# landscape.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00014 #include "stdafx.h"
    00015 #include "heightmap.h"
    00016 #include "clear_map.h"
    00017 #include "spritecache.h"
    00018 #include "viewport_func.h"
    00019 #include "command_func.h"
    00020 #include "landscape.h"
    00021 #include "void_map.h"
    00022 #include "tgp.h"
    00023 #include "genworld.h"
    00024 #include "fios.h"
    00025 #include "date_func.h"
    00026 #include "water.h"
    00027 #include "effectvehicle_func.h"
    00028 #include "landscape_type.h"
    00029 #include "animated_tile_func.h"
    00030 #include "core/random_func.hpp"
    00031 #include "object_base.h"
    00032 #include "water_map.h"
    00033 #include "economy_func.h"
    00034 #include "company_func.h"
    00035
    00036 #include "table/strings.h"
    00037 #include "table/sprites.h"
    00038
    00039 extern const TileTypeProcs
    00040   _tile_type_clear_procs,
    00041   _tile_type_rail_procs,
    00042   _tile_type_road_procs,
    00043   _tile_type_town_procs,
    00044   _tile_type_trees_procs,
    00045   _tile_type_station_procs,
    00046   _tile_type_water_procs,
    00047   _tile_type_void_procs,
    00048   _tile_type_industry_procs,
    00049   _tile_type_tunnelbridge_procs,
    00050   _tile_type_object_procs;
    00051
    00057 const TileTypeProcs * const _tile_type_procs[16] = {
    00058   &_tile_type_clear_procs,
    00059   &_tile_type_rail_procs,
    00060   &_tile_type_road_procs,
    00061   &_tile_type_town_procs,
    00062   &_tile_type_trees_procs,
    00063   &_tile_type_station_procs,
    00064   &_tile_type_water_procs,
    00065   &_tile_type_void_procs,
    00066   &_tile_type_industry_procs,
    00067   &_tile_type_tunnelbridge_procs,
    00068   &_tile_type_object_procs,
    00069 };
    00070
    00072 extern const byte _slope_to_sprite_offset[32] = {
    00073   0, 1, 2, 3, 4, 5, 6,  7, 8, 9, 10, 11, 12, 13, 14, 0,
    00074   0, 0, 0, 0, 0, 0, 0, 16, 0, 0,  0, 17,  0, 15, 18, 0,
    00075 };
    00076
    00085 static SnowLine *_snow_line = NULL;
    00086
    00095 uint ApplyFoundationToSlope(Foundation f, Slope *s)
    00096 {
    00097   if (!IsFoundation(f)) return 0;
    00098
    00099   if (IsLeveledFoundation(f)) {
    00100     uint dz = TILE_HEIGHT + (IsSteepSlope(*s) ? TILE_HEIGHT : 0);
    00101     *s = SLOPE_FLAT;
    00102     return dz;
    00103   }
    00104
    00105   if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) {
    00106     *s = HalftileSlope(*s, GetHalftileFoundationCorner(f));
    00107     return 0;
    00108   }
    00109
    00110   if (IsSpecialRailFoundation(f)) {
    00111     *s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f)));
    00112     return 0;
    00113   }
    00114
    00115   uint dz = IsSteepSlope(*s) ? TILE_HEIGHT : 0;
    00116   Corner highest_corner = GetHighestSlopeCorner(*s);
    00117
    00118   switch (f) {
    00119     case FOUNDATION_INCLINED_X:
    00120       *s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
    00121       break;
    00122
    00123     case FOUNDATION_INCLINED_Y:
    00124       *s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
    00125       break;
    00126
    00127     case FOUNDATION_STEEP_LOWER:
    00128       *s = SlopeWithOneCornerRaised(highest_corner);
    00129       break;
    00130
    00131     case FOUNDATION_STEEP_BOTH:
    00132       *s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
    00133       break;
    00134
    00135     default: NOT_REACHED();
    00136   }
    00137   return dz;
    00138 }
    00139
    00140
    00148 uint GetPartialZ(int x, int y, Slope corners)
    00149 {
    00150   if (IsHalftileSlope(corners)) {
    00151     switch (GetHalftileSlopeCorner(corners)) {
    00152       case CORNER_W:
    00153         if (x - y >= 0) return GetSlopeMaxZ(corners);
    00154         break;
    00155
    00156       case CORNER_S:
    00157         if (x - (y ^ 0xF) >= 0) return GetSlopeMaxZ(corners);
    00158         break;
    00159
    00160       case CORNER_E:
    00161         if (y - x >= 0) return GetSlopeMaxZ(corners);
    00162         break;
    00163
    00164       case CORNER_N:
    00165         if ((y ^ 0xF) - x >= 0) return GetSlopeMaxZ(corners);
    00166         break;
    00167
    00168       default: NOT_REACHED();
    00169     }
    00170   }
    00171
    00172   int z = 0;
    00173
    00174   switch (RemoveHalftileSlope(corners)) {
    00175     case SLOPE_W:
    00176       if (x - y >= 0) {
    00177         z = (x - y) >> 1;
    00178       }
    00179       break;
    00180
    00181     case SLOPE_S:
    00182       y ^= 0xF;
    00183       if ((x - y) >= 0) {
    00184         z = (x - y) >> 1;
    00185       }
    00186       break;
    00187
    00188     case SLOPE_SW:
    00189       z = (x >> 1) + 1;
    00190       break;
    00191
    00192     case SLOPE_E:
    00193       if (y - x >= 0) {
    00194         z = (y - x) >> 1;
    00195       }
    00196       break;
    00197
    00198     case SLOPE_EW:
    00199     case SLOPE_NS:
    00200     case SLOPE_ELEVATED:
    00201       z = 4;
    00202       break;
    00203
    00204     case SLOPE_SE:
    00205       z = (y >> 1) + 1;
    00206       break;
    00207
    00208     case SLOPE_WSE:
    00209       z = 8;
    00210       y ^= 0xF;
    00211       if (x - y < 0) {
    00212         z += (x - y) >> 1;
    00213       }
    00214       break;
    00215
    00216     case SLOPE_N:
    00217       y ^= 0xF;
    00218       if (y - x >= 0) {
    00219         z = (y - x) >> 1;
    00220       }
    00221       break;
    00222
    00223     case SLOPE_NW:
    00224       z = (y ^ 0xF) >> 1;
    00225       break;
    00226
    00227     case SLOPE_NWS:
    00228       z = 8;
    00229       if (x - y < 0) {
    00230         z += (x - y) >> 1;
    00231       }
    00232       break;
    00233
    00234     case SLOPE_NE:
    00235       z = (x ^ 0xF) >> 1;
    00236       break;
    00237
    00238     case SLOPE_ENW:
    00239       z = 8;
    00240       y ^= 0xF;
    00241       if (y - x < 0) {
    00242         z += (y - x) >> 1;
    00243       }
    00244       break;
    00245
    00246     case SLOPE_SEN:
    00247       z = 8;
    00248       if (y - x < 0) {
    00249         z += (y - x) >> 1;
    00250       }
    00251       break;
    00252
    00253     case SLOPE_STEEP_S:
    00254       z = 1 + ((x + y) >> 1);
    00255       break;
    00256
    00257     case SLOPE_STEEP_W:
    00258       z = 1 + ((x + (y ^ 0xF)) >> 1);
    00259       break;
    00260
    00261     case SLOPE_STEEP_N:
    00262       z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1);
    00263       break;
    00264
    00265     case SLOPE_STEEP_E:
    00266       z = 1 + (((x ^ 0xF) + y) >> 1);
    00267       break;
    00268
    00269     default: break;
    00270   }
    00271
    00272   return z;
    00273 }
    00274
    00275 uint GetSlopeZ(int x, int y)
    00276 {
    00277   TileIndex tile = TileVirtXY(x, y);
    00278
    00279   return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y);
    00280 }
    00281
    00291 int GetSlopeZInCorner(Slope tileh, Corner corner)
    00292 {
    00293   assert(!IsHalftileSlope(tileh));
    00294   return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? TILE_HEIGHT : 0) + (tileh == SteepSlope(corner) ? TILE_HEIGHT : 0);
    00295 }
    00296
    00309 void GetSlopeZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2)
    00310 {
    00311   static const Slope corners[4][4] = {
    00312     /*    corner     |          steep slope
    00313      *  z1      z2   |       z1             z2        */
    00314     {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
    00315     {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
    00316     {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
    00317     {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
    00318   };
    00319
    00320   int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
    00321   if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
    00322   if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.
    00323
    00324   if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised
    00325   if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised
    00326   if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
    00327   if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
    00328 }
    00329
    00338 Slope GetFoundationSlope(TileIndex tile, uint *z)
    00339 {
    00340   Slope tileh = GetTileSlope(tile, z);
    00341   Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
    00342   uint z_inc = ApplyFoundationToSlope(f, &tileh);
    00343   if (z != NULL) *z += z_inc;
    00344   return tileh;
    00345 }
    00346
    00347
    00348 bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
    00349 {
    00350   uint z;
    00351
    00352   int z_W_here = z_here;
    00353   int z_N_here = z_here;
    00354   GetSlopeZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);
    00355
    00356   Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z);
    00357   int z_W = z;
    00358   int z_N = z;
    00359   GetSlopeZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N);
    00360
    00361   return (z_N_here > z_N) || (z_W_here > z_W);
    00362 }
    00363
    00364
    00365 bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
    00366 {
    00367   uint z;
    00368
    00369   int z_E_here = z_here;
    00370   int z_N_here = z_here;
    00371   GetSlopeZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);
    00372
    00373   Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z);
    00374   int z_E = z;
    00375   int z_N = z;
    00376   GetSlopeZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N);
    00377
    00378   return (z_N_here > z_N) || (z_E_here > z_E);
    00379 }
    00380
    00386 void DrawFoundation(TileInfo *ti, Foundation f)
    00387 {
    00388   if (!IsFoundation(f)) return;
    00389
    00390   /* Two part foundations must be drawn separately */
    00391   assert(f != FOUNDATION_STEEP_BOTH);
    00392
    00393   uint sprite_block = 0;
    00394   uint z;
    00395   Slope slope = GetFoundationSlope(ti->tile, &z);
    00396
    00397   /* Select the needed block of foundations sprites
    00398    * Block 0: Walls at NW and NE edge
    00399    * Block 1: Wall  at        NE edge
    00400    * Block 2: Wall  at NW        edge
    00401    * Block 3: No walls at NW or NE edge
    00402    */
    00403   if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
    00404   if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
    00405
    00406   /* Use the original slope sprites if NW and NE borders should be visible */
    00407   SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
    00408   SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
    00409   SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;
    00410
    00411   if (IsSteepSlope(ti->tileh)) {
    00412     if (!IsNonContinuousFoundation(f)) {
    00413       /* Lower part of foundation */
    00414       AddSortableSpriteToDraw(
    00415         leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
    00416       );
    00417     }
    00418
    00419     Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
    00420     ti->z += ApplyFoundationToSlope(f, &ti->tileh);
    00421
    00422     if (IsInclinedFoundation(f)) {
    00423       /* inclined foundation */
    00424       byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
    00425
    00426       AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
    00427         f == FOUNDATION_INCLINED_X ? 16 : 1,
    00428         f == FOUNDATION_INCLINED_Y ? 16 : 1,
    00429         TILE_HEIGHT, ti->z
    00430       );
    00431       OffsetGroundSprite(31, 9);
    00432     } else if (IsLeveledFoundation(f)) {
    00433       AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z - TILE_HEIGHT);
    00434       OffsetGroundSprite(31, 1);
    00435     } else if (f == FOUNDATION_STEEP_LOWER) {
    00436       /* one corner raised */
    00437       OffsetGroundSprite(31, 1);
    00438     } else {
    00439       /* halftile foundation */
    00440       int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0);
    00441       int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0);
    00442
    00443       AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT);
    00444       OffsetGroundSprite(31, 9);
    00445     }
    00446   } else {
    00447     if (IsLeveledFoundation(f)) {
    00448       /* leveled foundation */
    00449       AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
    00450       OffsetGroundSprite(31, 1);
    00451     } else if (IsNonContinuousFoundation(f)) {
    00452       /* halftile foundation */
    00453       Corner halftile_corner = GetHalftileFoundationCorner(f);
    00454       int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? 8 : 0);
    00455       int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? 8 : 0);
    00456
    00457       AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z);
    00458       OffsetGroundSprite(31, 9);
    00459     } else if (IsSpecialRailFoundation(f)) {
    00460       /* anti-zig-zag foundation */
    00461       SpriteID spr;
    00462       if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) {
    00463         /* half of leveled foundation under track corner */
    00464         spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f));
    00465       } else {
    00466         /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
    00467         spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0);
    00468       }
    00469       AddSortableSpriteToDraw(spr, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
    00470       OffsetGroundSprite(31, 9);
    00471     } else {
    00472       /* inclined foundation */
    00473       byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
    00474
    00475       AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
    00476         f == FOUNDATION_INCLINED_X ? 16 : 1,
    00477         f == FOUNDATION_INCLINED_Y ? 16 : 1,
    00478         TILE_HEIGHT, ti->z
    00479       );
    00480       OffsetGroundSprite(31, 9);
    00481     }
    00482     ti->z += ApplyFoundationToSlope(f, &ti->tileh);
    00483   }
    00484 }
    00485
    00486 void DoClearSquare(TileIndex tile)
    00487 {
    00488   /* If the tile can have animation and we clear it, delete it from the animated tile list. */
    00489   if (_tile_type_procs[GetTileType(tile)]->animate_tile_proc != NULL) DeleteAnimatedTile(tile);
    00490
    00491   MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
    00492   MarkTileDirtyByTile(tile);
    00493 }
    00494
    00505 TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00506 {
    00507   return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode, side);
    00508 }
    00509
    00516 void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
    00517 {
    00518   _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_owner, new_owner);
    00519 }
    00520
    00521 void GetTileDesc(TileIndex tile, TileDesc *td)
    00522 {
    00523   _tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
    00524 }
    00525
    00531 bool IsSnowLineSet()
    00532 {
    00533   return _snow_line != NULL;
    00534 }
    00535
    00541 void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
    00542 {
    00543   _snow_line = CallocT<SnowLine>(1);
    00544   _snow_line->lowest_value = 0xFF;
    00545   memcpy(_snow_line->table, table, sizeof(_snow_line->table));
    00546
    00547   for (uint i = 0; i < SNOW_LINE_MONTHS; i++) {
    00548     for (uint j = 0; j < SNOW_LINE_DAYS; j++) {
    00549       _snow_line->highest_value = max(_snow_line->highest_value, table[i][j]);
    00550       _snow_line->lowest_value = min(_snow_line->lowest_value, table[i][j]);
    00551     }
    00552   }
    00553 }
    00554
    00560 byte GetSnowLine()
    00561 {
    00562   if (_snow_line == NULL) return _settings_game.game_creation.snow_line;
    00563
    00564   YearMonthDay ymd;
    00565   ConvertDateToYMD(_date, &ymd);
    00566   return _snow_line->table[ymd.month][ymd.day];
    00567 }
    00568
    00574 byte HighestSnowLine()
    00575 {
    00576   return _snow_line == NULL ? _settings_game.game_creation.snow_line : _snow_line->highest_value;
    00577 }
    00578
    00584 byte LowestSnowLine()
    00585 {
    00586   return _snow_line == NULL ? _settings_game.game_creation.snow_line : _snow_line->lowest_value;
    00587 }
    00588
    00593 void ClearSnowLine()
    00594 {
    00595   free(_snow_line);
    00596   _snow_line = NULL;
    00597 }
    00598
    00608 CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00609 {
    00610   CommandCost cost(EXPENSES_CONSTRUCTION);
    00611   bool do_clear = false;
    00612   /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
    00613   if ((flags & DC_FORCE_CLEAR_TILE) && HasTileWaterClass(tile) && IsTileOnWater(tile) && !IsWaterTile(tile) && !IsCoastTile(tile)) {
    00614     if ((flags & DC_AUTO) && GetWaterClass(tile) == WATER_CLASS_CANAL) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
    00615     do_clear = true;
    00616     cost.AddCost(GetWaterClass(tile) == WATER_CLASS_CANAL ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]);
    00617   }
    00618
    00619   Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);
    00620   if (c != NULL && (int)GB(c->clear_limit, 16, 16) < 1) {
    00621     return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED);
    00622   }
    00623
    00624   const ClearedObjectArea *coa = FindClearedObject(tile);
    00625
    00626   /* If this tile was the first tile which caused object destruction, always
    00627    * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
    00628   if (coa != NULL && coa->first_tile != tile) {
    00629     /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
    00630      * already removed.
    00631      * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
    00632
    00633     /* If a object is removed, it leaves either bare land or water. */
    00634     if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
    00635       return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00636     }
    00637   } else {
    00638     cost.AddCost(_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags));
    00639   }
    00640
    00641   if (flags & DC_EXEC) {
    00642     if (c != NULL) c->clear_limit -= 1 << 16;
    00643     if (do_clear) DoClearSquare(tile);
    00644   }
    00645   return cost;
    00646 }
    00647
    00658 CommandCost CmdClearArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00659 {
    00660   if (p1 >= MapSize()) return CMD_ERROR;
    00661
    00662   Money money = GetAvailableMoneyForCommand();
    00663   CommandCost cost(EXPENSES_CONSTRUCTION);
    00664   CommandCost last_error = CMD_ERROR;
    00665   bool had_success = false;
    00666
    00667   const Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);
    00668   int limit = (c == NULL ? INT32_MAX : GB(c->clear_limit, 16, 16));
    00669
    00670   TileArea ta(tile, p1);
    00671   TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(ta);
    00672   for (; *iter != INVALID_TILE; ++(*iter)) {
    00673     TileIndex t = *iter;
    00674     CommandCost ret = DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00675     if (ret.Failed()) {
    00676       last_error = ret;
    00677
    00678       /* We may not clear more tiles. */
    00679       if (c != NULL && GB(c->clear_limit, 16, 16) < 1) break;
    00680       continue;
    00681     }
    00682
    00683     had_success = true;
    00684     if (flags & DC_EXEC) {
    00685       money -= ret.GetCost();
    00686       if (ret.GetCost() > 0 && money < 0) {
    00687         _additional_cash_required = ret.GetCost();
    00688         delete iter;
    00689         return cost;
    00690       }
    00691       DoCommand(t, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00692
    00693       /* draw explosion animation... */
    00694       TileIndex off = t - ta.tile;
    00695       if ((TileX(off) == 0 || TileX(off) == ta.w - 1U) && (TileY(off) == 0 || TileY(off) == ta.h - 1U)) {
    00696         /* big explosion in each corner, or small explosion for single tiles */
    00697         CreateEffectVehicleAbove(TileX(t) * TILE_SIZE + TILE_SIZE / 2, TileY(t) * TILE_SIZE + TILE_SIZE / 2, 2,
    00698           ta.w == 1 && ta.h == 1 ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
    00699         );
    00700       }
    00701     } else {
    00702       /* When we're at the clearing limit we better bail (unneed) testing as well. */
    00703       if (ret.GetCost() != 0 && --limit <= 0) break;
    00704     }
    00705     cost.AddCost(ret);
    00706   }
    00707
    00708   delete iter;
    00709   return had_success ? cost : last_error;
    00710 }
    00711
    00712
    00713 TileIndex _cur_tileloop_tile;
    00714 #define TILELOOP_BITS 4
    00715 #define TILELOOP_SIZE (1 << TILELOOP_BITS)
    00716 #define TILELOOP_ASSERTMASK ((TILELOOP_SIZE - 1) + ((TILELOOP_SIZE - 1) << MapLogX()))
    00717 #define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS)
    00718
    00719 void RunTileLoop()
    00720 {
    00721   TileIndex tile = _cur_tileloop_tile;
    00722
    00723   assert((tile & ~TILELOOP_ASSERTMASK) == 0);
    00724   uint count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
    00725   do {
    00726     _tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
    00727
    00728     if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) {
    00729       tile += TILELOOP_SIZE; // no overflow
    00730     } else {
    00731       tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); // x would overflow, also increase y
    00732     }
    00733   } while (--count != 0);
    00734   assert((tile & ~TILELOOP_ASSERTMASK) == 0);
    00735
    00736   tile += 9;
    00737   if (tile & TILELOOP_CHKMASK) {
    00738     tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK;
    00739   }
    00740   _cur_tileloop_tile = tile;
    00741 }
    00742
    00743 void InitializeLandscape()
    00744 {
    00745   uint maxx = MapMaxX();
    00746   uint maxy = MapMaxY();
    00747   uint sizex = MapSizeX();
    00748
    00749   uint y;
    00750   for (y = _settings_game.construction.freeform_edges ? 1 : 0; y < maxy; y++) {
    00751     uint x;
    00752     for (x = _settings_game.construction.freeform_edges ? 1 : 0; x < maxx; x++) {
    00753       MakeClear(sizex * y + x, CLEAR_GRASS, 3);
    00754       SetTileHeight(sizex * y + x, 0);
    00755       SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
    00756       ClearBridgeMiddle(sizex * y + x);
    00757     }
    00758     MakeVoid(sizex * y + x);
    00759   }
    00760   for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
    00761 }
    00762
    00763 static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4  };
    00764 static const byte _genterrain_tbl_2[5] = {  0,  0,  0,  0, 33 };
    00765
    00766 static void GenerateTerrain(int type, uint flag)
    00767 {
    00768   uint32 r = Random();
    00769
    00770   const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845, ST_MAPGEN);
    00771
    00772   uint x = r & MapMaxX();
    00773   uint y = (r >> MapLogX()) & MapMaxY();
    00774
    00775   if (x < 2 || y < 2) return;
    00776
    00777   DiagDirection direction = (DiagDirection)GB(r, 22, 2);
    00778   uint w = templ->width;
    00779   uint h = templ->height;
    00780
    00781   if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h);
    00782
    00783   const byte *p = templ->data;
    00784
    00785   if ((flag & 4) != 0) {
    00786     uint xw = x * MapSizeY();
    00787     uint yw = y * MapSizeX();
    00788     uint bias = (MapSizeX() + MapSizeY()) * 16;
    00789
    00790     switch (flag & 3) {
    00791       default: NOT_REACHED();
    00792       case 0:
    00793         if (xw + yw > MapSize() - bias) return;
    00794         break;
    00795
    00796       case 1:
    00797         if (yw < xw + bias) return;
    00798         break;
    00799
    00800       case 2:
    00801         if (xw + yw < MapSize() + bias) return;
    00802         break;
    00803
    00804       case 3:
    00805         if (xw < yw + bias) return;
    00806         break;
    00807     }
    00808   }
    00809
    00810   if (x + w >= MapMaxX() - 1) return;
    00811   if (y + h >= MapMaxY() - 1) return;
    00812
    00813   Tile *tile = &_m[TileXY(x, y)];
    00814
    00815   switch (direction) {
    00816     default: NOT_REACHED();
    00817     case DIAGDIR_NE:
    00818       do {
    00819         Tile *tile_cur = tile;
    00820
    00821         for (uint w_cur = w; w_cur != 0; --w_cur) {
    00822           if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
    00823           p++;
    00824           tile_cur++;
    00825         }
    00826         tile += TileDiffXY(0, 1);
    00827       } while (--h != 0);
    00828       break;
    00829
    00830     case DIAGDIR_SE:
    00831       do {
    00832         Tile *tile_cur = tile;
    00833
    00834         for (uint h_cur = h; h_cur != 0; --h_cur) {
    00835           if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
    00836           p++;
    00837           tile_cur += TileDiffXY(0, 1);
    00838         }
    00839         tile += TileDiffXY(1, 0);
    00840       } while (--w != 0);
    00841       break;
    00842
    00843     case DIAGDIR_SW:
    00844       tile += TileDiffXY(w - 1, 0);
    00845       do {
    00846         Tile *tile_cur = tile;
    00847
    00848         for (uint w_cur = w; w_cur != 0; --w_cur) {
    00849           if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
    00850           p++;
    00851           tile_cur--;
    00852         }
    00853         tile += TileDiffXY(0, 1);
    00854       } while (--h != 0);
    00855       break;
    00856
    00857     case DIAGDIR_NW:
    00858       tile += TileDiffXY(0, h - 1);
    00859       do {
    00860         Tile *tile_cur = tile;
    00861
    00862         for (uint h_cur = h; h_cur != 0; --h_cur) {
    00863           if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
    00864           p++;
    00865           tile_cur -= TileDiffXY(0, 1);
    00866         }
    00867         tile += TileDiffXY(1, 0);
    00868       } while (--w != 0);
    00869       break;
    00870   }
    00871 }
    00872
    00873
    00874 #include "table/genland.h"
    00875
    00876 static void CreateDesertOrRainForest()
    00877 {
    00878   TileIndex update_freq = MapSize() / 4;
    00879   const TileIndexDiffC *data;
    00880
    00881   for (TileIndex tile = 0; tile != MapSize(); ++tile) {
    00882     if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00883
    00884     if (!IsValidTile(tile)) continue;
    00885
    00886     for (data = _make_desert_or_rainforest_data;
    00887         data != endof(_make_desert_or_rainforest_data); ++data) {
    00888       TileIndex t = AddTileIndexDiffCWrap(tile, *data);
    00889       if (t != INVALID_TILE && (TileHeight(t) >= 4 || IsTileType(t, MP_WATER))) break;
    00890     }
    00891     if (data == endof(_make_desert_or_rainforest_data)) {
    00892       SetTropicZone(tile, TROPICZONE_DESERT);
    00893     }
    00894   }
    00895
    00896   for (uint i = 0; i != 256; i++) {
    00897     if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00898
    00899     RunTileLoop();
    00900   }
    00901
    00902   for (TileIndex tile = 0; tile != MapSize(); ++tile) {
    00903     if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00904
    00905     if (!IsValidTile(tile)) continue;
    00906
    00907     for (data = _make_desert_or_rainforest_data;
    00908         data != endof(_make_desert_or_rainforest_data); ++data) {
    00909       TileIndex t = AddTileIndexDiffCWrap(tile, *data);
    00910       if (t != INVALID_TILE && IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
    00911     }
    00912     if (data == endof(_make_desert_or_rainforest_data)) {
    00913       SetTropicZone(tile, TROPICZONE_RAINFOREST);
    00914     }
    00915   }
    00916 }
    00917
    00918 void GenerateLandscape(byte mode)
    00919 {
    00921   enum GenLandscapeSteps {
    00922     GLS_HEIGHTMAP    =  3,
    00923     GLS_TERRAGENESIS =  5,
    00924     GLS_ORIGINAL     =  2,
    00925     GLS_TROPIC       = 12,
    00926     GLS_OTHER        =  0,
    00927   };
    00928   uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
    00929
    00930   if (mode == GWM_HEIGHTMAP) {
    00931     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
    00932     LoadHeightmap(_file_to_saveload.name);
    00933     IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00934   } else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
    00935     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
    00936     GenerateTerrainPerlin();
    00937   } else {
    00938     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
    00939     if (_settings_game.construction.freeform_edges) {
    00940       for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
    00941       for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
    00942     }
    00943     switch (_settings_game.game_creation.landscape) {
    00944       case LT_ARCTIC: {
    00945         uint32 r = Random();
    00946
    00947         for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
    00948           GenerateTerrain(2, 0);
    00949         }
    00950
    00951         uint flag = GB(r, 7, 2) | 4;
    00952         for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
    00953           GenerateTerrain(4, flag);
    00954         }
    00955         break;
    00956       }
    00957
    00958       case LT_TROPIC: {
    00959         uint32 r = Random();
    00960
    00961         for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
    00962           GenerateTerrain(0, 0);
    00963         }
    00964
    00965         uint flag = GB(r, 7, 2) | 4;
    00966         for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
    00967           GenerateTerrain(0, flag);
    00968         }
    00969
    00970         flag ^= 2;
    00971
    00972         for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
    00973           GenerateTerrain(3, flag);
    00974         }
    00975         break;
    00976       }
    00977
    00978       default: {
    00979         uint32 r = Random();
    00980
    00981         assert(_settings_game.difficulty.quantity_sea_lakes != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
    00982         uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
    00983         for (; i != 0; --i) {
    00984           GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
    00985         }
    00986         break;
    00987       }
    00988     }
    00989   }
    00990
    00991   /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
    00992    * it allows screen redraw. Drawing of broken slopes crashes the game */
    00993   FixSlopes();
    00994   IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00995   ConvertGroundTilesIntoWaterTiles();
    00996   IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00997
    00998   if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
    00999 }
    01000
    01001 void OnTick_Town();
    01002 void OnTick_Trees();
    01003 void OnTick_Station();
    01004 void OnTick_Industry();
    01005
    01006 void OnTick_Companies();
    01007
    01008 void CallLandscapeTick()
    01009 {
    01010   OnTick_Town();
    01011   OnTick_Trees();
    01012   OnTick_Station();
    01013   OnTick_Industry();
    01014
    01015   OnTick_Companies();
    01016 }