(svn r18719) -Feature: don't delete the rough/rocky status of a tile when it's covered by snow, this allows rocky tiles under snow if you have a variable snowline

pull/155/head
yexo 15 years ago
parent e48416ad4e
commit 2a6fc142de

@ -11,12 +11,13 @@
<body>
<h3><a name="Landscape">Landscape</a></h3>
<p>Seven attributes (counting &quot;<span style="font-weight: bold;">type_height</span>&quot;) hold the informations about a tile.<BR>
<p>Eight attributes (counting &quot;<span style="font-weight: bold;">type_height</span>&quot;) hold the informations about a tile.<BR>
These attributes are referred to as
"<span style="font-weight: bold;">type_height</span>",
"<span style="font-weight: bold;">m1</span>", "<span style="font-weight: bold;">m2</span>",
"<span style="font-weight: bold;">m3</span>", "<span style="font-weight: bold;">m4</span>",
"<span style="font-weight: bold;">m5</span>" and "<span style="font-weight: bold;">m6</span>".<BR>
"<span style="font-weight: bold;">m5</span>", "<span style="font-weight: bold;">m6</span>"
and "<span style="font-weight: bold;">m7</span>".<BR>
The most important value is the class of a tile, stored in the upper 4 bits
of the <span style="font-weight: bold;">type_height</span> attribute. The lower 4 bits are used to encode the height and
slope data.
@ -80,6 +81,7 @@
<li>m1: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
<li>m2: see fields</li>
<li>m3 bits 3..0: see fields</li>
<li>m3 bit 4: set if the tile is covered with snow</li>
<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
<li>m4 bits 4..2: same as 7..5, but for the SE border</li>
<li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types,
@ -722,8 +724,7 @@
<td>
<ul>
<li>m1: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
<li>m2 bits 7..6: ground density
<li>m2 bits 5..4: ground
<li>m2 bits 8..6: ground
<table>
<tr>
@ -745,8 +746,14 @@
<td align=left><tt>3</tt>&nbsp; </td>
<td>on shore (density must be 3)</td>
</tr>
<tr>
<td align=left><tt>4</tt>&nbsp; </td>
<td>on snow with rough land underneed</td>
</tr>
</table>
</li>
<li>m2 bits 5..4: ground density</li>
<li>m2 bits 3..0: update counter, incremented on every periodic processing.<br>
on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
<li>m3 bits 7..0: type of trees:

@ -68,7 +68,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOO</span>X <span class="free">OOOO</span></td>
<td class="bits">XXXX XX<span class="free">OO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@ -79,7 +79,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@ -170,7 +170,7 @@ the array so you can quickly see what is used and what is not.
<td class="caption">trees</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OOOO OOOO</span> XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOO</span>X XXXX XXXX</td>
<td class="bits"><span class="option">~~</span>XX XXXX</td>
<td class="bits">XXXX XX<span class="free">OO</span></td>
<td class="bits">XX<span class="free">OO O</span>XXX</td>

@ -112,21 +112,21 @@
{
if (!::IsValidTile(tile)) return false;
return (::IsTileType(tile, MP_CLEAR) && ::IsClearGround(tile, CLEAR_ROCKS));
return (::IsTileType(tile, MP_CLEAR) && ::GetRawClearGround(tile) == ::CLEAR_ROCKS);
}
/* static */ bool AITile::IsRoughTile(TileIndex tile)
{
if (!::IsValidTile(tile)) return false;
return (::IsTileType(tile, MP_CLEAR) && ::IsClearGround(tile, CLEAR_ROUGH));
return (::IsTileType(tile, MP_CLEAR) && ::GetRawClearGround(tile) == ::CLEAR_ROUGH);
}
/* static */ bool AITile::IsSnowTile(TileIndex tile)
{
if (!::IsValidTile(tile)) return false;
return (::IsTileType(tile, MP_CLEAR) && ::IsClearGround(tile, CLEAR_SNOW));
return (::IsTileType(tile, MP_CLEAR) && ::IsSnowTile(tile));
}
/* static */ bool AITile::IsDesertTile(TileIndex tile)

@ -158,11 +158,11 @@ static void TileLoopClearAlps(TileIndex tile)
if (k < 0) {
/* Below the snow line, do nothing if no snow. */
if (!IsClearGround(tile, CLEAR_SNOW)) return;
if (!IsSnowTile(tile)) return;
} else {
/* At or above the snow line, make snow tile if needed. */
if (!IsClearGround(tile, CLEAR_SNOW)) {
SetClearGroundDensity(tile, CLEAR_SNOW, 0);
if (!IsSnowTile(tile)) {
MakeSnow(tile);
MarkTileDirtyByTile(tile);
return;
}
@ -177,7 +177,7 @@ static void TileLoopClearAlps(TileIndex tile)
AddClearDensity(tile, -1);
} else {
/* Density at the required level. */
if (k < 0) SetClearGroundDensity(tile, CLEAR_GRASS, 3);
if (k < 0) ClearSnow(tile);
}
MarkTileDirtyByTile(tile);
}

@ -29,17 +29,41 @@ enum ClearGround {
/**
* Get the type of clear tile.
* Test if a tile is covered with snow.
* @param t the tile to check
* @pre IsTileType(t, MP_CLEAR)
* @return whether the tile is covered with snow.
*/
static inline bool IsSnowTile(TileIndex t)
{
assert(IsTileType(t, MP_CLEAR));
return HasBit(_m[t].m3, 4);
}
/**
* Get the type of clear tile but never return CLEAR_SNOW.
* @param t the tile to get the clear ground type of
* @pre IsTileType(t, MP_CLEAR)
* @return the ground type
*/
static inline ClearGround GetClearGround(TileIndex t)
static inline ClearGround GetRawClearGround(TileIndex t)
{
assert(IsTileType(t, MP_CLEAR));
return (ClearGround)GB(_m[t].m5, 2, 3);
}
/**
* Get the type of clear tile.
* @param t the tile to get the clear ground type of
* @pre IsTileType(t, MP_CLEAR)
* @return the ground type
*/
static inline ClearGround GetClearGround(TileIndex t)
{
if (IsSnowTile(t)) return CLEAR_SNOW;
return GetRawClearGround(t);
}
/**
* Set the type of clear tile.
* @param t the tile to set the clear ground type of
@ -76,6 +100,18 @@ static inline void AddClearDensity(TileIndex t, int d)
_m[t].m5 += d;
}
/**
* Set the density of a non-field clear tile.
* @param t the tile to set the density of
* @param d the new density
* @pre IsTileType(t, MP_CLEAR)
*/
static inline void SetClearDensity(TileIndex t, uint d)
{
assert(IsTileType(t, MP_CLEAR));
SB(_m[t].m5, 0, 2, d);
}
/**
* Get the counter used to advance to the next clear density/field type.
@ -269,4 +305,32 @@ static inline void MakeField(TileIndex t, uint field_type, IndustryID industry)
_me[t].m7 = 0;
}
/**
* Make a snow tile.
* @param t the tile to make snowy
* @pre GetClearGround(t) != CLEAR_SNOW
*/
static inline void MakeSnow(TileIndex t)
{
assert(GetClearGround(t) != CLEAR_SNOW);
SetBit(_m[t].m3, 4);
if (GetClearGround(t) == CLEAR_FIELDS) {
SetClearGroundDensity(t, CLEAR_GRASS, 0);
} else {
SetClearDensity(t, 0);
}
}
/**
* Clear the snow from a tile and return it to it's previous type.
* @param t the tile to clear of snow
* @pre GetClearGround(t) == CLEAR_SNOW
*/
static inline void ClearSnow(TileIndex t)
{
assert(GetClearGround(t) == CLEAR_SNOW);
ClrBit(_m[t].m3, 4);
SetClearDensity(t, 3);
}
#endif /* CLEAR_MAP_H */

@ -120,7 +120,7 @@ void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_wate
case MP_TREES:
/* trees on shore */
has_water |= (GetTreeGround(neighbour) == TREE_GROUND_SHORE);
has_water |= (GB(_m[neighbour].m2, 4, 2) == TREE_GROUND_SHORE);
break;
default: break;
@ -1437,8 +1437,8 @@ bool AfterLoadGame()
if (CheckSavegameVersion(81)) {
for (TileIndex t = 0; t < map_size; t++) {
if (GetTileType(t) == MP_TREES) {
TreeGround groundType = GetTreeGround(t);
if (groundType != TREE_GROUND_SNOW_DESERT) SetTreeGroundDensity(t, groundType, 3);
TreeGround groundType = (TreeGround)GB(_m[t].m2, 4, 2);
if (groundType != TREE_GROUND_SNOW_DESERT) SB(_m[t].m2, 6, 2, 3);
}
}
}
@ -1976,6 +1976,27 @@ bool AfterLoadGame()
}
}
/* The bits for the tree ground and tree density have
* been swapped (m2 bits 7..6 and 5..4. */
if (CheckSavegameVersion(135)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_CLEAR)) {
if (GetRawClearGround(t) == CLEAR_SNOW) {
SetClearGroundDensity(t, CLEAR_GRASS, GetClearDensity(t));
SetBit(_m[t].m3, 4);
} else {
ClrBit(_m[t].m3, 4);
}
}
if (IsTileType(t, MP_TREES)) {
uint density = GB(_m[t].m2, 6, 2);
uint ground = GB(_m[t].m2, 4, 2);
uint counter = GB(_m[t].m2, 0, 4);
_m[t].m2 = ground << 6 | density << 4 | counter;
}
}
}
/* Road stops is 'only' updating some caches */
AfterLoadRoadStops();
AfterLoadLabelMaps();

@ -47,7 +47,7 @@
#include "saveload_internal.h"
extern const uint16 SAVEGAME_VERSION = 134;
extern const uint16 SAVEGAME_VERSION = 135;
SavegameType _savegame_type; ///< type of savegame we are loading

@ -374,7 +374,7 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile)
return GetIndustrySpec(Industry::GetByTile(tile)->type)->check_proc == CHECK_FOREST ? MKCOLOUR(0xD0D0D0D0) : MKCOLOUR(0xB5B5B5B5);
case MP_TREES:
if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT) {
if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(tile) == TREE_GROUND_ROUGH_SNOW) {
return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR(0x98575798) : MKCOLOUR(0xC25757C2);
}
return MKCOLOUR(0x54575754);

@ -68,7 +68,7 @@ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
case MP_CLEAR:
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && !IsClearGround(tile, CLEAR_ROCKS) &&
return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
(allow_desert || !IsClearGround(tile, CLEAR_DESERT));
default: return false;
@ -101,10 +101,12 @@ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint
case MP_CLEAR:
switch (GetClearGround(tile)) {
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; density = GetClearDensity(tile); break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
default: ground = TREE_GROUND_SNOW_DESERT; density = GetClearDensity(tile); break;
case CLEAR_GRASS: ground = TREE_GROUND_GRASS; break;
case CLEAR_ROUGH: ground = TREE_GROUND_ROUGH; break;
case CLEAR_SNOW: ground = GetRawClearGround(tile) == CLEAR_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT; break;
default: ground = TREE_GROUND_SNOW_DESERT; break;
}
if (GetClearGround(tile) != CLEAR_ROUGH) density = GetClearDensity(tile);
break;
default: NOT_REACHED();
@ -163,7 +165,7 @@ static void PlaceTree(TileIndex tile, uint32 r)
/* Rerandomize ground, if neither snow nor shore */
TreeGround ground = GetTreeGround(tile);
if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_SHORE) {
if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
}
@ -469,7 +471,7 @@ static void DrawTile_Trees(TileInfo *ti)
uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
/* different tree styles above one of the grounds */
if (GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT &&
if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
GetTreeDensity(ti->tile) >= 2 &&
IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
index += 164 - (TREE_SUB_ARCTIC << 2);
@ -599,14 +601,19 @@ static void TileLoopTreesAlps(TileIndex tile)
int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
if (k < 0) {
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) return;
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
switch (GetTreeGround(tile)) {
case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
default: return;
}
} else {
uint density = min((uint)k / TILE_HEIGHT, 3);
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT ||
GetTreeDensity(tile) != density) {
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, density);
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
SetTreeGroundDensity(tile, tg, density);
} else if (GetTreeDensity(tile) != density) {
SetTreeGroundDensity(tile, GetTreeGround(tile), density);
} else {
if (GetTreeDensity(tile) == 3) {
uint32 r = Random();
@ -709,8 +716,17 @@ static void TileLoop_Trees(TileIndex tile)
case TREE_GROUND_SHORE: MakeShore(tile); break;
case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break;
case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break;
case TREE_GROUND_ROUGH_SNOW:
MakeClear(tile, CLEAR_ROUGH, 3);
MakeSnow(tile);
break;
default: // snow or desert
MakeClear(tile, _settings_game.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile));
if (_settings_game.game_creation.landscape == LT_TROPIC) {
MakeClear(tile, CLEAR_DESERT, GetTreeDensity(tile));
} else {
MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile));
MakeSnow(tile);
}
break;
}
}

@ -58,6 +58,7 @@ enum TreeGround {
TREE_GROUND_ROUGH = 1, ///< some rough tile
TREE_GROUND_SNOW_DESERT = 2, ///< a desert or snow tile, depend on landscape
TREE_GROUND_SHORE = 3, ///< shore
TREE_GROUND_ROUGH_SNOW = 4, ///< a snow tile that is rough underneed
};
@ -91,7 +92,7 @@ static inline TreeType GetTreeType(TileIndex t)
static inline TreeGround GetTreeGround(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return (TreeGround)GB(_m[t].m2, 4, 2);
return (TreeGround)GB(_m[t].m2, 6, 3);
}
/**
@ -116,7 +117,7 @@ static inline TreeGround GetTreeGround(TileIndex t)
static inline uint GetTreeDensity(TileIndex t)
{
assert(IsTileType(t, MP_TREES));
return GB(_m[t].m2, 6, 2);
return GB(_m[t].m2, 4, 2);
}
/**
@ -133,8 +134,8 @@ static inline uint GetTreeDensity(TileIndex t)
static inline void SetTreeGroundDensity(TileIndex t, TreeGround g, uint d)
{
assert(IsTileType(t, MP_TREES)); // XXX incomplete
SB(_m[t].m2, 4, 2, g);
SB(_m[t].m2, 6, 2, d);
SB(_m[t].m2, 4, 2, d);
SB(_m[t].m2, 6, 3, g);
}
/**
@ -277,7 +278,7 @@ static inline void MakeTree(TileIndex t, TreeType type, uint count, uint growth,
{
SetTileType(t, MP_TREES);
SetTileOwner(t, OWNER_NONE);
_m[t].m2 = density << 6 | ground << 4 | 0;
_m[t].m2 = ground << 6 | density << 4 | 0;
_m[t].m3 = type;
_m[t].m4 = 0 << 5 | 0 << 2;
_m[t].m5 = count << 6 | growth;

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