_creation.snow_line. * Otherwise it points to a table loaded from a newGRF file that describes the variable snowline. * @ingroup SnowLineGroup * @see GetSnowLine() GameCreationSettings */ static SnowLine *_snow_line = NULL; /** * Applies a foundation to a slope. * * @pre Foundation and slope must be valid combined. * @param f The #Foundation. * @param s The #Slope to modify. * @return Increment to the tile Z coordinate. */ uint ApplyFoundationToSlope(Foundation f, Slope *s) { if (!IsFoundation(f)) return 0; if (IsLeveledFoundation(f)) { uint dz = TILE_HEIGHT + (IsSteepSlope(*s) ? TILE_HEIGHT : 0); *s = SLOPE_FLAT; return dz; } if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) { *s = HalftileSlope(*s, GetHalftileFoundationCorner(f)); return 0; } if (IsSpecialRailFoundation(f)) { *s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f))); return 0; } uint dz = IsSteepSlope(*s) ? TILE_HEIGHT : 0; Corner highest_corner = GetHighestSlopeCorner(*s); switch (f) { case FOUNDATION_INCLINED_X: *s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE); break; case FOUNDATION_INCLINED_Y: *s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW); break; case FOUNDATION_STEEP_LOWER: *s = SlopeWithOneCornerRaised(highest_corner); break; case FOUNDATION_STEEP_BOTH: *s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner); break; default: NOT_REACHED(); } return dz; } /** * Determines height at given coordinate of a slope * @param x x coordinate * @param y y coordinate * @param corners slope to examine * @return height of given point of given slope */ uint GetPartialZ(int x, int y, Slope corners) { if (IsHalftileSlope(corners)) { switch (GetHalftileSlopeCorner(corners)) { case CORNER_W: if (x - y >= 0) return GetSlopeMaxZ(corners); break; case CORNER_S: if (x - (y ^ 0xF) >= 0) return GetSlopeMaxZ(corners); break; case CORNER_E: if (y - x >= 0) return GetSlopeMaxZ(corners); break; case CORNER_N: if ((y ^ 0xF) - x >= 0) return GetSlopeMaxZ(corners); break; default: NOT_REACHED(); } } int z = 0; switch (RemoveHalftileSlope(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) >> 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); } /** * Determine the Z height of a corner relative to TileZ. * * @pre The slope must not be a halftile slope. * * @param tileh The slope. * @param corner The corner. * @return Z position of corner relative to TileZ. */ int GetSlopeZInCorner(Slope tileh, Corner corner) { assert(!IsHalftileSlope(tileh)); return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? TILE_HEIGHT : 0) + (tileh == SteepSlope(corner) ? TILE_HEIGHT : 0); } /** * Determine the Z height of the corners of a specific tile edge * * @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. its edges. * * @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added. * * @param tileh The slope of the tile. * @param edge The edge of interest. * @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera) * @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera) */ void GetSlopeZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2) { static const Slope corners[4][4] = { /* corner | steep slope * z1 z2 | z1 z2 */ {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N }; int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0); if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side. if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side. if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope } /** * Get slope of a tile on top of a (possible) foundation * If a tile does not have a foundation, the function returns the same as GetTileSlope. * * @param tile The tile of interest. * @param z returns the z of the foundation slope. (Can be NULL, if not needed) * @return The slope on top of the foundation. */ Slope GetFoundationSlope(TileIndex tile, uint *z) { Slope tileh = GetTileSlope(tile, z); Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh); uint z_inc = ApplyFoundationToSlope(f, &tileh); if (z != NULL) *z += z_inc; return tileh; } bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here) { uint z; int z_W_here = z_here; int z_N_here = z_here; GetSlopeZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here); Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z); int z_W = z; int z_N = z; GetSlopeZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N); return (z_N_here > z_N) || (z_W_here > z_W); } bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here) { uint z; int z_E_here = z_here; int z_N_here = z_here; GetSlopeZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here); Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z); int z_E = z; int z_N = z; GetSlopeZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N); return (z_N_here > z_N) || (z_E_here > z_E); } /** * Draw foundation \a f at tile \a ti. Updates \a ti. * @param ti Tile to draw foundation on * @param f Foundation to draw */ void DrawFoundation(TileInfo *ti, Foundation f) { if (!IsFoundation(f)) return; /* Two part foundations must be drawn separately */ assert(f != FOUNDATION_STEEP_BOTH); uint sprite_block = 0; uint z; Slope slope = GetFoundationSlope(ti->tile, &z); /* Select the needed block of foundations sprites * Block 0: Walls at NW and NE edge * Block 1: Wall at NE edge * Block 2: Wall at NW edge * Block 3: No walls at NW or NE edge */ if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1; if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2; /* Use the original slope sprites if NW and NE borders should be visible */ SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE)); SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE; SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE; if (IsSteepSlope(ti->tileh)) { if (!IsNonContinuousFoundation(f)) { /* Lower part of foundation */ AddSortableSpriteToDraw( leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z ); } Corner highest_corner = GetHighestSlopeCorner(ti->tileh); ti->z += ApplyFoundationToSlope(f, &ti->tileh); if (IsInclinedFoundation(f)) { /* inclined foundation */ byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0); AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y, f == FOUNDATION_INCLINED_X ? 16 : 1, f == FOUNDATION_INCLINED_Y ? 16 : 1, TILE_HEIGHT, ti->z ); OffsetGroundSprite(31, 9); } else if (IsLeveledFoundation(f)) { AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z - TILE_HEIGHT); OffsetGroundSprite(31, 1); } else if (f == FOUNDATION_STEEP_LOWER) { /* one corner raised */ OffsetGroundSprite(31, 1); } else { /* halftile foundation */ int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0); int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0); AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT); OffsetGroundSprite(31, 9); } } else { if (IsLeveledFoundation(f)) { /* leveled foundation */ AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z); OffsetGroundSprite(31, 1); } else if (IsNonContinuousFoundation(f)) { /* halftile foundation */ Corner halftile_corner = GetHalftileFoundationCorner(f); int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? 8 : 0); int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? 8 : 0); AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z); OffsetGroundSprite(31, 9); } else if (IsSpecialRailFoundation(f)) { /* anti-zig-zag foundation */ SpriteID spr; if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) { /* half of leveled foundation under track corner */ spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f)); } else { /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */ spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0); } AddSortableSpriteToDraw(spr, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z); OffsetGroundSprite(31, 9); } else { /* inclined foundation */ byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0); AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y, f == FOUNDATION_INCLINED_X ? 16 : 1, f == FOUNDATION_INCLINED_Y ? 16 : 1, TILE_HEIGHT, ti->z ); OffsetGroundSprite(31, 9); } ti->z += ApplyFoundationToSlope(f, &ti->tileh); } } void DoClearSquare(TileIndex tile) { /* If the tile can have animation and we clear it, delete it from the animated tile list. */ if (_tile_type_procs[GetTileType(tile)]->animate_tile_proc != NULL) DeleteAnimatedTile(tile); MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0); MarkTileDirtyByTile(tile); } /** * Returns information about trackdirs and signal states. * If there is any trackbit at 'side', return all trackdirbits. * For TRANSPORT_ROAD, return no trackbits if there is no roadbit (of given subtype) at given side. * @param tile tile to get info about * @param mode transport type * @param sub_mode for TRANSPORT_ROAD, roadtypes to check * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits * @return trackdirbits and other info depending on 'mode' */ TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode, side); } /** * Change the owner of a tile * @param tile Tile to change * @param old_owner Current owner of the tile * @param new_owner New owner of the tile */ void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner) { _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_owner, new_owner); } void GetTileDesc(TileIndex tile, TileDesc *td) { _tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td); } /** * Has a snow line table already been loaded. * @return true if the table has been loaded already. * @ingroup SnowLineGroup */ bool IsSnowLineSet() { return _snow_line != NULL; } /** * Set a variable snow line, as loaded from a newgrf file. * @param table the 12 * 32 byte table containing the snowline for each day * @ingroup SnowLineGroup */ void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS]) { _snow_line = CallocT<SnowLine>(1); _snow_line->lowest_value = 0xFF; memcpy(_snow_line->table, table, sizeof(_snow_line->table)); for (uint i = 0; i < SNOW_LINE_MONTHS; i++) { for (uint j = 0; j < SNOW_LINE_DAYS; j++) { _snow_line->highest_value = max(_snow_line->highest_value, table[i][j]); _snow_line->lowest_value = min(_snow_line->lowest_value, table[i][j]); } } } /** * Get the current snow line, either variable or static. * @return the snow line height. * @ingroup SnowLineGroup */ byte GetSnowLine() { if (_snow_line == NULL) return _settings_game.game_creation.snow_line; YearMonthDay ymd; ConvertDateToYMD(_date, &ymd); return _snow_line->table[ymd.month][ymd.day]; } /** * Get the highest possible snow line height, either variable or static. * @return the highest snow line height. * @ingroup SnowLineGroup */ byte HighestSnowLine() { return _snow_line == NULL ? _settings_game.game_creation.snow_line : _snow_line->highest_value; } /** * Get the lowest possible snow line height, either variable or static. * @return the lowest snow line height. * @ingroup SnowLineGroup */ byte LowestSnowLine() { return _snow_line == NULL ? _settings_game.game_creation.snow_line : _snow_line->lowest_value; } /** * Clear the variable snow line table and free the memory. * @ingroup SnowLineGroup */ void ClearSnowLine() { free(_snow_line); _snow_line = NULL; } /** * Clear a piece of landscape * @param tile tile to clear * @param flags of operation to conduct * @param p1 unused * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CommandCost cost(EXPENSES_CONSTRUCTION); bool do_clear = false; /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */ if ((flags & DC_FORCE_CLEAR_TILE) && HasTileWaterClass(tile) && IsTileOnWater(tile) && !IsWaterTile(tile) && !IsCoastTile(tile)) { if ((flags & DC_AUTO) && GetWaterClass(tile) == WATER_CLASS_CANAL) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST); do_clear = true; cost.AddCost(GetWaterClass(tile) == WATER_CLASS_CANAL ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]); } Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company); if (c != NULL && (int)GB(c->clear_limit, 16, 16) < 1) { return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED); } const ClearedObjectArea *coa = FindClearedObject(tile); /* If this tile was the first tile which caused object destruction, always * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */ if (coa != NULL && coa->first_tile != tile) { /* If this tile belongs to an object which was already cleared via another tile, pretend it has been * already removed. * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */ /* If a object is removed, it leaves either bare land or water. */ if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) { return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); } } else { cost.AddCost(_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags)); } if (flags & DC_EXEC) { if (c != NULL) c->clear_limit -= 1 << 16; if (do_clear) DoClearSquare(tile); } return cost; } /** * Clear a big piece of landscape * @param tile end tile of area dragging * @param flags of operation to conduct * @param p1 start tile of area dragging * @param p2 various bitstuffed data. * bit 0: Whether to use the Orthogonal (0) or Diagonal (1) iterator. * @param text unused * @return the cost of this operation or an error */ CommandCost CmdClearArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (p1 >= MapSize()) return CMD_ERROR; Money money = GetAvailableMoneyForCommand(); CommandCost cost(EXPENSES_CONSTRUCTION); CommandCost last_error = CMD_ERROR; bool had_success = false; const Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company); int limit = (c == NULL ? INT32_MAX : GB(c->clear_limit, 16, 16)); TileArea ta(tile, p1); TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(ta); for (; *iter != INVALID_TILE; ++(*iter)) { TileIndex t = *iter; CommandCost ret = DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) { last_error = ret; /* We may not clear more tiles. */ if (c != NULL && GB(c->clear_limit, 16, 16) < 1) break; continue; } had_success = true; if (flags & DC_EXEC) { money -= ret.GetCost(); if (ret.GetCost() > 0 && money < 0) { _additional_cash_required = ret.GetCost(); delete iter; return cost; } DoCommand(t, 0, 0, flags, CMD_LANDSCAPE_CLEAR); /* draw explosion animation... */ TileIndex off = t - ta.tile; if ((TileX(off) == 0 || TileX(off) == ta.w - 1U) && (TileY(off) == 0 || TileY(off) == ta.h - 1U)) { /* big explosion in each corner, or small explosion for single tiles */ CreateEffectVehicleAbove(TileX(t) * TILE_SIZE + TILE_SIZE / 2, TileY(t) * TILE_SIZE + TILE_SIZE / 2, 2, ta.w == 1 && ta.h == 1 ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE ); } } else { /* When we're at the clearing limit we better bail (unneed) testing as well. */ if (ret.GetCost() != 0 && --limit <= 0) break; } cost.AddCost(ret); } delete iter; return had_success ? cost : last_error; } TileIndex _cur_tileloop_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() { TileIndex tile = _cur_tileloop_tile; assert((tile & ~TILELOOP_ASSERTMASK) == 0); uint 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 != 0); assert((tile & ~TILELOOP_ASSERTMASK) == 0); tile += 9; if (tile & TILELOOP_CHKMASK) { tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK; } _cur_tileloop_tile = tile; } void InitializeLandscape() { uint maxx = MapMaxX(); uint maxy = MapMaxY(); uint sizex = MapSizeX(); uint y; for (y = _settings_game.construction.freeform_edges ? 1 : 0; y < maxy; y++) { uint x; for (x = _settings_game.construction.freeform_edges ? 1 : 0; x < maxx; x++) { MakeClear(sizex * y + x, CLEAR_GRASS, 3); SetTileHeight(sizex * y + x, 0); SetTropicZone(sizex * y + x, TROPICZONE_NORMAL); ClearBridgeMiddle(sizex * y + x); } MakeVoid(sizex * y + x); } for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x); } 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, uint flag) { uint32 r = Random(); const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845, ST_MAPGEN); uint x = r & MapMaxX(); uint y = (r >> MapLogX()) & MapMaxY(); if (x < 2 || y < 2) return; DiagDirection direction = (DiagDirection)GB(r, 22, 2); uint w = templ->width; uint h = templ->height; if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h); const byte *p = templ->data; if ((flag & 4) != 0) { uint xw = x * MapSizeY(); uint yw = y * MapSizeX(); uint bias = (MapSizeX() + MapSizeY()) * 16; switch (flag & 3) { default: NOT_REACHED(); 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 *tile = &_m[TileXY(x, y)]; switch (direction) { default: NOT_REACHED(); case DIAGDIR_NE: do { Tile *tile_cur = tile; for (uint w_cur = w; w_cur != 0; --w_cur) { if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4); p++; tile_cur++; } tile += TileDiffXY(0, 1); } while (--h != 0); break; case DIAGDIR_SE: do { Tile *tile_cur = tile; for (uint h_cur = h; h_cur != 0; --h_cur) { if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4); p++; tile_cur += TileDiffXY(0, 1); } tile += TileDiffXY(1, 0); } while (--w != 0); break; case DIAGDIR_SW: tile += TileDiffXY(w - 1, 0); do { Tile *tile_cur = tile; for (uint w_cur = w; w_cur != 0; --w_cur) { if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4); p++; tile_cur--; } tile += TileDiffXY(0, 1); } while (--h != 0); break; case DIAGDIR_NW: tile += TileDiffXY(0, h - 1); do { Tile *tile_cur = tile; for (uint h_cur = h; h_cur != 0; --h_cur) { if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4); p++; tile_cur -= TileDiffXY(0, 1); } tile += TileDiffXY(1, 0); } while (--w != 0); break; } } #include "table/genland.h" static void CreateDesertOrRainForest() { TileIndex update_freq = MapSize() / 4; const TileIndexDiffC *data; for (TileIndex tile = 0; tile != MapSize(); ++tile) { if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); if (!IsValidTile(tile)) continue; for (data = _make_desert_or_rainforest_data; data != endof(_make_desert_or_rainforest_data); ++data) { TileIndex t = AddTileIndexDiffCWrap(tile, *data); if (t != INVALID_TILE && (TileHeight(t) >= 4 || IsTileType(t, MP_WATER))) break; } if (data == endof(_make_desert_or_rainforest_data)) { SetTropicZone(tile, TROPICZONE_DESERT); } } for (uint i = 0; i != 256; i++) { if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); RunTileLoop(); } for (TileIndex tile = 0; tile != MapSize(); ++tile) { if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); if (!IsValidTile(tile)) continue; for (data = _make_desert_or_rainforest_data; data != endof(_make_desert_or_rainforest_data); ++data) { TileIndex t = AddTileIndexDiffCWrap(tile, *data); if (t != INVALID_TILE && 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) { /** Number of steps of landscape generation */ enum GenLandscapeSteps { GLS_HEIGHTMAP = 3, ///< Loading a heightmap GLS_TERRAGENESIS = 5, ///< Terragenesis generator GLS_ORIGINAL = 2, ///< Original generator GLS_TROPIC = 12, ///< Extra steps needed for tropic landscape GLS_OTHER = 0, ///< Extra steps for other landscapes }; uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER; if (mode == GWM_HEIGHTMAP) { SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP); LoadHeightmap(_file_to_saveload.name); IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); } else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) { SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS); GenerateTerrainPerlin(); } else { SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL); if (_settings_game.construction.freeform_edges) { for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0)); for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y)); } switch (_settings_game.game_creation.landscape) { case LT_ARCTIC: { uint32 r = Random(); for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) { GenerateTerrain(2, 0); } uint flag = GB(r, 7, 2) | 4; for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) { GenerateTerrain(4, flag); } break; } case LT_TROPIC: { uint32 r = Random(); for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) { GenerateTerrain(0, 0); } uint flag = GB(r, 7, 2) | 4; for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) { GenerateTerrain(0, flag); } flag ^= 2; for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) { GenerateTerrain(3, flag); } break; } default: { uint32 r = Random(); assert(_settings_game.difficulty.quantity_sea_lakes != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY); uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100); for (; i != 0; --i) { GenerateTerrain(_settings_game.difficulty.terrain_type, 0); } break; } } } /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(), * it allows screen redraw. Drawing of broken slopes crashes the game */ FixSlopes(); IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); ConvertGroundTilesIntoWaterTiles(); IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest(); } void OnTick_Town(); void OnTick_Trees(); void OnTick_Station(); void OnTick_Industry(); void OnTick_Companies(); void CallLandscapeTick() { OnTick_Town(); OnTick_Trees(); OnTick_Station(); OnTick_Industry(); OnTick_Companies(); }