mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
10b842bddc
- New optional landscape generator (TerraGenesis Perlin) - Load heightmaps (either BMP or PNG) - Progress dialog while generating worlds (no longer a 'hanging' screen) - New dialogs for NewGame, Create Scenario and Play Heightmap - Easier to configure your landscape - More things to configure (tree-placer, ..) - Speedup of world generation - New console command 'restart': restart the map EXACTLY as it was when you first started it (needs a game made after or with this commit) - New console command 'getseed': get the seed of your map and share it with others (of course only works with generated maps) - Many new, world generation related, things - Many internal cleanups and rewrites Many tnx to those people who helped making this: Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic) Many tnx to those who helped testing: Arnau, Bjarni, and tokai (alfabetic) And to all other people who helped testing and sending comments / bugs Stats: 673 lines changed, 3534 new lines, 79 new strings
719 lines
16 KiB
C
719 lines
16 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "heightmap.h"
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#include "clear_map.h"
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#include "functions.h"
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#include "map.h"
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#include "player.h"
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#include "spritecache.h"
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#include "table/sprites.h"
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#include "tile.h"
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#include <stdarg.h>
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#include "viewport.h"
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#include "command.h"
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#include "vehicle.h"
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#include "variables.h"
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#include "void_map.h"
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#include "water_map.h"
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#include "tgp.h"
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#include "genworld.h"
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#include "heightmap.h"
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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_dummy_procs,
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_tile_type_industry_procs,
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_tile_type_tunnelbridge_procs,
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_tile_type_unmovable_procs;
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const TileTypeProcs * const _tile_type_procs[16] = {
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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_dummy_procs,
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&_tile_type_industry_procs,
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&_tile_type_tunnelbridge_procs,
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&_tile_type_unmovable_procs,
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};
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/* landscape slope => sprite */
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const byte _tileh_to_sprite[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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const byte _inclined_tileh[] = {
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SLOPE_SW, SLOPE_NW, SLOPE_SW, SLOPE_SE, SLOPE_NE, SLOPE_SE, SLOPE_NE, SLOPE_NW,
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SLOPE_E, SLOPE_N, SLOPE_W, SLOPE_S,
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SLOPE_NWS, SLOPE_WSE, SLOPE_SEN, SLOPE_ENW
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};
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uint GetPartialZ(int x, int y, Slope corners)
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{
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int z = 0;
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switch (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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break;
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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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break;
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case SLOPE_SW:
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z = (x>>1) + 1;
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break;
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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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break;
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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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case SLOPE_SE:
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z = (y>>1) + 1;
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break;
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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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break;
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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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break;
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case SLOPE_NW:
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z = (y^0xF)>>1;
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break;
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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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break;
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case SLOPE_NE:
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z = (x^0xF)>>1;
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break;
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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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break;
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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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break;
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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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case SLOPE_STEEP_W:
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z = 1 + ((x+(y^0xF))>>1);
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break;
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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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case SLOPE_STEEP_E:
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z = 1 + (((x^0xF)+(y^0xF))>>1);
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break;
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default: break;
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}
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return z;
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}
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uint GetSlopeZ(int x, int y)
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{
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TileIndex tile = TileVirtXY(x, y);
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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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static Slope GetFoundationSlope(TileIndex tile, uint* z)
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{
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Slope tileh = GetTileSlope(tile, z);
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Slope slope = _tile_type_procs[GetTileType(tile)]->get_slope_tileh_proc(tile, tileh);
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// Flatter slope -> higher base height
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if (slope < tileh) *z += TILE_HEIGHT;
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return slope;
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}
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static bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
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{
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uint z;
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Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z);
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return
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(z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) > z + (slope & SLOPE_E ? TILE_HEIGHT : 0)) ||
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(z_here + (slope_here & SLOPE_W ? TILE_HEIGHT : 0) > z + (slope & SLOPE_S ? TILE_HEIGHT : 0));
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}
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static bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
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{
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uint z;
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Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z);
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return
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(z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) > z + (slope & SLOPE_W ? TILE_HEIGHT : 0)) ||
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(z_here + (slope_here & SLOPE_E ? TILE_HEIGHT : 0) > z + (slope & SLOPE_S ? TILE_HEIGHT : 0));
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}
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void DrawFoundation(TileInfo *ti, uint f)
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{
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uint32 sprite_base = SPR_SLOPES_BASE - 15;
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Slope slope;
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uint z;
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slope = GetFoundationSlope(ti->tile, &z);
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if (!HasFoundationNW(ti->tile, slope, z)) sprite_base += 22;
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if (!HasFoundationNE(ti->tile, slope, z)) sprite_base += 44;
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if (IsSteepSlope(ti->tileh)) {
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uint32 lower_base;
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// Lower part of foundation
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lower_base = sprite_base;
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if (lower_base == SPR_SLOPES_BASE - 15) lower_base = SPR_FOUNDATION_BASE;
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AddSortableSpriteToDraw(
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lower_base + (ti->tileh & ~SLOPE_STEEP), ti->x, ti->y, 16, 16, 7, ti->z
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);
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ti->z += TILE_HEIGHT;
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ti->tileh = _inclined_tileh[f - 15];
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if (f < 15 + 8) {
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// inclined
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AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 1, ti->z);
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OffsetGroundSprite(31, 9);
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} else if (f >= 15 + 8 + 4) {
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// three corners raised
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uint32 upper = sprite_base + 15 + (f - 15 - 8 - 4) * 2;
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AddSortableSpriteToDraw(upper, ti->x, ti->y, 16, 16, 1, ti->z);
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AddChildSpriteScreen(upper + 1, 31, 9);
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OffsetGroundSprite(31, 9);
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} else {
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// one corner raised
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OffsetGroundSprite(31, 1);
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}
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} else {
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if (f < 15) {
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// leveled foundation
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// Use the original slope sprites if NW and NE borders should be visible
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if (sprite_base == SPR_SLOPES_BASE - 15) sprite_base = SPR_FOUNDATION_BASE;
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AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 7, ti->z);
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ti->z += TILE_HEIGHT;
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ti->tileh = SLOPE_FLAT;
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OffsetGroundSprite(31, 1);
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} else {
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// inclined foundation
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AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 1, ti->z);
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ti->tileh = _inclined_tileh[f - 15];
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OffsetGroundSprite(31, 9);
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}
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}
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}
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void DoClearSquare(TileIndex tile)
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{
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MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
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MarkTileDirtyByTile(tile);
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}
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uint32 GetTileTrackStatus(TileIndex tile, TransportType mode)
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{
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return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode);
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}
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void ChangeTileOwner(TileIndex tile, byte old_player, byte new_player)
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{
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_tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_player, new_player);
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}
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void GetAcceptedCargo(TileIndex tile, AcceptedCargo ac)
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{
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memset(ac, 0, sizeof(AcceptedCargo));
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_tile_type_procs[GetTileType(tile)]->get_accepted_cargo_proc(tile, ac);
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}
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void AnimateTile(TileIndex tile)
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{
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_tile_type_procs[GetTileType(tile)]->animate_tile_proc(tile);
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}
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void ClickTile(TileIndex tile)
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{
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_tile_type_procs[GetTileType(tile)]->click_tile_proc(tile);
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}
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void GetTileDesc(TileIndex tile, TileDesc *td)
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{
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_tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
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}
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/** Clear a piece of landscape
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* @param tile tile to clear
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* @param p1 unused
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* @param p2 unused
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*/
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int32 CmdLandscapeClear(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags);
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}
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/** Clear a big piece of landscape
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* @param tile end tile of area dragging
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* @param p1 start tile of area dragging
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* @param p2 unused
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*/
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int32 CmdClearArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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int32 cost, ret, money;
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int ex;
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int ey;
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int sx,sy;
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int x,y;
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bool success = false;
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if (p1 >= MapSize()) return CMD_ERROR;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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// make sure sx,sy are smaller than ex,ey
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ex = TileX(tile);
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ey = TileY(tile);
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sx = TileX(p1);
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sy = TileY(p1);
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if (ex < sx) intswap(ex, sx);
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if (ey < sy) intswap(ey, sy);
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money = GetAvailableMoneyForCommand();
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cost = 0;
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for (x = sx; x <= ex; ++x) {
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for (y = sy; y <= ey; ++y) {
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ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) continue;
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cost += ret;
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success = true;
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if (flags & DC_EXEC) {
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if (ret > 0 && (money -= ret) < 0) {
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_additional_cash_required = ret;
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return cost - ret;
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}
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DoCommand(TileXY(x, y), 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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// draw explosion animation...
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if ((x == sx || x == ex) && (y == sy || y == ey)) {
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// big explosion in each corner, or small explosion for single tiles
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CreateEffectVehicleAbove(x * TILE_SIZE + TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE / 2, 2,
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sy == ey && sx == ex ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
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);
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}
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}
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}
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}
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return (success) ? cost : CMD_ERROR;
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}
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#define TILELOOP_BITS 4
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#define TILELOOP_SIZE (1 << TILELOOP_BITS)
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#define TILELOOP_ASSERTMASK ((TILELOOP_SIZE-1) + ((TILELOOP_SIZE-1) << MapLogX()))
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#define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS)
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void RunTileLoop(void)
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{
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TileIndex tile;
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uint count;
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tile = _cur_tileloop_tile;
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assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
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count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
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do {
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_tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
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if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) {
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tile += TILELOOP_SIZE; /* no overflow */
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} else {
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tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); /* x would overflow, also increase y */
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}
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} while (--count);
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assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
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tile += 9;
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if (tile & TILELOOP_CHKMASK)
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tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK;
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_cur_tileloop_tile = tile;
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}
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void InitializeLandscape(void)
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{
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uint maxx = MapMaxX();
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uint maxy = MapMaxY();
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uint sizex = MapSizeX();
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uint x;
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uint y;
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for (y = 0; y < maxy; y++) {
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for (x = 0; x < maxx; x++) {
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MakeClear(sizex * y + x, CLEAR_GRASS, 3);
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SetTileHeight(sizex * y + x, 0);
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}
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MakeVoid(sizex * y + x);
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}
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for (x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
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}
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void ConvertGroundTilesIntoWaterTiles(void)
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{
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TileIndex tile;
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uint z;
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Slope slope;
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for (tile = 0; tile < MapSize(); ++tile) {
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slope = GetTileSlope(tile, &z);
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if (IsTileType(tile, MP_CLEAR) && z == 0) {
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/* Make both water for tiles at level 0
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* and make shore, as that looks much better
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* during the generation. */
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switch (slope) {
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case SLOPE_FLAT:
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MakeWater(tile);
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break;
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case SLOPE_N:
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case SLOPE_E:
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case SLOPE_S:
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case SLOPE_W:
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case SLOPE_NW:
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case SLOPE_SW:
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case SLOPE_SE:
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case SLOPE_NE:
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MakeShore(tile);
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break;
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default:
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break;
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}
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}
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}
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}
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static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 };
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static const byte _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 };
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static void GenerateTerrain(int type, int flag)
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{
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uint32 r;
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uint x;
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uint y;
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uint w;
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uint h;
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const Sprite* template;
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const byte *p;
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Tile* tile;
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byte direction;
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r = Random();
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template = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845);
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x = r & MapMaxX();
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y = (r >> MapLogX()) & MapMaxY();
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if (x < 2 || y < 2) return;
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direction = GB(r, 22, 2);
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if (direction & 1) {
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w = template->height;
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h = template->width;
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} else {
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w = template->width;
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h = template->height;
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}
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p = template->data;
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if (flag & 4) {
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uint xw = x * MapSizeY();
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uint yw = y * MapSizeX();
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uint bias = (MapSizeX() + MapSizeY()) * 16;
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switch (flag & 3) {
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case 0:
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if (xw + yw > MapSize() - bias) return;
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break;
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case 1:
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if (yw < xw + bias) return;
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break;
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case 2:
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if (xw + yw < MapSize() + bias) return;
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break;
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case 3:
|
|
if (xw < yw + bias) return;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (x + w >= MapMaxX() - 1) return;
|
|
if (y + h >= MapMaxY() - 1) return;
|
|
|
|
tile = &_m[TileXY(x, y)];
|
|
|
|
switch (direction) {
|
|
case 0:
|
|
do {
|
|
Tile* tile_cur = tile;
|
|
uint w_cur;
|
|
|
|
for (w_cur = w; w_cur != 0; --w_cur) {
|
|
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
|
|
p++;
|
|
tile_cur++;
|
|
}
|
|
tile += TileDiffXY(0, 1);
|
|
} while (--h != 0);
|
|
break;
|
|
|
|
case 1:
|
|
do {
|
|
Tile* tile_cur = tile;
|
|
uint h_cur;
|
|
|
|
for (h_cur = h; h_cur != 0; --h_cur) {
|
|
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
|
|
p++;
|
|
tile_cur += TileDiffXY(0, 1);
|
|
}
|
|
tile++;
|
|
} while (--w != 0);
|
|
break;
|
|
|
|
case 2:
|
|
tile += TileDiffXY(w - 1, 0);
|
|
do {
|
|
Tile* tile_cur = tile;
|
|
uint w_cur;
|
|
|
|
for (w_cur = w; w_cur != 0; --w_cur) {
|
|
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
|
|
p++;
|
|
tile_cur--;
|
|
}
|
|
tile += TileDiffXY(0, 1);
|
|
} while (--h != 0);
|
|
break;
|
|
|
|
case 3:
|
|
tile += TileDiffXY(0, h - 1);
|
|
do {
|
|
Tile* tile_cur = tile;
|
|
uint h_cur;
|
|
|
|
for (h_cur = h; h_cur != 0; --h_cur) {
|
|
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
|
|
p++;
|
|
tile_cur -= TileDiffXY(0, 1);
|
|
}
|
|
tile++;
|
|
} while (--w != 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
#include "table/genland.h"
|
|
|
|
static void CreateDesertOrRainForest(void)
|
|
{
|
|
TileIndex tile;
|
|
TileIndex update_freq = MapSize() / 4;
|
|
const TileIndexDiffC *data;
|
|
uint i;
|
|
|
|
for (tile = 0; tile != MapSize(); ++tile) {
|
|
if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
for (data = _make_desert_or_rainforest_data;
|
|
data != endof(_make_desert_or_rainforest_data); ++data) {
|
|
TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data));
|
|
if (TileHeight(t) >= 4 || IsTileType(t, MP_WATER)) break;
|
|
}
|
|
if (data == endof(_make_desert_or_rainforest_data))
|
|
SetTropicZone(tile, TROPICZONE_DESERT);
|
|
}
|
|
|
|
for (i = 0; i != 256; i++) {
|
|
if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
RunTileLoop();
|
|
}
|
|
|
|
for (tile = 0; tile != MapSize(); ++tile) {
|
|
if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
for (data = _make_desert_or_rainforest_data;
|
|
data != endof(_make_desert_or_rainforest_data); ++data) {
|
|
TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data));
|
|
if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
|
|
}
|
|
if (data == endof(_make_desert_or_rainforest_data))
|
|
SetTropicZone(tile, TROPICZONE_RAINFOREST);
|
|
}
|
|
}
|
|
|
|
void GenerateLandscape(byte mode)
|
|
{
|
|
const int gwp_desert_amount = 4 + 8;
|
|
uint i;
|
|
uint flag;
|
|
uint32 r;
|
|
|
|
if (mode == GW_HEIGHTMAP) {
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_DESERT) ? 1 + gwp_desert_amount : 1);
|
|
LoadHeightmap(_file_to_saveload.name);
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
} else if (_patches.land_generator == LG_TERRAGENESIS) {
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_DESERT) ? 3 + gwp_desert_amount : 3);
|
|
GenerateTerrainPerlin();
|
|
} else {
|
|
switch (_opt.landscape) {
|
|
case LT_HILLY:
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
|
|
|
|
for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) {
|
|
GenerateTerrain(2, 0);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
r = Random();
|
|
flag = GB(r, 0, 2) | 4;
|
|
for (i = ScaleByMapSize(GB(r, 16, 7) + 450); i != 0; --i) {
|
|
GenerateTerrain(4, flag);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
break;
|
|
|
|
case LT_DESERT:
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount);
|
|
|
|
for (i = ScaleByMapSize((Random() & 0x7F) + 170); i != 0; --i) {
|
|
GenerateTerrain(0, 0);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
r = Random();
|
|
flag = GB(r, 0, 2) | 4;
|
|
for (i = ScaleByMapSize(GB(r, 16, 8) + 1700); i != 0; --i) {
|
|
GenerateTerrain(0, flag);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
flag ^= 2;
|
|
|
|
for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) {
|
|
GenerateTerrain(3, flag);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
break;
|
|
|
|
default:
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, 1);
|
|
|
|
i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100);
|
|
for (; i != 0; --i) {
|
|
GenerateTerrain(_opt.diff.terrain_type, 0);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
ConvertGroundTilesIntoWaterTiles();
|
|
|
|
if (_opt.landscape == LT_DESERT) CreateDesertOrRainForest();
|
|
}
|
|
|
|
void OnTick_Town(void);
|
|
void OnTick_Trees(void);
|
|
void OnTick_Station(void);
|
|
void OnTick_Industry(void);
|
|
|
|
void OnTick_Players(void);
|
|
void OnTick_Train(void);
|
|
|
|
void CallLandscapeTick(void)
|
|
{
|
|
OnTick_Town();
|
|
OnTick_Trees();
|
|
OnTick_Station();
|
|
OnTick_Industry();
|
|
|
|
OnTick_Players();
|
|
OnTick_Train();
|
|
}
|
|
|
|
TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng)
|
|
{
|
|
int rn = rng;
|
|
uint32 r = Random();
|
|
|
|
return TILE_MASK(TileXY(
|
|
TileX(a) + (GB(r, 0, 8) * rn * 2 >> 8) - rn,
|
|
TileY(a) + (GB(r, 8, 8) * rn * 2 >> 8) - rn
|
|
));
|
|
}
|
|
|
|
bool IsValidTile(TileIndex tile)
|
|
{
|
|
return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX());
|
|
}
|