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Location: cpp/openttd-patchpack/source/landscape.c - annotation
r3764:4a2ca18ddafd
13.7 KiB
text/x-c
(svn r4755) - Newstations: add a gui station tile drawing routine and use it in place of the existing one for waypoints.
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#include "stdafx.h"
#include "openttd.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"
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
};
/* find the landscape height for the coordinates x y */
void FindLandscapeHeight(TileInfo *ti, uint x, uint y)
{
ti->x = x;
ti->y = y;
if (x >= MapMaxX() * TILE_SIZE - 1 || y >= MapMaxY() * TILE_SIZE - 1) {
ti->tileh = SLOPE_FLAT;
ti->type = MP_VOID;
ti->tile = 0;
ti->z = 0;
} else {
TileIndex tile = TileVirtXY(x, y);
ti->tile = tile;
ti->type = GetTileType(tile);
ti->tileh = GetTileSlope(tile, &ti->z);
}
}
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)
{
TileInfo ti;
FindLandscapeHeight(&ti, x, y);
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(TileIndex tile, bool direction)
{
bool south, other; // southern corner and east/west corner
Slope tileh = GetTileSlope(tile, NULL);
Slope slope = _tile_type_procs[GetTileType(tile)]->get_slope_tileh_proc(tile, tileh);
if (slope == SLOPE_FLAT && slope != tileh) tileh = SLOPE_ELEVATED;
south = (tileh & SLOPE_S) != (slope & SLOPE_S);
if (direction) {
other = (tileh & SLOPE_E) != (slope & SLOPE_E);
} else {
other = (tileh & SLOPE_W) != (slope & SLOPE_W);
}
return south || other;
}
void DrawFoundation(TileInfo *ti, uint f)
{
uint32 sprite_base = SPR_SLOPES_BASE-14;
if (HasFoundation(TILE_ADDXY(ti->tile, 0, -1), true)) sprite_base += 22; // foundation in NW direction
if (HasFoundation(TILE_ADDXY(ti->tile, -1, 0), false)) sprite_base += 44; // foundation in NE direction
if (f < 15) {
// leveled foundation
if (sprite_base < SPR_SLOPES_BASE) sprite_base = SPR_FOUNDATION_BASE + 1; // use original slope sprites
AddSortableSpriteToDraw(f - 1 + sprite_base, ti->x, ti->y, 16, 16, 7, ti->z);
ti->z += TILE_HEIGHT;
ti->tileh = SLOPE_FLAT;
OffsetGroundSprite(31, 1);
} else {
// inclined foundation
sprite_base += 14;
#define M(x) (1 << (x))
AddSortableSpriteToDraw(
HASBIT(M(SLOPE_W) | M(SLOPE_S) | M(SLOPE_E) | M(SLOPE_N), ti->tileh) ?
sprite_base + (f - 15) : SPR_FOUNDATION_BASE + ti->tileh,
ti->x, ti->y, 1, 1, 1, ti->z
);
#undef M
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 DrawTile(TileInfo *ti)
{
_tile_type_procs[ti->type]->draw_tile_proc(ti);
}
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 = 0;
uint h;
for (tile = 0; tile < MapSize(); ++tile) {
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h == 0) {
MakeWater(tile);
}
}
}
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;
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))
SetTropicZone(tile, TROPICZONE_DESERT);
}
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) && IsClearGround(t, CLEAR_DESERT)) break;
}
if (data == endof(_make_desert_or_rainforest_data))
SetTropicZone(tile, TROPICZONE_RAINFOREST);
}
}
void GenerateLandscape(void)
{
uint i;
uint flag;
uint32 r;
switch (_opt.landscape) {
case LT_HILLY:
for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) {
GenerateTerrain(2, 0);
}
r = Random();
flag = GB(r, 0, 2) | 4;
for (i = ScaleByMapSize(GB(r, 16, 7) + 450); i != 0; --i) {
GenerateTerrain(4, flag);
}
break;
case LT_DESERT:
for (i = ScaleByMapSize((Random() & 0x7F) + 170); i != 0; --i) {
GenerateTerrain(0, 0);
}
r = Random();
flag = GB(r, 0, 2) | 4;
for (i = ScaleByMapSize(GB(r, 16, 8) + 1700); i != 0; --i) {
GenerateTerrain(0, flag);
}
flag ^= 2;
for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) {
GenerateTerrain(3, flag);
}
break;
default:
i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100);
for (; i != 0; --i) {
GenerateTerrain(_opt.diff.terrain_type, 0);
}
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());
}
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