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Location: cpp/openttd-patchpack/source/src/landscape.cpp
r22442:c888a5073492
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(svn r27649) -Codechange: Introduce detailed file type enum, rebuild FiosType with it.
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 | /* $Id$ */
/*
* 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 "company_func.h"
#include "pathfinder/npf/aystar.h"
#include "saveload/saveload.h"
#include <list>
#include <set>
#include "table/strings.h"
#include "table/sprites.h"
#include "safeguards.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_height.
* 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 = 1 + (IsSteepSlope(*s) ? 1 : 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) ? 1 : 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 GetPartialPixelZ(int x, int y, Slope corners)
{
if (IsHalftileSlope(corners)) {
switch (GetHalftileSlopeCorner(corners)) {
case CORNER_W:
if (x - y >= 0) return GetSlopeMaxPixelZ(corners);
break;
case CORNER_S:
if (x - (y ^ 0xF) >= 0) return GetSlopeMaxPixelZ(corners);
break;
case CORNER_E:
if (y - x >= 0) return GetSlopeMaxPixelZ(corners);
break;
case CORNER_N:
if ((y ^ 0xF) - x >= 0) return GetSlopeMaxPixelZ(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;
}
int GetSlopePixelZ(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 ? 1 : 0) + (tileh == SteepSlope(corner) ? 1 : 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 GetSlopePixelZOnEdge(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, int *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)
{
int z;
int z_W_here = z_here;
int z_N_here = z_here;
GetSlopePixelZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);
Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, 0, -1), &z);
int z_W = z;
int z_N = z;
GetSlopePixelZOnEdge(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)
{
int z;
int z_E_here = z_here;
int z_N_here = z_here;
GetSlopePixelZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);
Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, -1, 0), &z);
int z_E = z;
int z_N = z;
GetSlopePixelZOnEdge(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;
int z;
Slope slope = GetFoundationPixelSlope(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 += ApplyPixelFoundationToSlope(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 += ApplyPixelFoundationToSlope(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_height;
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_height : _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_height : _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));
TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(tile, p1);
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...
* Disable explosions when game is paused. Looks silly and blocks the view. */
if ((t == tile || t == p1) && _pause_mode == PM_UNPAUSED) {
/* big explosion in two corners, or small explosion for single tiles */
CreateEffectVehicleAbove(TileX(t) * TILE_SIZE + TILE_SIZE / 2, TileY(t) * TILE_SIZE + TILE_SIZE / 2, 2,
TileX(tile) == TileX(p1) && TileY(tile) == TileY(p1) ? 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;
/**
* Gradually iterate over all tiles on the map, calling their TileLoopProcs once every 256 ticks.
*/
void RunTileLoop()
{
/* The pseudorandom sequence of tiles is generated using a Galois linear feedback
* shift register (LFSR). This allows a deterministic pseudorandom ordering, but
* still with minimal state and fast iteration. */
/* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 24-bit (for 4096x4096 maps).
* Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
static const uint32 feedbacks[] = {
0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87
};
assert_compile(lengthof(feedbacks) == 2 * MAX_MAP_SIZE_BITS - 2 * MIN_MAP_SIZE_BITS + 1);
const uint32 feedback = feedbacks[MapLogX() + MapLogY() - 2 * MIN_MAP_SIZE_BITS];
/* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
uint count = 1 << (MapLogX() + MapLogY() - 8);
TileIndex tile = _cur_tileloop_tile;
/* The LFSR cannot have a zeroed state. */
assert(tile != 0);
/* Manually update tile 0 every 256 ticks - the LFSR never iterates over it itself. */
if (_tick_counter % 256 == 0) {
_tile_type_procs[GetTileType(0)]->tile_loop_proc(0);
count--;
}
while (count--) {
_tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
/* Get the next tile in sequence using a Galois LFSR. */
tile = (tile >> 1) ^ (-(int32)(tile & 1) & feedback);
}
_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);
if (templ == NULL) usererror("Map generator sprites could not be loaded");
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;
TileIndex tile = TileXY(x, y);
switch (direction) {
default: NOT_REACHED();
case DIAGDIR_NE:
do {
TileIndex tile_cur = tile;
for (uint w_cur = w; w_cur != 0; --w_cur) {
if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
p++;
tile_cur++;
}
tile += TileDiffXY(0, 1);
} while (--h != 0);
break;
case DIAGDIR_SE:
do {
TileIndex tile_cur = tile;
for (uint h_cur = h; h_cur != 0; --h_cur) {
if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, 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 {
TileIndex tile_cur = tile;
for (uint w_cur = w; w_cur != 0; --w_cur) {
if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
p++;
tile_cur--;
}
tile += TileDiffXY(0, 1);
} while (--h != 0);
break;
case DIAGDIR_NW:
tile += TileDiffXY(0, h - 1);
do {
TileIndex tile_cur = tile;
for (uint h_cur = h; h_cur != 0; --h_cur) {
if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, 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;
uint max_desert_height = CeilDiv(_settings_game.construction.max_heightlevel, 4);
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) >= max_desert_height || 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);
}
}
}
/**
* Find the spring of a river.
* @param tile The tile to consider for being the spring.
* @param user_data Ignored data.
* @return True iff it is suitable as a spring.
*/
static bool FindSpring(TileIndex tile, void *user_data)
{
int referenceHeight;
if (!IsTileFlat(tile, &referenceHeight) || IsWaterTile(tile)) return false;
/* In the tropics rivers start in the rainforest. */
if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
/* Are there enough higher tiles to warrant a 'spring'? */
uint num = 0;
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
TileIndex t = TileAddWrap(tile, dx, dy);
if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
}
}
if (num < 4) return false;
/* Are we near the top of a hill? */
for (int dx = -16; dx <= 16; dx++) {
for (int dy = -16; dy <= 16; dy++) {
TileIndex t = TileAddWrap(tile, dx, dy);
if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2) return false;
}
}
return true;
}
/**
* Make a connected lake; fill all tiles in the circular tile search that are connected.
* @param tile The tile to consider for lake making.
* @param user_data The height of the lake.
* @return Always false, so it continues searching.
*/
static bool MakeLake(TileIndex tile, void *user_data)
{
uint height = *(uint*)user_data;
if (!IsValidTile(tile) || TileHeight(tile) != height || !IsTileFlat(tile)) return false;
if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t2 = tile + TileOffsByDiagDir(d);
if (IsWaterTile(t2)) {
MakeRiver(tile, Random());
return false;
}
}
return false;
}
/**
* Check whether a river at begin could (logically) flow down to end.
* @param begin The origin of the flow.
* @param end The destination of the flow.
* @return True iff the water can be flowing down.
*/
static bool FlowsDown(TileIndex begin, TileIndex end)
{
assert(DistanceManhattan(begin, end) == 1);
int heightBegin;
int heightEnd;
Slope slopeBegin = GetTileSlope(begin, &heightBegin);
Slope slopeEnd = GetTileSlope(end, &heightEnd);
return heightEnd <= heightBegin &&
/* Slope either is inclined or flat; rivers don't support other slopes. */
(slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
/* Slope continues, then it must be lower... or either end must be flat. */
((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
}
/* AyStar callback for checking whether we reached our destination. */
static int32 River_EndNodeCheck(AyStar *aystar, OpenListNode *current)
{
return current->path.node.tile == *(TileIndex*)aystar->user_target ? AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
}
/* AyStar callback for getting the cost of the current node. */
static int32 River_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
{
return 1 + RandomRange(_settings_game.game_creation.river_route_random);
}
/* AyStar callback for getting the estimated cost to the destination. */
static int32 River_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
{
return DistanceManhattan(*(TileIndex*)aystar->user_target, current->tile);
}
/* AyStar callback for getting the neighbouring nodes of the given node. */
static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
{
TileIndex tile = current->path.node.tile;
aystar->num_neighbours = 0;
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t2 = tile + TileOffsByDiagDir(d);
if (IsValidTile(t2) && FlowsDown(tile, t2)) {
aystar->neighbours[aystar->num_neighbours].tile = t2;
aystar->neighbours[aystar->num_neighbours].direction = INVALID_TRACKDIR;
aystar->num_neighbours++;
}
}
}
/* AyStar callback when an route has been found. */
static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
{
for (PathNode *path = ¤t->path; path != NULL; path = path->parent) {
TileIndex tile = path->node.tile;
if (!IsWaterTile(tile)) {
MakeRiver(tile, Random());
/* Remove desert directly around the river tile. */
CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
}
}
}
static const uint RIVER_HASH_SIZE = 8; ///< The number of bits the hash for river finding should have.
/**
* Simple hash function for river tiles to be used by AyStar.
* @param tile The tile to hash.
* @param dir The unused direction.
* @return The hash for the tile.
*/
static uint River_Hash(uint tile, uint dir)
{
return GB(TileHash(TileX(tile), TileY(tile)), 0, RIVER_HASH_SIZE);
}
/**
* Actually build the river between the begin and end tiles using AyStar.
* @param begin The begin of the river.
* @param end The end of the river.
*/
static void BuildRiver(TileIndex begin, TileIndex end)
{
AyStar finder;
MemSetT(&finder, 0);
finder.CalculateG = River_CalculateG;
finder.CalculateH = River_CalculateH;
finder.GetNeighbours = River_GetNeighbours;
finder.EndNodeCheck = River_EndNodeCheck;
finder.FoundEndNode = River_FoundEndNode;
finder.user_target = &end;
finder.Init(River_Hash, 1 << RIVER_HASH_SIZE);
AyStarNode start;
start.tile = begin;
start.direction = INVALID_TRACKDIR;
finder.AddStartNode(&start, 0);
finder.Main();
finder.Free();
}
/**
* Try to flow the river down from a given begin.
* @param spring The springing point of the river.
* @param begin The begin point we are looking from; somewhere down hill from the spring.
* @return True iff a river could/has been built, otherwise false.
*/
static bool FlowRiver(TileIndex spring, TileIndex begin)
{
#define SET_MARK(x) marks.insert(x)
#define IS_MARKED(x) (marks.find(x) != marks.end())
uint height = TileHeight(begin);
if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
std::set<TileIndex> marks;
SET_MARK(begin);
/* Breadth first search for the closest tile we can flow down to. */
std::list<TileIndex> queue;
queue.push_back(begin);
bool found = false;
uint count = 0; // Number of tiles considered; to be used for lake location guessing.
TileIndex end;
do {
end = queue.front();
queue.pop_front();
uint height2 = TileHeight(end);
if (IsTileFlat(end) && (height2 < height || (height2 == height && IsWaterTile(end)))) {
found = true;
break;
}
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t2 = end + TileOffsByDiagDir(d);
if (IsValidTile(t2) && !IS_MARKED(t2) && FlowsDown(end, t2)) {
SET_MARK(t2);
count++;
queue.push_back(t2);
}
}
} while (!queue.empty());
if (found) {
/* Flow further down hill. */
found = FlowRiver(spring, end);
} else if (count > 32) {
/* Maybe we can make a lake. Find the Nth of the considered tiles. */
TileIndex lakeCenter = 0;
int i = RandomRange(count - 1) + 1;
std::set<TileIndex>::const_iterator cit = marks.begin();
while (--i) cit++;
lakeCenter = *cit;
if (IsValidTile(lakeCenter) &&
/* A river, or lake, can only be built on flat slopes. */
IsTileFlat(lakeCenter) &&
/* We want the lake to be built at the height of the river. */
TileHeight(begin) == TileHeight(lakeCenter) &&
/* We don't want the lake at the entry of the valley. */
lakeCenter != begin &&
/* We don't want lakes in the desert. */
(_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
/* We only want a lake if the river is long enough. */
DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
end = lakeCenter;
MakeRiver(lakeCenter, Random());
uint range = RandomRange(8) + 3;
CircularTileSearch(&lakeCenter, range, MakeLake, &height);
/* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
lakeCenter = end;
CircularTileSearch(&lakeCenter, range, MakeLake, &height);
found = true;
}
}
marks.clear();
if (found) BuildRiver(begin, end);
return found;
}
/**
* Actually (try to) create some rivers.
*/
static void CreateRivers()
{
int amount = _settings_game.game_creation.amount_of_rivers;
if (amount == 0) return;
uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
for (; wells != 0; wells--) {
IncreaseGeneratingWorldProgress(GWP_RIVER);
for (int tries = 0; tries < 128; tries++) {
TileIndex t = RandomTile();
if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
if (FlowRiver(t, t)) break;
}
}
/* Run tile loop to update the ground density. */
for (uint i = 0; i != 256; i++) {
if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
RunTileLoop();
}
}
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) {
/* Make sure we do not overflow. */
GenerateTerrain(Clamp(_settings_game.difficulty.terrain_type, 0, 3), 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();
CreateRivers();
}
void OnTick_Town();
void OnTick_Trees();
void OnTick_Station();
void OnTick_Industry();
void OnTick_Companies();
void OnTick_LinkGraph();
void CallLandscapeTick()
{
OnTick_Town();
OnTick_Trees();
OnTick_Station();
OnTick_Industry();
OnTick_Companies();
OnTick_LinkGraph();
}
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