OpenTTD-patches/landscape.c
tron 57adc97733 (svn r724) Remove restriction that a tile can only accept 3 cargo types.
This especially enables houses to accept passengers, mail, goods AND food.
Add string templates for up to 5 cargo types for the tile info window. If more are needed just add them.
Simplify (de-uglify) the logic for cargo acceptence for houses and split the goods/food table into two. The acceptance is unmodified, but accepting goods AND food is now trivially possible. The exact amounts have to be decided.
This is based on Celestar's changes in the map branch plus some further bits that will be merged there soon.
2004-11-21 10:49:40 +00:00

768 lines
16 KiB
C

#include "stdafx.h"
#include "ttd.h"
#include <stdarg.h>
#include "gfx.h"
#include "viewport.h"
#include "command.h"
#include "vehicle.h"
byte _map_type_and_height[TILES_X * TILES_Y];
byte _map5[TILES_X * TILES_Y];
byte _map3_lo[TILES_X * TILES_Y];
byte _map3_hi[TILES_X * TILES_Y];
byte _map_owner[TILES_X * TILES_Y];
byte _map2[TILES_X * TILES_Y];
byte _map_extra_bits[TILES_X * TILES_Y/4];
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_dummy_procs,
_tile_type_industry_procs,
_tile_type_tunnelbridge_procs,
_tile_type_unmovable_procs;
const TileTypeProcs * const _tile_type_procs[16] = {
&_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_dummy_procs,
&_tile_type_industry_procs,
&_tile_type_tunnelbridge_procs,
&_tile_type_unmovable_procs,
};
/* landscape slope => sprite */
const byte _tileh_to_sprite[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,
};
uint GetTileSlope(uint tile, int *h)
{
uint a,b,c,d,min;
int r;
if (GET_TILE_X(tile) == TILE_X_MAX || GET_TILE_Y(tile) == TILE_Y_MAX) {
if (h)
*h = 0;
return 0;
}
assert(tile < TILES_X * TILES_Y && GET_TILE_X(tile) != TILE_X_MAX && GET_TILE_Y(tile) != TILE_Y_MAX);
min = a = _map_type_and_height[tile] & 0xF;
b = _map_type_and_height[tile+TILE_XY(1,0)] & 0xF;
if (min >= b) min = b;
c = _map_type_and_height[tile+TILE_XY(0,1)] & 0xF;
if (min >= c) min = c;
d = _map_type_and_height[tile+TILE_XY(1,1)] & 0xF;
if (min >= d) min = d;
r = 0;
if ((a-=min)!=0) { r += (--a << 4) + 8; }
if ((c-=min)!=0) { r += (--c << 4) + 4; }
if ((d-=min)!=0) { r += (--d << 4) + 2; }
if ((b-=min)!=0) { r += (--b << 4) + 1; }
if (h != 0)
*h = min * 8;
return r;
}
int GetTileZ(uint tile)
{
int h;
GetTileSlope(tile, &h);
return h;
}
void FindLandscapeHeightByTile(TileInfo *ti, uint tile)
{
if (GET_TILE_X(tile) == TILE_X_MAX ||
GET_TILE_Y(tile) == TILE_Y_MAX) {
ti->tileh = 0;
ti->type = MP_STRANGE;
ti->tile = 0;
ti->map5 = 0;
ti->z = 0;
return;
}
ti->tile = tile;
ti->map5 = _map5[tile];
ti->type = GET_TILETYPE(tile);
ti->tileh = GetTileSlope(tile, &ti->z);
// ti->z = min * 8;
}
/* find the landscape height for the coordinates x y */
void FindLandscapeHeight(TileInfo *ti, uint x, uint y)
{
int tile;
ti->x = x;
ti->y = y;
if (x >= TILE_X_MAX*16-1 || y >= TILE_Y_MAX*16-1) {
ti->tileh = 0;
ti->type = MP_STRANGE;
ti->tile = 0;
ti->map5 = 0;
ti->z = 0;
return;
}
tile = TILE_FROM_XY(x,y);
FindLandscapeHeightByTile(ti, tile);
}
uint GetPartialZ(int x, int y, int corners)
{
int z = 0;
switch(corners) {
case 1:
if (x - y >= 0)
z = (x - y) >> 1;
break;
case 2:
y^=0xF;
if ( (x - y) >= 0)
z = (x - y) >> 1;
break;
case 3:
z = (x>>1) + 1;
break;
case 4:
if (y - x >= 0)
z = (y - x) >> 1;
break;
case 5:
case 10:
case 15:
z = 4;
break;
case 6:
z = (y>>1) + 1;
break;
case 7:
z = 8;
y^=0xF;
if (x - y < 0)
z += (x - y) >> 1;
break;
case 8:
y ^= 0xF;
if (y - x >= 0)
z = (y - x) >> 1;
break;
case 9:
z = (y^0xF)>>1;
break;
case 11:
z = 8;
if (x - y < 0)
z += (x - y) >> 1;
break;
case 12:
z = (x^0xF)>>1;
break;
case 13:
z = 8;
y ^= 0xF;
if (y - x < 0)
z += (y - x) >> 1;
break;
case 14:
z = 8;
if (y - x < 0)
z += (y - x) >> 1;
break;
case 23:
z = 1 + ((x+y)>>1);
break;
case 27:
z = 1 + ((x+(y^0xF))>>1);
break;
case 29:
z = 1 + (((x^0xF)+(y^0xF))>>1);
break;
case 30:
z = 1 + (((x^0xF)+(y^0xF))>>1);
break;
}
return z;
}
uint GetSlopeZ(int x, int y)
{
TileInfo ti;
// int z;
FindLandscapeHeight(&ti, x, y);
/*
z = ti.z;
x &= 0xF;
y &= 0xF;
assert(z < 256);
*/
return _tile_type_procs[ti.type]->get_slope_z_proc(&ti);
}
// direction=true: check for foundation in east and south corner
// direction=false: check for foundation in west and south corner
bool hasFoundation(TileInfo *ti, bool direction)
{
bool south, other; // southern corner and east/west corner
uint slope = _tile_type_procs[ti->type]->get_slope_tileh_proc(ti);
uint tileh = ti->tileh;
if(slope==0 && slope!=tileh) tileh=15;
south = (tileh & 2) != (slope & 2);
if(direction)
other = (tileh & 4) != (slope & 4);
else
other = (tileh & 1) != (slope & 1);
return south || other;
}
void DrawFoundation(TileInfo *ti, uint f)
{
uint32 sprite_base = SPR_SLOPES_BASE-14;
TileInfo ti2;
FindLandscapeHeight(&ti2, ti->x, ti->y-1);
if(hasFoundation( &ti2, true )) sprite_base += 22; // foundation in NW direction
FindLandscapeHeight(&ti2, ti->x-1, ti->y);
if(hasFoundation( &ti2, false )) sprite_base += 22*2; // foundation in NE direction
if (f < 15) {
// leveled foundation
if( sprite_base < SPR_SLOPES_BASE ) sprite_base = 990; // use original slope sprites
AddSortableSpriteToDraw(f-1 + sprite_base, ti->x, ti->y, 16, 16, 7, ti->z);
ti->z += 8;
ti->tileh = 0;
OffsetGroundSprite(31, 1);
} else {
// inclined foundation
sprite_base += 14;
AddSortableSpriteToDraw(
HASBIT( (1<<1) | (1<<2) | (1<<4) | (1<<8), ti->tileh) ? sprite_base + (f - 15) : ti->tileh + 0x3DE - 1,
ti->x, ti->y, 1, 1, 1, ti->z
);
ti->tileh = _inclined_tileh[f - 15];
OffsetGroundSprite(31, 9);
}
}
void DoClearSquare(uint tile)
{
ModifyTile(tile,
MP_SETTYPE(MP_CLEAR) |
MP_MAP2_CLEAR | MP_MAP3LO_CLEAR | MP_MAP3HI_CLEAR | MP_MAPOWNER | MP_MAP5,
OWNER_NONE, /* map_owner */
_generating_world ? 3 : 0 /* map5 */
);
}
uint32 GetTileTrackStatus(uint tile, TransportType mode)
{
return _tile_type_procs[GET_TILETYPE(tile)]->get_tile_track_status_proc(tile, mode);
}
void ChangeTileOwner(uint tile, byte old_player, byte new_player)
{
_tile_type_procs[GET_TILETYPE(tile)]->change_tile_owner_proc(tile, old_player, new_player);
}
void GetAcceptedCargo(uint tile, AcceptedCargo ac)
{
memset(ac, 0, sizeof(AcceptedCargo));
_tile_type_procs[GET_TILETYPE(tile)]->get_accepted_cargo_proc(tile, ac);
}
void AnimateTile(uint tile)
{
_tile_type_procs[GET_TILETYPE(tile)]->animate_tile_proc(tile);
}
void ClickTile(uint tile)
{
_tile_type_procs[GET_TILETYPE(tile)]->click_tile_proc(tile);
}
void DrawTile(TileInfo *ti)
{
_tile_type_procs[ti->type]->draw_tile_proc(ti);
}
void GetTileDesc(uint tile, TileDesc *td)
{
_tile_type_procs[GET_TILETYPE(tile)]->get_tile_desc_proc(tile, td);
}
/* Clear a piece of landscape
* p1 = 0,
* p2 = 0
*/
int32 CmdLandscapeClear(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
uint tile;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
tile = TILE_FROM_XY(x,y);
return _tile_type_procs[GET_TILETYPE(tile)]->clear_tile_proc(tile, flags);
}
// p1 = end tile
int32 CmdClearArea(int ex, int ey, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost,ret, money;
int sx,sy;
int x,y;
bool success = false;
// make sure sx,sy are smaller than ex,ey
sx = GET_TILE_X(p1)*16;
sy = GET_TILE_Y(p1)*16;
if (ex < sx) intswap(ex, sx);
if (ey < sy) intswap(ey, sy);
money = GetAvailableMoneyForCommand();
cost = 0;
for(x=sx; x<=ex; x+=16) {
for(y=sy; y<=ey; y+=16) {
ret = DoCommandByTile(TILE_FROM_XY(x,y), 0, 0, flags &~DC_EXEC, CMD_LANDSCAPE_CLEAR);
if (ret == CMD_ERROR) continue;
cost += ret;
success = true;
if (flags & DC_EXEC) {
if ( ret>0 && (money -= ret) < 0) {
_additional_cash_required = ret;
return cost - ret;
}
DoCommandByTile(TILE_FROM_XY(x,y), 0, 0, flags, CMD_LANDSCAPE_CLEAR);
// draw explosion animation...
if ((x==sx || x==ex) && (y==sy || y==ey)) {
// big explosion in each corner, or small explosion for single tiles
CreateEffectVehicleAbove(x + 8,y + 8, 2, sy==ey && sx==ex ? EV_DEMOLISH : EV_CRASHED_SMOKE);
}
}
}
}
if (!success)
cost = CMD_ERROR;
return cost;
}
/* utility function used to modify a tile */
void CDECL ModifyTile(uint tile, uint flags, ...)
{
va_list va;
int i;
va_start(va, flags);
if ((i = (flags >> 8) & 0xF) != 0) {
_map_type_and_height[tile] = (_map_type_and_height[tile]&~0xF0)|((i-1) << 4);
}
if (flags & (MP_MAP2_CLEAR | MP_MAP2)) {
int x = 0;
if (flags & MP_MAP2) x = va_arg(va, int);
_map2[tile] = x;
}
if (flags & (MP_MAP3LO_CLEAR | MP_MAP3LO)) {
int x = 0;
if (flags & MP_MAP3LO) x = va_arg(va, int);
_map3_lo[tile] = x;
}
if (flags & (MP_MAP3HI_CLEAR | MP_MAP3HI)) {
int x = 0;
if (flags & MP_MAP3HI) x = va_arg(va, int);
_map3_hi[tile] = x;
}
if (flags & (MP_MAPOWNER|MP_MAPOWNER_CURRENT)) {
byte x = _current_player;
if (flags & MP_MAPOWNER) x = va_arg(va, int);
_map_owner[tile] = x;
}
if (flags & MP_MAP5) {
_map5[tile] = va_arg(va, int);
}
va_end(va);
if (!(flags & MP_NODIRTY))
MarkTileDirtyByTile(tile);
}
void SetMapExtraBits(uint tile, byte bits)
{
_map_extra_bits[tile >> 2] &= ~(3 << ((tile&3)*2));
_map_extra_bits[tile >> 2] |= (bits&3) << ((tile&3)*2);
}
uint GetMapExtraBits(uint tile)
{
return (_map_extra_bits[tile >> 2] >> (tile&3)*2)&3;
}
#define TILELOOP_BITS 4
#define TILELOOP_SIZE (1 << TILELOOP_BITS)
#define TILELOOP_ASSERTMASK ((TILELOOP_SIZE-1) + ((TILELOOP_SIZE-1) << TILE_X_BITS))
#define TILELOOP_CHKMASK (((1 << (TILE_X_BITS - TILELOOP_BITS))-1) << TILELOOP_BITS)
void RunTileLoop()
{
uint tile;
uint count;
tile = _cur_tileloop_tile;
assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
count = (TILES_X/TILELOOP_SIZE) * (TILES_Y/TILELOOP_SIZE);
do {
_tile_type_procs[GET_TILETYPE(tile)]->tile_loop_proc(tile);
if ( GET_TILE_X(tile) < TILES_X - TILELOOP_SIZE) {
tile += TILELOOP_SIZE; /* no overflow */
} else {
tile = TILE_MASK(tile - TILELOOP_SIZE * (TILES_X/TILELOOP_SIZE-1) + TILE_XY(0, TILELOOP_SIZE)); /* x would overflow, also increase y */
}
} while (--count);
assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
tile += 9;
if (tile & TILELOOP_CHKMASK)
tile = (tile + TILES_X) & TILELOOP_ASSERTMASK;
_cur_tileloop_tile = tile;
}
void InitializeLandscape()
{
int i;
memset(_map_owner, OWNER_NONE, sizeof(_map_owner));
memset(_map2, 0, sizeof(_map2));
memset(_map3_lo, 0, sizeof(_map3_lo));
memset(_map3_hi, 0, sizeof(_map3_hi));
memset(_map_extra_bits, 0, sizeof(_map_extra_bits));
memset(_map_type_and_height, MP_WATER << 4, sizeof(_map_type_and_height));
for(i=0; i!=TILES_Y-1; i++)
memset(_map_type_and_height + i*TILES_X, 0, TILES_X-1);
memset(_map5, 3, sizeof(_map5));
}
void ConvertGroundTilesIntoWaterTiles()
{
uint tile = 0;
int h;
while(true) {
if (IS_TILETYPE(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h == 0) {
_map_type_and_height[tile] = MP_WATER << 4;
_map5[tile] = 0;
_map_owner[tile] = OWNER_WATER;
}
tile++;
if (GET_TILE_X(tile) == TILE_X_MAX) {
tile += TILE_XY(-TILE_X_MAX, 1);
if (GET_TILE_Y(tile) == TILE_Y_MAX)
break;
}
}
}
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, int flag)
{
uint32 r;
int x,y;
int w,h;
byte *p,*tile;
byte direction;
r = Random();
p = GetSpritePtr((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845);
x = r & TILE_X_MAX;
y = (r >> TILE_X_BITS) & TILE_Y_MAX;
if (x < 2 || y < 2)
return;
direction = (byte)(r >> 22) & 3;
w = p[2];
h = p[1];
if (direction & 1) { w = p[1]; h = p[2]; }
p += 8;
if (flag & 4) {
if (!(flag & 2)) {
if (!(flag & 1)) {
if (x + y > 190)
return;
} else {
if (y < 30 + x)
return;
}
} else {
if (!(flag & 1)) {
if (x + y < 256)
return;
} else {
if (x < 30 + y)
return;
}
}
}
if (x + w >= TILE_X_MAX-1)
return;
if (y + h >= TILE_Y_MAX-1)
return;
tile = &_map_type_and_height[TILE_XY(x,y)];
if (direction == 0) {
do {
int w_cur = w;
byte *tile_cur = tile;
do {
if (*p >= *tile_cur) *tile_cur = *p;
p++;
tile_cur++;
} while (--w_cur != 0);
tile += TILE_XY(0,1);
} while (--h != 0);
} else if (direction == 1) {
do {
int h_cur = h;
byte *tile_cur = tile;
do {
if (*p >= *tile_cur) *tile_cur = *p;
p++;
tile_cur+=TILE_XY(0,1);
} while (--h_cur != 0);
tile++;
} while (--w != 0);
} else if (direction == 2) {
tile += w - 1;
do {
int w_cur = w;
byte *tile_cur = tile;
do {
if (*p >= *tile_cur) *tile_cur = *p;
p++;
tile_cur--;
} while (--w_cur != 0);
tile += TILE_XY(0,1);
} while (--h != 0);
} else {
tile += (h - 1) * TILE_XY(0,1);
do {
int h_cur = h;
byte *tile_cur = tile;
do {
if (*p >= *tile_cur) *tile_cur = *p;
p++;
tile_cur-=TILE_XY(0,1);
} while (--h_cur != 0);
tile++;
} while (--w != 0);
}
}
#include "table/genland.h"
static void CreateDesertOrRainForest()
{
uint tile;
const TileIndexDiff *data;
byte mt;
int i;
tile = 0;
do {
data = _make_desert_or_rainforest_data;
do {
if ((i = *data++) == MDORD_LAST) {
SetMapExtraBits(tile, 1);
break;
}
mt = _map_type_and_height[TILE_MASK(tile + i)];
} while ((mt & 0xC) == 0 && (mt >> 4) != MP_WATER);
} while (++tile != TILES_X*TILES_Y);
for(i=0; i!=256; i++)
RunTileLoop();
tile = 0;
do {
data = _make_desert_or_rainforest_data;
do {
if ((i = *data++) == MDORD_LAST) {
SetMapExtraBits(tile, 2);
break;
}
} while ( !IS_TILETYPE(TILE_MASK(tile+i), MP_CLEAR) || (_map5[TILE_MASK(tile + i)]&0x1C) != 0x14);
} while (++tile != TILES_X*TILES_Y);
}
void GenerateLandscape()
{
int i,flag;
uint32 r;
if (_opt.landscape == LT_HILLY) {
i = ((Random() & 0x7F) + 950) * LANDSCAPE_SIZE_FACTOR;
do {
GenerateTerrain(2, 0);
} while (--i);
r = Random();
flag = (r & 3) | 4;
i = (((r >> 16) & 0x7F) + 450) * LANDSCAPE_SIZE_FACTOR;
do {
GenerateTerrain(4, flag);
} while (--i);
} else if (_opt.landscape == LT_DESERT) {
i = ((Random()&0x7F) + 170) * LANDSCAPE_SIZE_FACTOR;
do {
GenerateTerrain(0, 0);
} while (--i);
r = Random();
flag = (r & 3) | 4;
i = (((r >> 16) & 0xFF) + 1700) * LANDSCAPE_SIZE_FACTOR;
do {
GenerateTerrain(0, flag);
} while (--i);
flag ^= 2;
i = ((Random() & 0x7F) + 410) * LANDSCAPE_SIZE_FACTOR;
do {
GenerateTerrain(3, flag);
} while (--i);
} else {
i = ((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes)*256 + 100) * LANDSCAPE_SIZE_FACTOR;
do {
GenerateTerrain(_opt.diff.terrain_type, 0);
} while (--i);
}
ConvertGroundTilesIntoWaterTiles();
if (_opt.landscape == LT_DESERT)
CreateDesertOrRainForest();
}
void OnTick_Town();
void OnTick_Trees();
void OnTick_Station();
void OnTick_Industry();
void OnTick_Players();
void OnTick_Train();
void CallLandscapeTick()
{
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_XY(
GET_TILE_X(a) + ((byte)r * rn * 2 >> 8) - rn,
GET_TILE_Y(a) + ((byte)(r>>8) * rn * 2 >> 8) - rn
);
}
// This function checks if we add addx/addy to tile, if we
// do wrap around the edges. For example, tile = (10,2) and
// addx = +3 and addy = -4. This function will now return
// TILE_WRAPPED, because the y is wrapped. This is needed in
// for example, farmland. When the tile is not wrapped,
// the result will be tile + TILE_XY(addx, addy)
uint TileAddWrap(TileIndex tile, int addx, int addy)
{
int x, y;
x = GET_TILE_X(tile) + addx;
y = GET_TILE_Y(tile) + addy;
// Are we about to wrap?
if (x > 0 && x < TILE_X_MAX && y > 0 && y < TILE_Y_MAX)
return tile + TILE_XY(addx, addy);
return TILE_WRAPPED;
}
bool IsValidTile(uint tile)
{
return (tile < TILES_X * TILE_Y_MAX && GET_TILE_X(tile) != TILE_X_MAX);
}