diff --git a/src/landscape.cpp b/src/landscape.cpp new file mode 100644 --- /dev/null +++ b/src/landscape.cpp @@ -0,0 +1,731 @@ +/* $Id$ */ + +#include "stdafx.h" +#include "openttd.h" +#include "bridge_map.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 +#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); + _m[sizex * y + x].extra = 0; + ClearBridgeMiddle(sizex * y + x); + } + 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()); +}