mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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1298 lines
39 KiB
C++
1298 lines
39 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file landscape.cpp Functions related to the landscape (slopes etc.). */
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/** @defgroup SnowLineGroup Snowline functions and data structures */
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#include "stdafx.h"
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#include "heightmap.h"
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#include "clear_map.h"
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#include "spritecache.h"
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#include "viewport_func.h"
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#include "command_func.h"
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#include "landscape.h"
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#include "void_map.h"
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#include "tgp.h"
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#include "genworld.h"
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#include "fios.h"
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#include "date_func.h"
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#include "water.h"
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#include "effectvehicle_func.h"
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#include "landscape_type.h"
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#include "animated_tile_func.h"
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#include "core/random_func.hpp"
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#include "object_base.h"
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#include "water_map.h"
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#include "economy_func.h"
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#include "company_func.h"
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#include "pathfinder/npf/aystar.h"
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#include <list>
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#include "table/strings.h"
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#include "table/sprites.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_void_procs,
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_tile_type_industry_procs,
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_tile_type_tunnelbridge_procs,
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_tile_type_object_procs;
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/**
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* Tile callback functions for each type of tile.
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* @ingroup TileCallbackGroup
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* @see TileType
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*/
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const TileTypeProcs * const _tile_type_procs[16] = {
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&_tile_type_clear_procs, ///< Callback functions for MP_CLEAR tiles
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&_tile_type_rail_procs, ///< Callback functions for MP_RAILWAY tiles
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&_tile_type_road_procs, ///< Callback functions for MP_ROAD tiles
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&_tile_type_town_procs, ///< Callback functions for MP_HOUSE tiles
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&_tile_type_trees_procs, ///< Callback functions for MP_TREES tiles
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&_tile_type_station_procs, ///< Callback functions for MP_STATION tiles
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&_tile_type_water_procs, ///< Callback functions for MP_WATER tiles
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&_tile_type_void_procs, ///< Callback functions for MP_VOID tiles
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&_tile_type_industry_procs, ///< Callback functions for MP_INDUSTRY tiles
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&_tile_type_tunnelbridge_procs, ///< Callback functions for MP_TUNNELBRIDGE tiles
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&_tile_type_object_procs, ///< Callback functions for MP_OBJECT tiles
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};
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/** landscape slope => sprite */
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extern const byte _slope_to_sprite_offset[32] = {
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0,
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0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0,
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};
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/**
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* Description of the snow line throughout the year.
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*
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* If it is \c NULL, a static snowline height is used, as set by \c _settings_game.game_creation.snow_line.
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* Otherwise it points to a table loaded from a newGRF file that describes the variable snowline.
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* @ingroup SnowLineGroup
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* @see GetSnowLine() GameCreationSettings
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*/
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static SnowLine *_snow_line = NULL;
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/**
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* Applies a foundation to a slope.
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*
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* @pre Foundation and slope must be valid combined.
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* @param f The #Foundation.
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* @param s The #Slope to modify.
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* @return Increment to the tile Z coordinate.
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*/
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uint ApplyFoundationToSlope(Foundation f, Slope *s)
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{
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if (!IsFoundation(f)) return 0;
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if (IsLeveledFoundation(f)) {
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uint dz = TILE_HEIGHT + (IsSteepSlope(*s) ? TILE_HEIGHT : 0);
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*s = SLOPE_FLAT;
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return dz;
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}
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if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) {
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*s = HalftileSlope(*s, GetHalftileFoundationCorner(f));
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return 0;
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}
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if (IsSpecialRailFoundation(f)) {
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*s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f)));
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return 0;
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}
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uint dz = IsSteepSlope(*s) ? TILE_HEIGHT : 0;
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Corner highest_corner = GetHighestSlopeCorner(*s);
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switch (f) {
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case FOUNDATION_INCLINED_X:
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*s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
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break;
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case FOUNDATION_INCLINED_Y:
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*s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
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break;
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case FOUNDATION_STEEP_LOWER:
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*s = SlopeWithOneCornerRaised(highest_corner);
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break;
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case FOUNDATION_STEEP_BOTH:
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*s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
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break;
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default: NOT_REACHED();
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}
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return dz;
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}
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/**
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* Determines height at given coordinate of a slope
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* @param x x coordinate
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* @param y y coordinate
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* @param corners slope to examine
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* @return height of given point of given slope
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*/
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uint GetPartialZ(int x, int y, Slope corners)
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{
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if (IsHalftileSlope(corners)) {
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switch (GetHalftileSlopeCorner(corners)) {
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case CORNER_W:
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if (x - y >= 0) return GetSlopeMaxZ(corners);
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break;
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case CORNER_S:
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if (x - (y ^ 0xF) >= 0) return GetSlopeMaxZ(corners);
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break;
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case CORNER_E:
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if (y - x >= 0) return GetSlopeMaxZ(corners);
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break;
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case CORNER_N:
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if ((y ^ 0xF) - x >= 0) return GetSlopeMaxZ(corners);
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break;
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default: NOT_REACHED();
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}
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}
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int z = 0;
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switch (RemoveHalftileSlope(corners)) {
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case SLOPE_W:
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if (x - y >= 0) {
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z = (x - y) >> 1;
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}
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break;
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case SLOPE_S:
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y ^= 0xF;
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if ((x - y) >= 0) {
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z = (x - y) >> 1;
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}
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break;
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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) >> 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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/**
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* Determine the Z height of a corner relative to TileZ.
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*
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* @pre The slope must not be a halftile slope.
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*
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* @param tileh The slope.
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* @param corner The corner.
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* @return Z position of corner relative to TileZ.
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*/
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int GetSlopeZInCorner(Slope tileh, Corner corner)
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{
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assert(!IsHalftileSlope(tileh));
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return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? TILE_HEIGHT : 0) + (tileh == SteepSlope(corner) ? TILE_HEIGHT : 0);
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}
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/**
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* Determine the Z height of the corners of a specific tile edge
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*
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* @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. its edges.
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*
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* @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added.
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*
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* @param tileh The slope of the tile.
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* @param edge The edge of interest.
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* @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera)
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* @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera)
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*/
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void GetSlopeZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2)
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{
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static const Slope corners[4][4] = {
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/* corner | steep slope
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* z1 z2 | z1 z2 */
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{SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
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{SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
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{SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
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{SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
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};
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int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
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if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
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if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.
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if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised
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if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised
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if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
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if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
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}
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/**
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* Get slope of a tile on top of a (possible) foundation
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* If a tile does not have a foundation, the function returns the same as GetTileSlope.
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*
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* @param tile The tile of interest.
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* @param z returns the z of the foundation slope. (Can be NULL, if not needed)
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* @return The slope on top of the foundation.
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*/
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Slope GetFoundationSlope(TileIndex tile, uint *z)
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{
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Slope tileh = GetTileSlope(tile, z);
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Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
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uint z_inc = ApplyFoundationToSlope(f, &tileh);
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if (z != NULL) *z += z_inc;
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return tileh;
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}
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bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
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{
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uint z;
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int z_W_here = z_here;
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int z_N_here = z_here;
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GetSlopeZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);
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Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z);
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int z_W = z;
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int z_N = z;
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GetSlopeZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N);
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return (z_N_here > z_N) || (z_W_here > z_W);
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}
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bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
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{
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uint z;
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int z_E_here = z_here;
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int z_N_here = z_here;
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GetSlopeZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);
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Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z);
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int z_E = z;
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int z_N = z;
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GetSlopeZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N);
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return (z_N_here > z_N) || (z_E_here > z_E);
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}
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/**
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* Draw foundation \a f at tile \a ti. Updates \a ti.
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* @param ti Tile to draw foundation on
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* @param f Foundation to draw
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*/
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void DrawFoundation(TileInfo *ti, Foundation f)
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{
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if (!IsFoundation(f)) return;
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/* Two part foundations must be drawn separately */
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assert(f != FOUNDATION_STEEP_BOTH);
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uint sprite_block = 0;
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uint z;
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Slope slope = GetFoundationSlope(ti->tile, &z);
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/* Select the needed block of foundations sprites
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* Block 0: Walls at NW and NE edge
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* Block 1: Wall at NE edge
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* Block 2: Wall at NW edge
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* Block 3: No walls at NW or NE edge
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*/
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if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
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if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
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/* Use the original slope sprites if NW and NE borders should be visible */
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SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
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SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
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SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;
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if (IsSteepSlope(ti->tileh)) {
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if (!IsNonContinuousFoundation(f)) {
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/* Lower part of foundation */
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AddSortableSpriteToDraw(
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leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
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);
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}
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Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
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ti->z += ApplyFoundationToSlope(f, &ti->tileh);
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if (IsInclinedFoundation(f)) {
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/* inclined foundation */
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byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
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AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
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f == FOUNDATION_INCLINED_X ? 16 : 1,
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f == FOUNDATION_INCLINED_Y ? 16 : 1,
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TILE_HEIGHT, ti->z
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);
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OffsetGroundSprite(31, 9);
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} else if (IsLeveledFoundation(f)) {
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AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z - TILE_HEIGHT);
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OffsetGroundSprite(31, 1);
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} else if (f == FOUNDATION_STEEP_LOWER) {
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/* one corner raised */
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OffsetGroundSprite(31, 1);
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} else {
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/* halftile foundation */
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int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0);
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int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0);
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AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT);
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OffsetGroundSprite(31, 9);
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}
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} else {
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if (IsLeveledFoundation(f)) {
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/* leveled foundation */
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AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
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OffsetGroundSprite(31, 1);
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} else if (IsNonContinuousFoundation(f)) {
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/* halftile foundation */
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Corner halftile_corner = GetHalftileFoundationCorner(f);
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int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? 8 : 0);
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int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? 8 : 0);
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AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z);
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OffsetGroundSprite(31, 9);
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} 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 += ApplyFoundationToSlope(f, &ti->tileh);
|
|
}
|
|
}
|
|
|
|
void DoClearSquare(TileIndex tile)
|
|
{
|
|
/* If the tile can have animation and we clear it, delete it from the animated tile list. */
|
|
if (_tile_type_procs[GetTileType(tile)]->animate_tile_proc != NULL) DeleteAnimatedTile(tile);
|
|
|
|
MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
|
|
/**
|
|
* Returns information about trackdirs and signal states.
|
|
* If there is any trackbit at 'side', return all trackdirbits.
|
|
* For TRANSPORT_ROAD, return no trackbits if there is no roadbit (of given subtype) at given side.
|
|
* @param tile tile to get info about
|
|
* @param mode transport type
|
|
* @param sub_mode for TRANSPORT_ROAD, roadtypes to check
|
|
* @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
|
|
* @return trackdirbits and other info depending on 'mode'
|
|
*/
|
|
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
|
|
{
|
|
return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode, side);
|
|
}
|
|
|
|
/**
|
|
* Change the owner of a tile
|
|
* @param tile Tile to change
|
|
* @param old_owner Current owner of the tile
|
|
* @param new_owner New owner of the tile
|
|
*/
|
|
void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
|
|
{
|
|
_tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_owner, new_owner);
|
|
}
|
|
|
|
void GetTileDesc(TileIndex tile, TileDesc *td)
|
|
{
|
|
_tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
|
|
}
|
|
|
|
/**
|
|
* Has a snow line table already been loaded.
|
|
* @return true if the table has been loaded already.
|
|
* @ingroup SnowLineGroup
|
|
*/
|
|
bool IsSnowLineSet()
|
|
{
|
|
return _snow_line != NULL;
|
|
}
|
|
|
|
/**
|
|
* Set a variable snow line, as loaded from a newgrf file.
|
|
* @param table the 12 * 32 byte table containing the snowline for each day
|
|
* @ingroup SnowLineGroup
|
|
*/
|
|
void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
|
|
{
|
|
_snow_line = CallocT<SnowLine>(1);
|
|
_snow_line->lowest_value = 0xFF;
|
|
memcpy(_snow_line->table, table, sizeof(_snow_line->table));
|
|
|
|
for (uint i = 0; i < SNOW_LINE_MONTHS; i++) {
|
|
for (uint j = 0; j < SNOW_LINE_DAYS; j++) {
|
|
_snow_line->highest_value = max(_snow_line->highest_value, table[i][j]);
|
|
_snow_line->lowest_value = min(_snow_line->lowest_value, table[i][j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get the current snow line, either variable or static.
|
|
* @return the snow line height.
|
|
* @ingroup SnowLineGroup
|
|
*/
|
|
byte GetSnowLine()
|
|
{
|
|
if (_snow_line == NULL) return _settings_game.game_creation.snow_line;
|
|
|
|
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 : _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 : _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;
|
|
|
|
Tile *tile = &_m[TileXY(x, y)];
|
|
|
|
switch (direction) {
|
|
default: NOT_REACHED();
|
|
case DIAGDIR_NE:
|
|
do {
|
|
Tile *tile_cur = tile;
|
|
|
|
for (uint w_cur = w; w_cur != 0; --w_cur) {
|
|
if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
|
|
p++;
|
|
tile_cur++;
|
|
}
|
|
tile += TileDiffXY(0, 1);
|
|
} while (--h != 0);
|
|
break;
|
|
|
|
case DIAGDIR_SE:
|
|
do {
|
|
Tile *tile_cur = tile;
|
|
|
|
for (uint h_cur = h; h_cur != 0; --h_cur) {
|
|
if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = 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 {
|
|
Tile *tile_cur = tile;
|
|
|
|
for (uint w_cur = w; w_cur != 0; --w_cur) {
|
|
if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
|
|
p++;
|
|
tile_cur--;
|
|
}
|
|
tile += TileDiffXY(0, 1);
|
|
} while (--h != 0);
|
|
break;
|
|
|
|
case DIAGDIR_NW:
|
|
tile += TileDiffXY(0, h - 1);
|
|
do {
|
|
Tile *tile_cur = tile;
|
|
|
|
for (uint h_cur = h; h_cur != 0; --h_cur) {
|
|
if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = 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 = GetTileSlope(tile, &referenceHeight);
|
|
if (s != SLOPE_FLAT || IsWaterTile(tile)) return false;
|
|
|
|
/* In the tropics rivers start in the rainforest. */
|
|
if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
|
|
|
|
/* Are there enough higher tiles to warrant a 'spring'? */
|
|
uint num = 0;
|
|
for (int dx = -1; dx <= 1; dx++) {
|
|
for (int dy = -1; dy <= 1; dy++) {
|
|
TileIndex t = TileAddWrap(tile, dx, dy);
|
|
if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
|
|
}
|
|
}
|
|
|
|
if (num < 4) return false;
|
|
|
|
/* Are we near the top of a hill? */
|
|
for (int dx = -16; dx <= 16; dx++) {
|
|
for (int dy = -16; dy <= 16; dy++) {
|
|
TileIndex t = TileAddWrap(tile, dx, dy);
|
|
if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2 * 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, NULL) != 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 = GetTileSlope(begin, &heightBegin);
|
|
Slope slopeEnd = GetTileSlope(end, &heightEnd);
|
|
|
|
return heightEnd <= heightBegin &&
|
|
/* Slope either is inclined or flat; rivers don't support other slopes. */
|
|
(slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
|
|
/* Slope continues, then it must be lower... or either end must be flat. */
|
|
((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
|
|
}
|
|
|
|
/* AyStar callback for checking whether we reached our destination. */
|
|
static int32 River_EndNodeCheck(AyStar *aystar, OpenListNode *current)
|
|
{
|
|
return current->path.node.tile == *(TileIndex*)aystar->user_target ? AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
|
|
}
|
|
|
|
/* AyStar callback for getting the cost of the current node. */
|
|
static int32 River_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
|
|
{
|
|
return 1 + RandomRange(_settings_game.game_creation.river_route_random);
|
|
}
|
|
|
|
/* AyStar callback for getting the estimated cost to the destination. */
|
|
static int32 River_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
|
|
{
|
|
return DistanceManhattan(*(TileIndex*)aystar->user_target, current->tile);
|
|
}
|
|
|
|
/* AyStar callback for getting the neighbouring nodes of the given node. */
|
|
static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
|
|
{
|
|
TileIndex tile = current->path.node.tile;
|
|
|
|
aystar->num_neighbours = 0;
|
|
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
|
|
TileIndex t2 = tile + TileOffsByDiagDir(d);
|
|
if (IsValidTile(t2) && FlowsDown(tile, t2)) {
|
|
aystar->neighbours[aystar->num_neighbours].tile = t2;
|
|
aystar->neighbours[aystar->num_neighbours].direction = INVALID_TRACKDIR;
|
|
aystar->num_neighbours++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* AyStar callback when an route has been found. */
|
|
static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
|
|
{
|
|
for (PathNode *path = ¤t->path; path != NULL; path = path->parent) {
|
|
TileIndex tile = path->node.tile;
|
|
if (!IsWaterTile(tile)) {
|
|
MakeRiver(tile, Random());
|
|
/* Remove desert directly around the river tile. */
|
|
CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
static const uint RIVER_HASH_SIZE = 8; ///< The number of bits the hash for river finding should have.
|
|
|
|
/**
|
|
* Simple hash function for river tiles to be used by AyStar.
|
|
* @param tile The tile to hash.
|
|
* @param dir The unused direction.
|
|
* @return The hash for the tile.
|
|
*/
|
|
static uint River_Hash(uint tile, uint dir)
|
|
{
|
|
return GB(TileHash(TileX(tile), TileY(tile)), 0, RIVER_HASH_SIZE);
|
|
}
|
|
|
|
/**
|
|
* Actually build the river between the begin and end tiles using AyStar.
|
|
* @param begin The begin of the river.
|
|
* @param end The end of the river.
|
|
*/
|
|
static void BuildRiver(TileIndex begin, TileIndex end)
|
|
{
|
|
AyStar finder;
|
|
MemSetT(&finder, 0);
|
|
finder.CalculateG = River_CalculateG;
|
|
finder.CalculateH = River_CalculateH;
|
|
finder.GetNeighbours = River_GetNeighbours;
|
|
finder.EndNodeCheck = River_EndNodeCheck;
|
|
finder.FoundEndNode = River_FoundEndNode;
|
|
finder.user_target = &end;
|
|
|
|
finder.Init(River_Hash, 1 << RIVER_HASH_SIZE);
|
|
|
|
AyStarNode start;
|
|
start.tile = begin;
|
|
start.direction = INVALID_TRACKDIR;
|
|
finder.AddStartNode(&start, 0);
|
|
finder.Main();
|
|
finder.Free();
|
|
}
|
|
|
|
/**
|
|
* Try to flow the river down from a given begin.
|
|
* @param marks Array for temporary of iterated tiles.
|
|
* @param spring The springing point of the river.
|
|
* @param begin The begin point we are looking from; somewhere down hill from the spring.
|
|
* @return True iff a river could/has been built, otherwise false.
|
|
*/
|
|
static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
|
|
{
|
|
uint height = TileHeight(begin);
|
|
if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
|
|
|
|
MemSetT(marks, 0, MapSize());
|
|
marks[begin] = true;
|
|
|
|
/* Breadth first search for the closest tile we can flow down to. */
|
|
std::list<TileIndex> queue;
|
|
queue.push_back(begin);
|
|
|
|
bool found = false;
|
|
uint count = 0; // Number of tiles considered; to be used for lake location guessing.
|
|
TileIndex end;
|
|
do {
|
|
end = queue.front();
|
|
queue.pop_front();
|
|
|
|
uint height2 = TileHeight(end);
|
|
if (GetTileSlope(end, NULL) == 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 > 10) {
|
|
/* 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, NULL) == SLOPE_FLAT &&
|
|
/* We want the lake to be built at the height of the river. */
|
|
TileHeight(begin) == TileHeight(lakeCenter) &&
|
|
/* We don't want the lake at the entry of the valley. */
|
|
lakeCenter != begin &&
|
|
/* We don't want lakes in the desert. */
|
|
(_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
|
|
/* We only want a lake if the river is long enough. */
|
|
DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
|
|
end = lakeCenter;
|
|
MakeRiver(lakeCenter, Random());
|
|
uint range = RandomRange(8) + 3;
|
|
CircularTileSearch(&lakeCenter, range, MakeLake, &height);
|
|
/* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
|
|
lakeCenter = end;
|
|
CircularTileSearch(&lakeCenter, range, MakeLake, &height);
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if (found) BuildRiver(begin, end);
|
|
return found;
|
|
}
|
|
|
|
/**
|
|
* Actually (try to) create some rivers.
|
|
*/
|
|
static void CreateRivers()
|
|
{
|
|
int amount = _settings_game.game_creation.amount_of_rivers;
|
|
if (amount == 0) return;
|
|
|
|
uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
|
|
SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
|
|
bool *marks = CallocT<bool>(MapSize());
|
|
|
|
for (; wells != 0; wells--) {
|
|
IncreaseGeneratingWorldProgress(GWP_RIVER);
|
|
for (int tries = 0; tries < 128; tries++) {
|
|
TileIndex t = RandomTile();
|
|
if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
|
|
if (FlowRiver(marks, t, t)) break;
|
|
}
|
|
}
|
|
|
|
free(marks);
|
|
|
|
/* Run tile loop to update the ground density. */
|
|
for (uint i = 0; i != 256; i++) {
|
|
if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
|
|
RunTileLoop();
|
|
}
|
|
}
|
|
|
|
void GenerateLandscape(byte mode)
|
|
{
|
|
/** Number of steps of landscape generation */
|
|
enum GenLandscapeSteps {
|
|
GLS_HEIGHTMAP = 3, ///< Loading a heightmap
|
|
GLS_TERRAGENESIS = 5, ///< Terragenesis generator
|
|
GLS_ORIGINAL = 2, ///< Original generator
|
|
GLS_TROPIC = 12, ///< Extra steps needed for tropic landscape
|
|
GLS_OTHER = 0, ///< Extra steps for other landscapes
|
|
};
|
|
uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
|
|
|
|
if (mode == GWM_HEIGHTMAP) {
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
|
|
LoadHeightmap(_file_to_saveload.name);
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
|
|
GenerateTerrainPerlin();
|
|
} else {
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
|
|
if (_settings_game.construction.freeform_edges) {
|
|
for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
|
|
for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
|
|
}
|
|
switch (_settings_game.game_creation.landscape) {
|
|
case LT_ARCTIC: {
|
|
uint32 r = Random();
|
|
|
|
for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
|
|
GenerateTerrain(2, 0);
|
|
}
|
|
|
|
uint flag = GB(r, 7, 2) | 4;
|
|
for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
|
|
GenerateTerrain(4, flag);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case LT_TROPIC: {
|
|
uint32 r = Random();
|
|
|
|
for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
|
|
GenerateTerrain(0, 0);
|
|
}
|
|
|
|
uint flag = GB(r, 7, 2) | 4;
|
|
for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
|
|
GenerateTerrain(0, flag);
|
|
}
|
|
|
|
flag ^= 2;
|
|
|
|
for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
|
|
GenerateTerrain(3, flag);
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
uint32 r = Random();
|
|
|
|
assert(_settings_game.difficulty.quantity_sea_lakes != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
|
|
uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
|
|
for (; i != 0; --i) {
|
|
GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
|
|
* it allows screen redraw. Drawing of broken slopes crashes the game */
|
|
FixSlopes();
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
ConvertGroundTilesIntoWaterTiles();
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
|
|
|
|
CreateRivers();
|
|
}
|
|
|
|
void OnTick_Town();
|
|
void OnTick_Trees();
|
|
void OnTick_Station();
|
|
void OnTick_Industry();
|
|
|
|
void OnTick_Companies();
|
|
|
|
void CallLandscapeTick()
|
|
{
|
|
OnTick_Town();
|
|
OnTick_Trees();
|
|
OnTick_Station();
|
|
OnTick_Industry();
|
|
|
|
OnTick_Companies();
|
|
}
|