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@ r13177:b124129e2270
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Location: cpp/openttd-patchpack/source/src/clear_cmd.cpp - annotation
r13177:b124129e2270
9.8 KiB
text/x-c
(svn r17694) -Codechange: don't break $ to two lines in squirrel_export.awk
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r7494:2e43e3339051 r7494:2e43e3339051 r7494:2e43e3339051 r5587:034e5e185dc2 r6123:049e9624d068 r6123:049e9624d068 r6123:049e9624d068 r12235:f6faf5ffa926 r6123:049e9624d068 r6123:049e9624d068 r12235:f6faf5ffa926 r12235:f6faf5ffa926 r6123:049e9624d068 r6123:049e9624d068 r12248:7acc3688a3f0 r6123:049e9624d068 r7335:93bf5f4b6ce4 r7494:2e43e3339051 r5584:545d748cc681 | /* $Id$ */
/*
* 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 clear_cmd.cpp Commands related to clear tiles. */
#include "stdafx.h"
#include "openttd.h"
#include "clear_map.h"
#include "command_func.h"
#include "landscape.h"
#include "variables.h"
#include "genworld.h"
#include "landscape_type.h"
#include "functions.h"
#include "economy_func.h"
#include "viewport_func.h"
#include "water.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "table/clear_land.h"
static CommandCost ClearTile_Clear(TileIndex tile, DoCommandFlag flags)
{
static const Money * const clear_price_table[] = {
&_price.clear_grass,
&_price.clear_roughland,
&_price.clear_rocks,
&_price.clear_fields,
&_price.clear_roughland,
&_price.clear_roughland,
};
CommandCost price(EXPENSES_CONSTRUCTION);
if (!IsClearGround(tile, CLEAR_GRASS) || GetClearDensity(tile) != 0) {
price.AddCost(*clear_price_table[GetClearGround(tile)]);
}
if (flags & DC_EXEC) DoClearSquare(tile);
return price;
}
void DrawClearLandTile(const TileInfo *ti, byte set)
{
DrawGroundSprite(SPR_FLAT_BARE_LAND + _tileh_to_sprite[ti->tileh] + set * 19, PAL_NONE);
}
void DrawHillyLandTile(const TileInfo *ti)
{
if (ti->tileh != SLOPE_FLAT) {
DrawGroundSprite(SPR_FLAT_ROUGH_LAND + _tileh_to_sprite[ti->tileh], PAL_NONE);
} else {
DrawGroundSprite(_landscape_clear_sprites_rough[GB(ti->x ^ ti->y, 4, 3)], PAL_NONE);
}
}
void DrawClearLandFence(const TileInfo *ti)
{
byte z = ti->z;
if (ti->tileh & SLOPE_S) {
z += TILE_HEIGHT;
if (ti->tileh == SLOPE_STEEP_S) z += TILE_HEIGHT;
}
if (GetFenceSW(ti->tile) != 0) {
DrawGroundSpriteAt(_clear_land_fence_sprites[GetFenceSW(ti->tile) - 1] + _fence_mod_by_tileh_sw[ti->tileh], PAL_NONE, ti->x, ti->y, z);
}
if (GetFenceSE(ti->tile) != 0) {
DrawGroundSpriteAt(_clear_land_fence_sprites[GetFenceSE(ti->tile) - 1] + _fence_mod_by_tileh_se[ti->tileh], PAL_NONE, ti->x, ti->y, z);
}
}
static void DrawTile_Clear(TileInfo *ti)
{
switch (GetClearGround(ti->tile)) {
case CLEAR_GRASS:
DrawClearLandTile(ti, GetClearDensity(ti->tile));
break;
case CLEAR_ROUGH:
DrawHillyLandTile(ti);
break;
case CLEAR_ROCKS:
DrawGroundSprite(SPR_FLAT_ROCKY_LAND_1 + _tileh_to_sprite[ti->tileh], PAL_NONE);
break;
case CLEAR_FIELDS:
DrawGroundSprite(_clear_land_sprites_farmland[GetFieldType(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
break;
case CLEAR_SNOW:
case CLEAR_DESERT:
DrawGroundSprite(_clear_land_sprites_snow_desert[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
break;
}
DrawClearLandFence(ti);
DrawBridgeMiddle(ti);
}
static uint GetSlopeZ_Clear(TileIndex tile, uint x, uint y)
{
uint z;
Slope tileh = GetTileSlope(tile, &z);
return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
}
static Foundation GetFoundation_Clear(TileIndex tile, Slope tileh)
{
return FOUNDATION_NONE;
}
void TileLoopClearHelper(TileIndex tile)
{
bool self = (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS));
bool dirty = false;
bool neighbour = (IsTileType(TILE_ADDXY(tile, 1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 1, 0), CLEAR_FIELDS));
if (GetFenceSW(tile) == 0) {
if (self != neighbour) {
SetFenceSW(tile, 3);
dirty = true;
}
} else {
if (self == 0 && neighbour == 0) {
SetFenceSW(tile, 0);
dirty = true;
}
}
neighbour = (IsTileType(TILE_ADDXY(tile, 0, 1), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 0, 1), CLEAR_FIELDS));
if (GetFenceSE(tile) == 0) {
if (self != neighbour) {
SetFenceSE(tile, 3);
dirty = true;
}
} else {
if (self == 0 && neighbour == 0) {
SetFenceSE(tile, 0);
dirty = true;
}
}
if (dirty) MarkTileDirtyByTile(tile);
}
/* convert into snowy tiles */
static void TileLoopClearAlps(TileIndex tile)
{
int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
if (k < 0) { // well below the snow line
if (!IsClearGround(tile, CLEAR_SNOW)) return;
if (GetClearDensity(tile) == 0) SetClearGroundDensity(tile, CLEAR_GRASS, 3);
} else {
if (!IsClearGround(tile, CLEAR_SNOW)) {
SetClearGroundDensity(tile, CLEAR_SNOW, 0);
} else {
uint density = min((uint)k / TILE_HEIGHT, 3);
if (GetClearDensity(tile) < density) {
AddClearDensity(tile, 1);
} else if (GetClearDensity(tile) > density) {
AddClearDensity(tile, -1);
} else {
return;
}
}
}
MarkTileDirtyByTile(tile);
}
static void TileLoopClearDesert(TileIndex tile)
{
if (IsClearGround(tile, CLEAR_DESERT)) return;
if (GetTropicZone(tile) == TROPICZONE_DESERT) {
SetClearGroundDensity(tile, CLEAR_DESERT, 3);
} else {
if (GetTropicZone(tile + TileDiffXY( 1, 0)) != TROPICZONE_DESERT &&
GetTropicZone(tile + TileDiffXY(-1, 0)) != TROPICZONE_DESERT &&
GetTropicZone(tile + TileDiffXY( 0, 1)) != TROPICZONE_DESERT &&
GetTropicZone(tile + TileDiffXY( 0, -1)) != TROPICZONE_DESERT)
return;
SetClearGroundDensity(tile, CLEAR_DESERT, 1);
}
MarkTileDirtyByTile(tile);
}
static void TileLoop_Clear(TileIndex tile)
{
/* If the tile is at any edge flood it to prevent maps without water. */
if (_settings_game.construction.freeform_edges && DistanceFromEdge(tile) == 1) {
uint z;
Slope slope = GetTileSlope(tile, &z);
if (z == 0 && slope == SLOPE_FLAT) {
DoFloodTile(tile);
MarkTileDirtyByTile(tile);
return;
}
}
TileLoopClearHelper(tile);
switch (_settings_game.game_creation.landscape) {
case LT_TROPIC: TileLoopClearDesert(tile); break;
case LT_ARCTIC: TileLoopClearAlps(tile); break;
}
switch (GetClearGround(tile)) {
case CLEAR_GRASS:
if (GetClearDensity(tile) == 3) return;
if (_game_mode != GM_EDITOR) {
if (GetClearCounter(tile) < 7) {
AddClearCounter(tile, 1);
return;
} else {
SetClearCounter(tile, 0);
AddClearDensity(tile, 1);
}
} else {
SetClearGroundDensity(tile, GB(Random(), 0, 8) > 21 ? CLEAR_GRASS : CLEAR_ROUGH, 3);
}
break;
case CLEAR_FIELDS: {
uint field_type;
if (_game_mode == GM_EDITOR) return;
if (GetClearCounter(tile) < 7) {
AddClearCounter(tile, 1);
return;
} else {
SetClearCounter(tile, 0);
}
if (GetIndustryIndexOfField(tile) == INVALID_INDUSTRY && GetFieldType(tile) >= 7) {
/* This farmfield is no longer farmfield, so make it grass again */
MakeClear(tile, CLEAR_GRASS, 2);
} else {
field_type = GetFieldType(tile);
field_type = (field_type < 8) ? field_type + 1 : 0;
SetFieldType(tile, field_type);
}
break;
}
default:
return;
}
MarkTileDirtyByTile(tile);
}
void GenerateClearTile()
{
uint i, gi;
TileIndex tile;
/* add rough tiles */
i = ScaleByMapSize(GB(Random(), 0, 10) + 0x400);
gi = ScaleByMapSize(GB(Random(), 0, 7) + 0x80);
SetGeneratingWorldProgress(GWP_ROUGH_ROCKY, gi + i);
do {
IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY);
tile = RandomTile();
if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_DESERT)) SetClearGroundDensity(tile, CLEAR_ROUGH, 3);
} while (--i);
/* add rocky tiles */
i = gi;
do {
uint32 r = Random();
tile = RandomTileSeed(r);
IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY);
if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_DESERT)) {
uint j = GB(r, 16, 4) + 5;
for (;;) {
TileIndex tile_new;
SetClearGroundDensity(tile, CLEAR_ROCKS, 3);
do {
if (--j == 0) goto get_out;
tile_new = tile + TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
} while (!IsTileType(tile_new, MP_CLEAR) || IsClearGround(tile_new, CLEAR_DESERT));
tile = tile_new;
}
get_out:;
}
} while (--i);
}
static TrackStatus GetTileTrackStatus_Clear(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
return 0;
}
static const StringID _clear_land_str[] = {
STR_LAI_CLEAR_DESCRIPTION_GRASS,
STR_LAI_CLEAR_DESCRIPTION_ROUGH_LAND,
STR_LAI_CLEAR_DESCRIPTION_ROCKS,
STR_LAI_CLEAR_DESCRIPTION_FIELDS,
STR_LAI_CLEAR_DESCRIPTION_SNOW_COVERED_LAND,
STR_LAI_CLEAR_DESCRIPTION_DESERT
};
static void GetTileDesc_Clear(TileIndex tile, TileDesc *td)
{
if (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) == 0) {
td->str = STR_LAI_CLEAR_DESCRIPTION_BARE_LAND;
} else {
td->str = _clear_land_str[GetClearGround(tile)];
}
td->owner[0] = GetTileOwner(tile);
}
static void ChangeTileOwner_Clear(TileIndex tile, Owner old_owner, Owner new_owner)
{
return;
}
void InitializeClearLand()
{
_settings_game.game_creation.snow_line = _settings_game.game_creation.snow_line_height * TILE_HEIGHT;
}
static CommandCost TerraformTile_Clear(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
{
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_clear_procs = {
DrawTile_Clear, ///< draw_tile_proc
GetSlopeZ_Clear, ///< get_slope_z_proc
ClearTile_Clear, ///< clear_tile_proc
NULL, ///< add_accepted_cargo_proc
GetTileDesc_Clear, ///< get_tile_desc_proc
GetTileTrackStatus_Clear, ///< get_tile_track_status_proc
NULL, ///< click_tile_proc
NULL, ///< animate_tile_proc
TileLoop_Clear, ///< tile_loop_clear
ChangeTileOwner_Clear, ///< change_tile_owner_clear
NULL, ///< add_produced_cargo_proc
NULL, ///< vehicle_enter_tile_proc
GetFoundation_Clear, ///< get_foundation_proc
TerraformTile_Clear, ///< terraform_tile_proc
};
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