Files @ r28739:8ca07a87b860
Branch filter:

Location: cpp/openttd-patchpack/source/src/clear_cmd.cpp

Peter Nelson
Change: Draw north-side farm fences/hedges/walls on tile edge, instead of 1/16th in.

This matches original TTD drawing behaviour, which is what the original baseset sprites are designed for, and avoids alignment issues (which are more problematic with high detail 4x sprites.)
/*
 * 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 "clear_map.h"
#include "command_func.h"
#include "landscape.h"
#include "genworld.h"
#include "viewport_func.h"
#include "core/random_func.hpp"
#include "newgrf_generic.h"
#include "landscape_cmd.h"

#include "table/strings.h"
#include "table/sprites.h"
#include "table/clear_land.h"

#include "safeguards.h"

static CommandCost ClearTile_Clear(TileIndex tile, DoCommandFlag flags)
{
	static const Price clear_price_table[] = {
		PR_CLEAR_GRASS,
		PR_CLEAR_ROUGH,
		PR_CLEAR_ROCKS,
		PR_CLEAR_FIELDS,
		PR_CLEAR_ROUGH,
		PR_CLEAR_ROUGH,
	};
	CommandCost price(EXPENSES_CONSTRUCTION);

	if (!IsClearGround(tile, CLEAR_GRASS) || GetClearDensity(tile) != 0) {
		price.AddCost(_price[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 + SlopeToSpriteOffset(ti->tileh) + set * 19, PAL_NONE);
}

void DrawHillyLandTile(const TileInfo *ti)
{
	if (ti->tileh != SLOPE_FLAT) {
		DrawGroundSprite(SPR_FLAT_ROUGH_LAND + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
	} else {
		DrawGroundSprite(_landscape_clear_sprites_rough[GB(TileHash(ti->x, ti->y), 0, 3)], PAL_NONE);
	}
}

static void DrawClearLandFence(const TileInfo *ti)
{
	/* combine fences into one sprite object */
	StartSpriteCombine();

	int maxz = GetSlopeMaxPixelZ(ti->tileh);

	uint fence_nw = GetFence(ti->tile, DIAGDIR_NW);
	if (fence_nw != 0) {
		int z = GetSlopePixelZInCorner(ti->tileh, CORNER_W);
		SpriteID sprite = _clear_land_fence_sprites[fence_nw - 1] + _fence_mod_by_tileh_nw[ti->tileh];
		AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x, ti->y - 16, 16, 32, maxz - z + 4, ti->z + z, false, 0, 16, -z);
	}

	uint fence_ne = GetFence(ti->tile, DIAGDIR_NE);
	if (fence_ne != 0) {
		int z = GetSlopePixelZInCorner(ti->tileh, CORNER_E);
		SpriteID sprite = _clear_land_fence_sprites[fence_ne - 1] + _fence_mod_by_tileh_ne[ti->tileh];
		AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x - 16, ti->y, 32, 16, maxz - z + 4, ti->z + z, false, 16, 0, -z);
	}

	uint fence_sw = GetFence(ti->tile, DIAGDIR_SW);
	uint fence_se = GetFence(ti->tile, DIAGDIR_SE);

	if (fence_sw != 0 || fence_se != 0) {
		int z = GetSlopePixelZInCorner(ti->tileh, CORNER_S);

		if (fence_sw != 0) {
			SpriteID sprite = _clear_land_fence_sprites[fence_sw - 1] + _fence_mod_by_tileh_sw[ti->tileh];
			AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x, ti->y, 16, 16, maxz - z + 4, ti->z + z, false, 0, 0, -z);
		}

		if (fence_se != 0) {
			SpriteID sprite = _clear_land_fence_sprites[fence_se - 1] + _fence_mod_by_tileh_se[ti->tileh];
			AddSortableSpriteToDraw(sprite, PAL_NONE, ti->x, ti->y, 16, 16, maxz - z + 4, ti->z + z, false, 0, 0, -z);
		}
	}
	EndSpriteCombine();
}

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((HasGrfMiscBit(GMB_SECOND_ROCKY_TILE_SET) && (TileHash(ti->x, ti->y) & 1) ? SPR_FLAT_ROCKY_LAND_2 : SPR_FLAT_ROCKY_LAND_1) + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
			break;

		case CLEAR_FIELDS:
			DrawGroundSprite(_clear_land_sprites_farmland[GetFieldType(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
			DrawClearLandFence(ti);
			break;

		case CLEAR_SNOW:
		case CLEAR_DESERT:
			DrawGroundSprite(_clear_land_sprites_snow_desert[GetClearDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
			break;
	}

	DrawBridgeMiddle(ti);
}

static int GetSlopePixelZ_Clear(TileIndex tile, uint x, uint y, bool)
{
	int z;
	Slope tileh = GetTilePixelSlope(tile, &z);

	return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
}

static Foundation GetFoundation_Clear(TileIndex, Slope)
{
	return FOUNDATION_NONE;
}

static void UpdateFences(TileIndex tile)
{
	assert(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 (!neighbour && GetFence(tile, DIAGDIR_SW) == 0) {
		SetFence(tile, DIAGDIR_SW, 3);
		dirty = true;
	}

	neighbour = (IsTileType(TILE_ADDXY(tile, 0, 1), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 0, 1), CLEAR_FIELDS));
	if (!neighbour && GetFence(tile, DIAGDIR_SE) == 0) {
		SetFence(tile, DIAGDIR_SE, 3);
		dirty = true;
	}

	neighbour = (IsTileType(TILE_ADDXY(tile, -1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, -1, 0), CLEAR_FIELDS));
	if (!neighbour && GetFence(tile, DIAGDIR_NE) == 0) {
		SetFence(tile, DIAGDIR_NE, 3);
		dirty = true;
	}

	neighbour = (IsTileType(TILE_ADDXY(tile, 0, -1), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 0, -1), CLEAR_FIELDS));
	if (!neighbour && GetFence(tile, DIAGDIR_NW) == 0) {
		SetFence(tile, DIAGDIR_NW, 3);
		dirty = true;
	}

	if (dirty) MarkTileDirtyByTile(tile);
}


/** Convert to or from snowy tiles. */
static void TileLoopClearAlps(TileIndex tile)
{
	int k = GetTileZ(tile) - GetSnowLine() + 1;

	if (k < 0) {
		/* Below the snow line, do nothing if no snow. */
		if (!IsSnowTile(tile)) return;
	} else {
		/* At or above the snow line, make snow tile if needed. */
		if (!IsSnowTile(tile)) {
			MakeSnow(tile);
			MarkTileDirtyByTile(tile);
			return;
		}
	}
	/* Update snow density. */
	uint current_density = GetClearDensity(tile);
	uint req_density = (k < 0) ? 0u : std::min<uint>(k, 3u);

	if (current_density < req_density) {
		AddClearDensity(tile, 1);
	} else if (current_density > req_density) {
		AddClearDensity(tile, -1);
	} else {
		/* Density at the required level. */
		if (k >= 0) return;
		ClearSnow(tile);
	}
	MarkTileDirtyByTile(tile);
}

/**
 * Tests if at least one surrounding tile is non-desert
 * @param tile tile to check
 * @return does this tile have at least one non-desert tile around?
 */
static inline bool NeighbourIsNormal(TileIndex tile)
{
	for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
		TileIndex t = tile + TileOffsByDiagDir(dir);
		if (!IsValidTile(t)) continue;
		if (GetTropicZone(t) != TROPICZONE_DESERT) return true;
		if (HasTileWaterClass(t) && GetWaterClass(t) == WATER_CLASS_SEA) return true;
	}
	return false;
}

static void TileLoopClearDesert(TileIndex tile)
{
	/* Current desert level - 0 if it is not desert */
	uint current = 0;
	if (IsClearGround(tile, CLEAR_DESERT)) current = GetClearDensity(tile);

	/* Expected desert level - 0 if it shouldn't be desert */
	uint expected = 0;
	if (GetTropicZone(tile) == TROPICZONE_DESERT) {
		expected = NeighbourIsNormal(tile) ? 1 : 3;
	}

	if (current == expected) return;

	if (expected == 0) {
		SetClearGroundDensity(tile, CLEAR_GRASS, 3);
	} else {
		/* Transition from clear to desert is not smooth (after clearing desert tile) */
		SetClearGroundDensity(tile, CLEAR_DESERT, expected);
	}

	MarkTileDirtyByTile(tile);
}

static void TileLoop_Clear(TileIndex tile)
{
	AmbientSoundEffect(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:
			UpdateFences(tile);

			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 {
				uint 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 = Map::ScaleBySize(GB(Random(), 0, 10) + 0x400);
	gi = Map::ScaleBySize(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_t 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);
				MarkTileDirtyByTile(tile);
				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, TransportType, uint, DiagDirection)
{
	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, Owner, Owner)
{
	return;
}

static CommandCost TerraformTile_Clear(TileIndex tile, DoCommandFlag flags, int, Slope)
{
	return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
}

extern const TileTypeProcs _tile_type_clear_procs = {
	DrawTile_Clear,           ///< draw_tile_proc
	GetSlopePixelZ_Clear,     ///< get_slope_z_proc
	ClearTile_Clear,          ///< clear_tile_proc
	nullptr,                     ///< add_accepted_cargo_proc
	GetTileDesc_Clear,        ///< get_tile_desc_proc
	GetTileTrackStatus_Clear, ///< get_tile_track_status_proc
	nullptr,                     ///< click_tile_proc
	nullptr,                     ///< animate_tile_proc
	TileLoop_Clear,           ///< tile_loop_proc
	ChangeTileOwner_Clear,    ///< change_tile_owner_proc
	nullptr,                     ///< add_produced_cargo_proc
	nullptr,                     ///< vehicle_enter_tile_proc
	GetFoundation_Clear,      ///< get_foundation_proc
	TerraformTile_Clear,      ///< terraform_tile_proc
};