1310 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1310 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
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| 
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| /*
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|  * This file is part of OpenTTD.
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|  * 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.
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|  * 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.
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|  * 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/>.
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|  */
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| 
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| /** @file landscape.cpp Functions related to the landscape (slopes etc.). */
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| 
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| /** @defgroup SnowLineGroup Snowline functions and data structures */
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| 
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| #include "stdafx.h"
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| #include "heightmap.h"
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| #include "clear_map.h"
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| #include "spritecache.h"
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| #include "viewport_func.h"
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| #include "command_func.h"
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| #include "landscape.h"
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| #include "void_map.h"
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| #include "tgp.h"
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| #include "genworld.h"
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| #include "fios.h"
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| #include "date_func.h"
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| #include "water.h"
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| #include "effectvehicle_func.h"
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| #include "landscape_type.h"
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| #include "animated_tile_func.h"
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| #include "core/random_func.hpp"
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| #include "object_base.h"
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| #include "company_func.h"
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| #include "pathfinder/npf/aystar.h"
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| #include <list>
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| 
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| #include "table/strings.h"
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| #include "table/sprites.h"
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| 
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| extern const TileTypeProcs
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| 	_tile_type_clear_procs,
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| 	_tile_type_rail_procs,
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| 	_tile_type_road_procs,
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| 	_tile_type_town_procs,
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| 	_tile_type_trees_procs,
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| 	_tile_type_station_procs,
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| 	_tile_type_water_procs,
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| 	_tile_type_void_procs,
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| 	_tile_type_industry_procs,
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| 	_tile_type_tunnelbridge_procs,
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| 	_tile_type_object_procs;
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| 
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| /**
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|  * Tile callback functions for each type of tile.
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|  * @ingroup TileCallbackGroup
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|  * @see TileType
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|  */
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| const TileTypeProcs * const _tile_type_procs[16] = {
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| 	&_tile_type_clear_procs,        ///< Callback functions for MP_CLEAR tiles
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| 	&_tile_type_rail_procs,         ///< Callback functions for MP_RAILWAY tiles
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| 	&_tile_type_road_procs,         ///< Callback functions for MP_ROAD tiles
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| 	&_tile_type_town_procs,         ///< Callback functions for MP_HOUSE tiles
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| 	&_tile_type_trees_procs,        ///< Callback functions for MP_TREES tiles
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| 	&_tile_type_station_procs,      ///< Callback functions for MP_STATION tiles
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| 	&_tile_type_water_procs,        ///< Callback functions for MP_WATER tiles
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| 	&_tile_type_void_procs,         ///< Callback functions for MP_VOID tiles
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| 	&_tile_type_industry_procs,     ///< Callback functions for MP_INDUSTRY tiles
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| 	&_tile_type_tunnelbridge_procs, ///< Callback functions for MP_TUNNELBRIDGE tiles
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| 	&_tile_type_object_procs,       ///< Callback functions for MP_OBJECT tiles
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| };
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| 
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| /** landscape slope => sprite */
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| extern const byte _slope_to_sprite_offset[32] = {
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| 	0, 1, 2, 3, 4, 5, 6,  7, 8, 9, 10, 11, 12, 13, 14, 0,
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| 	0, 0, 0, 0, 0, 0, 0, 16, 0, 0,  0, 17,  0, 15, 18, 0,
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| };
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| 
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| /**
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|  * Description of the snow line throughout the year.
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|  *
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|  * If it is \c NULL, a static snowline height is used, as set by \c _settings_game.game_creation.snow_line_height.
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|  * Otherwise it points to a table loaded from a newGRF file that describes the variable snowline.
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|  * @ingroup SnowLineGroup
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|  * @see GetSnowLine() GameCreationSettings
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|  */
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| static SnowLine *_snow_line = NULL;
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| 
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| /**
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|  * Applies a foundation to a slope.
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|  *
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|  * @pre      Foundation and slope must be valid combined.
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|  * @param f  The #Foundation.
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|  * @param s  The #Slope to modify.
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|  * @return   Increment to the tile Z coordinate.
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|  */
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| uint ApplyFoundationToSlope(Foundation f, Slope *s)
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| {
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| 	if (!IsFoundation(f)) return 0;
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| 
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| 	if (IsLeveledFoundation(f)) {
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| 		uint dz = 1 + (IsSteepSlope(*s) ? 1 : 0);
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| 		*s = SLOPE_FLAT;
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| 		return dz;
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| 	}
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| 
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| 	if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) {
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| 		*s = HalftileSlope(*s, GetHalftileFoundationCorner(f));
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| 		return 0;
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| 	}
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| 
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| 	if (IsSpecialRailFoundation(f)) {
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| 		*s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f)));
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| 		return 0;
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| 	}
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| 
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| 	uint dz = IsSteepSlope(*s) ? 1 : 0;
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| 	Corner highest_corner = GetHighestSlopeCorner(*s);
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| 
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| 	switch (f) {
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| 		case FOUNDATION_INCLINED_X:
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| 			*s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
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| 			break;
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| 
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| 		case FOUNDATION_INCLINED_Y:
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| 			*s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
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| 			break;
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| 
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| 		case FOUNDATION_STEEP_LOWER:
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| 			*s = SlopeWithOneCornerRaised(highest_corner);
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| 			break;
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| 
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| 		case FOUNDATION_STEEP_BOTH:
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| 			*s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
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| 			break;
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| 
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| 		default: NOT_REACHED();
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| 	}
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| 	return dz;
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| }
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| 
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| 
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| /**
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|  * Determines height at given coordinate of a slope
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|  * @param x x coordinate
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|  * @param y y coordinate
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|  * @param corners slope to examine
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|  * @return height of given point of given slope
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|  */
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| uint GetPartialPixelZ(int x, int y, Slope corners)
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| {
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| 	if (IsHalftileSlope(corners)) {
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| 		switch (GetHalftileSlopeCorner(corners)) {
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| 			case CORNER_W:
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| 				if (x - y >= 0) return GetSlopeMaxPixelZ(corners);
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| 				break;
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| 
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| 			case CORNER_S:
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| 				if (x - (y ^ 0xF) >= 0) return GetSlopeMaxPixelZ(corners);
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| 				break;
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| 
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| 			case CORNER_E:
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| 				if (y - x >= 0) return GetSlopeMaxPixelZ(corners);
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| 				break;
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| 
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| 			case CORNER_N:
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| 				if ((y ^ 0xF) - x >= 0) return GetSlopeMaxPixelZ(corners);
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| 				break;
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| 
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| 			default: NOT_REACHED();
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| 		}
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| 	}
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| 
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| 	int z = 0;
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| 
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| 	switch (RemoveHalftileSlope(corners)) {
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| 		case SLOPE_W:
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| 			if (x - y >= 0) {
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| 				z = (x - y) >> 1;
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| 			}
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| 			break;
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| 
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| 		case SLOPE_S:
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| 			y ^= 0xF;
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| 			if ((x - y) >= 0) {
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| 				z = (x - y) >> 1;
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| 			}
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| 			break;
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| 
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| 		case SLOPE_SW:
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| 			z = (x >> 1) + 1;
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| 			break;
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| 
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| 		case SLOPE_E:
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| 			if (y - x >= 0) {
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| 				z = (y - x) >> 1;
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| 			}
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| 			break;
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| 
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| 		case SLOPE_EW:
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| 		case SLOPE_NS:
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| 		case SLOPE_ELEVATED:
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| 			z = 4;
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| 			break;
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| 
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| 		case SLOPE_SE:
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| 			z = (y >> 1) + 1;
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| 			break;
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| 
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| 		case SLOPE_WSE:
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| 			z = 8;
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| 			y ^= 0xF;
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| 			if (x - y < 0) {
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| 				z += (x - y) >> 1;
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| 			}
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| 			break;
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| 
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| 		case SLOPE_N:
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| 			y ^= 0xF;
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| 			if (y - x >= 0) {
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| 				z = (y - x) >> 1;
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| 			}
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| 			break;
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| 
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| 		case SLOPE_NW:
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| 			z = (y ^ 0xF) >> 1;
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| 			break;
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| 
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| 		case SLOPE_NWS:
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| 			z = 8;
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| 			if (x - y < 0) {
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| 				z += (x - y) >> 1;
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| 			}
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| 			break;
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| 
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| 		case SLOPE_NE:
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| 			z = (x ^ 0xF) >> 1;
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| 			break;
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| 
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| 		case SLOPE_ENW:
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| 			z = 8;
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| 			y ^= 0xF;
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| 			if (y - x < 0) {
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| 				z += (y - x) >> 1;
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| 			}
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| 			break;
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| 
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| 		case SLOPE_SEN:
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| 			z = 8;
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| 			if (y - x < 0) {
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| 				z += (y - x) >> 1;
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| 			}
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| 			break;
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| 
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| 		case SLOPE_STEEP_S:
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| 			z = 1 + ((x + y) >> 1);
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| 			break;
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| 
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| 		case SLOPE_STEEP_W:
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| 			z = 1 + ((x + (y ^ 0xF)) >> 1);
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| 			break;
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| 
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| 		case SLOPE_STEEP_N:
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| 			z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1);
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| 			break;
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| 
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| 		case SLOPE_STEEP_E:
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| 			z = 1 + (((x ^ 0xF) + y) >> 1);
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| 			break;
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| 
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| 		default: break;
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| 	}
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| 
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| 	return z;
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| }
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| 
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| int GetSlopePixelZ(int x, int y)
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| {
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| 	TileIndex tile = TileVirtXY(x, y);
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| 
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| 	return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y);
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| }
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| 
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| /**
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|  * Determine the Z height of a corner relative to TileZ.
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|  *
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|  * @pre The slope must not be a halftile slope.
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|  *
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|  * @param tileh The slope.
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|  * @param corner The corner.
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|  * @return Z position of corner relative to TileZ.
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|  */
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| int GetSlopeZInCorner(Slope tileh, Corner corner)
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| {
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| 	assert(!IsHalftileSlope(tileh));
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| 	return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? 1 : 0) + (tileh == SteepSlope(corner) ? 1 : 0);
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| }
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| 
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| /**
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|  * Determine the Z height of the corners of a specific tile edge
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|  *
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|  * @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. its edges.
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|  *
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|  * @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added.
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|  *
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|  * @param tileh The slope of the tile.
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|  * @param edge The edge of interest.
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|  * @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera)
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|  * @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera)
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|  */
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| void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2)
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| {
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| 	static const Slope corners[4][4] = {
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| 		/*    corner     |          steep slope
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| 		 *  z1      z2   |       z1             z2        */
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| 		{SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
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| 		{SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
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| 		{SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
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| 		{SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
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| 	};
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| 
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| 	int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
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| 	if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
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| 	if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.
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| 
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| 	if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised
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| 	if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised
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| 	if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
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| 	if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
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| }
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| 
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| /**
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|  * Get slope of a tile on top of a (possible) foundation
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|  * If a tile does not have a foundation, the function returns the same as GetTilePixelSlope.
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|  *
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|  * @param tile The tile of interest.
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|  * @param z returns the z of the foundation slope. (Can be NULL, if not needed)
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|  * @return The slope on top of the foundation.
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|  */
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| Slope GetFoundationSlope(TileIndex tile, int *z)
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| {
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| 	Slope tileh = GetTileSlope(tile, z);
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| 	Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
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| 	uint z_inc = ApplyFoundationToSlope(f, &tileh);
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| 	if (z != NULL) *z += z_inc;
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| 	return tileh;
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| }
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| 
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| 
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| bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
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| {
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| 	int z;
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| 
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| 	int z_W_here = z_here;
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| 	int z_N_here = z_here;
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| 	GetSlopePixelZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);
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| 
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| 	Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, 0, -1), &z);
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| 	int z_W = z;
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| 	int z_N = z;
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| 	GetSlopePixelZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N);
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| 
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| 	return (z_N_here > z_N) || (z_W_here > z_W);
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| }
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| 
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| 
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| bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
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| {
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| 	int z;
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| 
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| 	int z_E_here = z_here;
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| 	int z_N_here = z_here;
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| 	GetSlopePixelZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);
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| 
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| 	Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, -1, 0), &z);
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| 	int z_E = z;
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| 	int z_N = z;
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| 	GetSlopePixelZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N);
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| 
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| 	return (z_N_here > z_N) || (z_E_here > z_E);
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| }
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| 
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| /**
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|  * Draw foundation \a f at tile \a ti. Updates \a ti.
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|  * @param ti Tile to draw foundation on
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|  * @param f  Foundation to draw
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|  */
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| void DrawFoundation(TileInfo *ti, Foundation f)
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| {
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| 	if (!IsFoundation(f)) return;
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| 
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| 	/* Two part foundations must be drawn separately */
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| 	assert(f != FOUNDATION_STEEP_BOTH);
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| 
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| 	uint sprite_block = 0;
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| 	int z;
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| 	Slope slope = GetFoundationPixelSlope(ti->tile, &z);
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| 
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| 	/* Select the needed block of foundations sprites
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| 	 * Block 0: Walls at NW and NE edge
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| 	 * Block 1: Wall  at        NE edge
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| 	 * Block 2: Wall  at NW        edge
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| 	 * Block 3: No walls at NW or NE edge
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| 	 */
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| 	if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
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| 	if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
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| 
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| 	/* Use the original slope sprites if NW and NE borders should be visible */
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| 	SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
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| 	SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
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| 	SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;
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| 
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| 	if (IsSteepSlope(ti->tileh)) {
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| 		if (!IsNonContinuousFoundation(f)) {
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| 			/* Lower part of foundation */
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| 			AddSortableSpriteToDraw(
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| 				leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
 | |
| 			);
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| 		}
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| 
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| 		Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
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| 		ti->z += ApplyPixelFoundationToSlope(f, &ti->tileh);
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| 
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| 		if (IsInclinedFoundation(f)) {
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| 			/* inclined foundation */
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| 			byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
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| 
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| 			AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
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| 				f == FOUNDATION_INCLINED_X ? 16 : 1,
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| 				f == FOUNDATION_INCLINED_Y ? 16 : 1,
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| 				TILE_HEIGHT, ti->z
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| 			);
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| 			OffsetGroundSprite(31, 9);
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| 		} else if (IsLeveledFoundation(f)) {
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| 			AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z - TILE_HEIGHT);
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| 			OffsetGroundSprite(31, 1);
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| 		} else if (f == FOUNDATION_STEEP_LOWER) {
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| 			/* one corner raised */
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| 			OffsetGroundSprite(31, 1);
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| 		} else {
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| 			/* halftile foundation */
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| 			int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0);
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| 			int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0);
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| 
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| 			AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT);
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| 			OffsetGroundSprite(31, 9);
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| 		}
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| 	} 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));
 | |
| 
 | |
| 	TileArea ta(tile, p1);
 | |
| 	TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(ta);
 | |
| 	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. */
 | |
| 			TileIndex off = t - ta.tile;
 | |
| 			if ((TileX(off) == 0 || TileX(off) == ta.w - 1U) && (TileY(off) == 0 || TileY(off) == ta.h - 1U) && _pause_mode == PM_UNPAUSED) {
 | |
| 				/* big explosion in each corner, or small explosion for single tiles */
 | |
| 				CreateEffectVehicleAbove(TileX(t) * TILE_SIZE + TILE_SIZE / 2, TileY(t) * TILE_SIZE + TILE_SIZE / 2, 2,
 | |
| 					ta.w == 1 && ta.h == 1 ? 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 22-bit (for 2048x2048 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
 | |
| 	};
 | |
| 	const uint32 feedback = feedbacks[MapLogX() + MapLogY() - 12];
 | |
| 
 | |
| 	/* 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;
 | |
| 
 | |
| 	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) >= 4 || 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;
 | |
| 	Slope s = GetTileSlope(tile, &referenceHeight);
 | |
| 	if (s != SLOPE_FLAT || 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 || GetTileSlope(tile) != SLOPE_FLAT) 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 marks  Array for temporary of iterated tiles.
 | |
|  * @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(bool *marks, TileIndex spring, TileIndex begin)
 | |
| {
 | |
| 	uint height = TileHeight(begin);
 | |
| 	if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
 | |
| 
 | |
| 	MemSetT(marks, 0, MapSize());
 | |
| 	marks[begin] = true;
 | |
| 
 | |
| 	/* 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 (GetTileSlope(end) == SLOPE_FLAT && (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) && !marks[t2] && FlowsDown(end, t2)) {
 | |
| 				marks[t2] = true;
 | |
| 				count++;
 | |
| 				queue.push_back(t2);
 | |
| 			}
 | |
| 		}
 | |
| 	} while (!queue.empty());
 | |
| 
 | |
| 	if (found) {
 | |
| 		/* Flow further down hill. */
 | |
| 		found = FlowRiver(marks, spring, end);
 | |
| 	} else if (count > 32) {
 | |
| 		/* Maybe we can make a lake. Find the Nth of the considered tiles. */
 | |
| 		TileIndex lakeCenter = 0;
 | |
| 		for (int i = RandomRange(count - 1); i != 0; lakeCenter++) {
 | |
| 			if (marks[lakeCenter]) i--;
 | |
| 		}
 | |
| 
 | |
| 		if (IsValidTile(lakeCenter) &&
 | |
| 				/* A river, or lake, can only be built on flat slopes. */
 | |
| 				GetTileSlope(lakeCenter) == SLOPE_FLAT &&
 | |
| 				/* 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;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	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.
 | |
| 	bool *marks = CallocT<bool>(MapSize());
 | |
| 
 | |
| 	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(marks, t, t)) break;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	free(marks);
 | |
| 
 | |
| 	/* 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) {
 | |
| 					GenerateTerrain(_settings_game.difficulty.terrain_type, 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();
 | |
| }
 | 
