/* $Id$ */
/*
* 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 .
*/
/** @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 "water_map.h"
#include "economy_func.h"
#include "company_func.h"
#include "pathfinder/npf/aystar.h"
#include
#include "table/strings.h"
#include "table/sprites.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;
}
uint 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 GetTilePixelSlope.
*
* @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, uint *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)
{
uint 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)
{
uint 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;
uint 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(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 * TILE_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 * TILE_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 * TILE_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;
#define TILELOOP_BITS 4
#define TILELOOP_SIZE (1 << TILELOOP_BITS)
#define TILELOOP_ASSERTMASK ((TILELOOP_SIZE - 1) + ((TILELOOP_SIZE - 1) << MapLogX()))
#define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS)
void RunTileLoop()
{
TileIndex tile = _cur_tileloop_tile;
assert((tile & ~TILELOOP_ASSERTMASK) == 0);
uint count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
do {
_tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) {
tile += TILELOOP_SIZE; // no overflow
} else {
tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); // x would overflow, also increase y
}
} while (--count != 0);
assert((tile & ~TILELOOP_ASSERTMASK) == 0);
tile += 9;
if (tile & TILELOOP_CHKMASK) {
tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK;
}
_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);
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)
{
uint referenceHeight;
Slope s = GetTilePixelSlope(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 && GetTileMaxPixelZ(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 && GetTileMaxPixelZ(t) > referenceHeight + 2 * TILE_HEIGHT) 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);
uint heightBegin;
uint heightEnd;
Slope slopeBegin = GetTilePixelSlope(begin, &heightBegin);
Slope slopeEnd = GetTilePixelSlope(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 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(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 CallLandscapeTick()
{
OnTick_Town();
OnTick_Trees();
OnTick_Station();
OnTick_Industry();
OnTick_Companies();
}