# 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 "company_func.h"
    00033 #include "pathfinder/npf/aystar.h"
    00034 #include <list>
    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 = 1 + (IsSteepSlope(*s) ? 1 : 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) ? 1 : 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 GetPartialPixelZ(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 GetSlopeMaxPixelZ(corners);
    00154         break;
    00155
    00156       case CORNER_S:
    00157         if (x - (y ^ 0xF) >= 0) return GetSlopeMaxPixelZ(corners);
    00158         break;
    00159
    00160       case CORNER_E:
    00161         if (y - x >= 0) return GetSlopeMaxPixelZ(corners);
    00162         break;
    00163
    00164       case CORNER_N:
    00165         if ((y ^ 0xF) - x >= 0) return GetSlopeMaxPixelZ(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 int GetSlopePixelZ(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 ? 1 : 0) + (tileh == SteepSlope(corner) ? 1 : 0);
    00295 }
    00296
    00309 void GetSlopePixelZOnEdge(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, int *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   int z;
    00351
    00352   int z_W_here = z_here;
    00353   int z_N_here = z_here;
    00354   GetSlopePixelZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);
    00355
    00356   Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, 0, -1), &z);
    00357   int z_W = z;
    00358   int z_N = z;
    00359   GetSlopePixelZOnEdge(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   int z;
    00368
    00369   int z_E_here = z_here;
    00370   int z_N_here = z_here;
    00371   GetSlopePixelZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);
    00372
    00373   Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, -1, 0), &z);
    00374   int z_E = z;
    00375   int z_N = z;
    00376   GetSlopePixelZOnEdge(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   int z;
    00395   Slope slope = GetFoundationPixelSlope(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 += ApplyPixelFoundationToSlope(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 += ApplyPixelFoundationToSlope(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_height;
    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_height : _snow_line->highest_value;
    00577 }
    00578
    00584 byte LowestSnowLine()
    00585 {
    00586   return _snow_line == NULL ? _settings_game.game_creation.snow_line_height : _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        * Disable explosions when game is paused. Looks silly and blocks the view. */
    00695       TileIndex off = t - ta.tile;
    00696       if ((TileX(off) == 0 || TileX(off) == ta.w - 1U) && (TileY(off) == 0 || TileY(off) == ta.h - 1U) && _pause_mode == PM_UNPAUSED) {
    00697         /* big explosion in each corner, or small explosion for single tiles */
    00698         CreateEffectVehicleAbove(TileX(t) * TILE_SIZE + TILE_SIZE / 2, TileY(t) * TILE_SIZE + TILE_SIZE / 2, 2,
    00699           ta.w == 1 && ta.h == 1 ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
    00700         );
    00701       }
    00702     } else {
    00703       /* When we're at the clearing limit we better bail (unneed) testing as well. */
    00704       if (ret.GetCost() != 0 && --limit <= 0) break;
    00705     }
    00706     cost.AddCost(ret);
    00707   }
    00708
    00709   delete iter;
    00710   return had_success ? cost : last_error;
    00711 }
    00712
    00713
    00714 TileIndex _cur_tileloop_tile;
    00715 #define TILELOOP_BITS 4
    00716 #define TILELOOP_SIZE (1 << TILELOOP_BITS)
    00717 #define TILELOOP_ASSERTMASK ((TILELOOP_SIZE - 1) + ((TILELOOP_SIZE - 1) << MapLogX()))
    00718 #define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS)
    00719
    00720 void RunTileLoop()
    00721 {
    00722   TileIndex tile = _cur_tileloop_tile;
    00723
    00724   assert((tile & ~TILELOOP_ASSERTMASK) == 0);
    00725   uint count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
    00726   do {
    00727     _tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
    00728
    00729     if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) {
    00730       tile += TILELOOP_SIZE; // no overflow
    00731     } else {
    00732       tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); // x would overflow, also increase y
    00733     }
    00734   } while (--count != 0);
    00735   assert((tile & ~TILELOOP_ASSERTMASK) == 0);
    00736
    00737   tile += 9;
    00738   if (tile & TILELOOP_CHKMASK) {
    00739     tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK;
    00740   }
    00741   _cur_tileloop_tile = tile;
    00742 }
    00743
    00744 void InitializeLandscape()
    00745 {
    00746   uint maxx = MapMaxX();
    00747   uint maxy = MapMaxY();
    00748   uint sizex = MapSizeX();
    00749
    00750   uint y;
    00751   for (y = _settings_game.construction.freeform_edges ? 1 : 0; y < maxy; y++) {
    00752     uint x;
    00753     for (x = _settings_game.construction.freeform_edges ? 1 : 0; x < maxx; x++) {
    00754       MakeClear(sizex * y + x, CLEAR_GRASS, 3);
    00755       SetTileHeight(sizex * y + x, 0);
    00756       SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
    00757       ClearBridgeMiddle(sizex * y + x);
    00758     }
    00759     MakeVoid(sizex * y + x);
    00760   }
    00761   for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
    00762 }
    00763
    00764 static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4  };
    00765 static const byte _genterrain_tbl_2[5] = {  0,  0,  0,  0, 33 };
    00766
    00767 static void GenerateTerrain(int type, uint flag)
    00768 {
    00769   uint32 r = Random();
    00770
    00771   const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845, ST_MAPGEN);
    00772   if (templ == NULL) usererror("Map generator sprites could not be loaded");
    00773
    00774   uint x = r & MapMaxX();
    00775   uint y = (r >> MapLogX()) & MapMaxY();
    00776
    00777   if (x < 2 || y < 2) return;
    00778
    00779   DiagDirection direction = (DiagDirection)GB(r, 22, 2);
    00780   uint w = templ->width;
    00781   uint h = templ->height;
    00782
    00783   if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h);
    00784
    00785   const byte *p = templ->data;
    00786
    00787   if ((flag & 4) != 0) {
    00788     uint xw = x * MapSizeY();
    00789     uint yw = y * MapSizeX();
    00790     uint bias = (MapSizeX() + MapSizeY()) * 16;
    00791
    00792     switch (flag & 3) {
    00793       default: NOT_REACHED();
    00794       case 0:
    00795         if (xw + yw > MapSize() - bias) return;
    00796         break;
    00797
    00798       case 1:
    00799         if (yw < xw + bias) return;
    00800         break;
    00801
    00802       case 2:
    00803         if (xw + yw < MapSize() + bias) return;
    00804         break;
    00805
    00806       case 3:
    00807         if (xw < yw + bias) return;
    00808         break;
    00809     }
    00810   }
    00811
    00812   if (x + w >= MapMaxX() - 1) return;
    00813   if (y + h >= MapMaxY() - 1) return;
    00814
    00815   TileIndex tile = TileXY(x, y);
    00816
    00817   switch (direction) {
    00818     default: NOT_REACHED();
    00819     case DIAGDIR_NE:
    00820       do {
    00821         TileIndex tile_cur = tile;
    00822
    00823         for (uint w_cur = w; w_cur != 0; --w_cur) {
    00824           if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
    00825           p++;
    00826           tile_cur++;
    00827         }
    00828         tile += TileDiffXY(0, 1);
    00829       } while (--h != 0);
    00830       break;
    00831
    00832     case DIAGDIR_SE:
    00833       do {
    00834         TileIndex tile_cur = tile;
    00835
    00836         for (uint h_cur = h; h_cur != 0; --h_cur) {
    00837           if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
    00838           p++;
    00839           tile_cur += TileDiffXY(0, 1);
    00840         }
    00841         tile += TileDiffXY(1, 0);
    00842       } while (--w != 0);
    00843       break;
    00844
    00845     case DIAGDIR_SW:
    00846       tile += TileDiffXY(w - 1, 0);
    00847       do {
    00848         TileIndex tile_cur = tile;
    00849
    00850         for (uint w_cur = w; w_cur != 0; --w_cur) {
    00851           if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
    00852           p++;
    00853           tile_cur--;
    00854         }
    00855         tile += TileDiffXY(0, 1);
    00856       } while (--h != 0);
    00857       break;
    00858
    00859     case DIAGDIR_NW:
    00860       tile += TileDiffXY(0, h - 1);
    00861       do {
    00862         TileIndex tile_cur = tile;
    00863
    00864         for (uint h_cur = h; h_cur != 0; --h_cur) {
    00865           if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
    00866           p++;
    00867           tile_cur -= TileDiffXY(0, 1);
    00868         }
    00869         tile += TileDiffXY(1, 0);
    00870       } while (--w != 0);
    00871       break;
    00872   }
    00873 }
    00874
    00875
    00876 #include "table/genland.h"
    00877
    00878 static void CreateDesertOrRainForest()
    00879 {
    00880   TileIndex update_freq = MapSize() / 4;
    00881   const TileIndexDiffC *data;
    00882
    00883   for (TileIndex tile = 0; tile != MapSize(); ++tile) {
    00884     if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00885
    00886     if (!IsValidTile(tile)) continue;
    00887
    00888     for (data = _make_desert_or_rainforest_data;
    00889         data != endof(_make_desert_or_rainforest_data); ++data) {
    00890       TileIndex t = AddTileIndexDiffCWrap(tile, *data);
    00891       if (t != INVALID_TILE && (TileHeight(t) >= 4 || IsTileType(t, MP_WATER))) break;
    00892     }
    00893     if (data == endof(_make_desert_or_rainforest_data)) {
    00894       SetTropicZone(tile, TROPICZONE_DESERT);
    00895     }
    00896   }
    00897
    00898   for (uint i = 0; i != 256; i++) {
    00899     if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00900
    00901     RunTileLoop();
    00902   }
    00903
    00904   for (TileIndex tile = 0; tile != MapSize(); ++tile) {
    00905     if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00906
    00907     if (!IsValidTile(tile)) continue;
    00908
    00909     for (data = _make_desert_or_rainforest_data;
    00910         data != endof(_make_desert_or_rainforest_data); ++data) {
    00911       TileIndex t = AddTileIndexDiffCWrap(tile, *data);
    00912       if (t != INVALID_TILE && IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
    00913     }
    00914     if (data == endof(_make_desert_or_rainforest_data)) {
    00915       SetTropicZone(tile, TROPICZONE_RAINFOREST);
    00916     }
    00917   }
    00918 }
    00919
    00926 static bool FindSpring(TileIndex tile, void *user_data)
    00927 {
    00928   int referenceHeight;
    00929   Slope s = GetTileSlope(tile, &referenceHeight);
    00930   if (s != SLOPE_FLAT || IsWaterTile(tile)) return false;
    00931
    00932   /* In the tropics rivers start in the rainforest. */
    00933   if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
    00934
    00935   /* Are there enough higher tiles to warrant a 'spring'? */
    00936   uint num = 0;
    00937   for (int dx = -1; dx <= 1; dx++) {
    00938     for (int dy = -1; dy <= 1; dy++) {
    00939       TileIndex t = TileAddWrap(tile, dx, dy);
    00940       if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
    00941     }
    00942   }
    00943
    00944   if (num < 4) return false;
    00945
    00946   /* Are we near the top of a hill? */
    00947   for (int dx = -16; dx <= 16; dx++) {
    00948     for (int dy = -16; dy <= 16; dy++) {
    00949       TileIndex t = TileAddWrap(tile, dx, dy);
    00950       if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2) return false;
    00951     }
    00952   }
    00953
    00954   return true;
    00955 }
    00956
    00963 static bool MakeLake(TileIndex tile, void *user_data)
    00964 {
    00965   uint height = *(uint*)user_data;
    00966   if (!IsValidTile(tile) || TileHeight(tile) != height || GetTileSlope(tile) != SLOPE_FLAT) return false;
    00967   if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
    00968
    00969   for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
    00970     TileIndex t2 = tile + TileOffsByDiagDir(d);
    00971     if (IsWaterTile(t2)) {
    00972       MakeRiver(tile, Random());
    00973       return false;
    00974     }
    00975   }
    00976
    00977   return false;
    00978 }
    00979
    00986 static bool FlowsDown(TileIndex begin, TileIndex end)
    00987 {
    00988   assert(DistanceManhattan(begin, end) == 1);
    00989
    00990   int heightBegin;
    00991   int heightEnd;
    00992   Slope slopeBegin = GetTileSlope(begin, &heightBegin);
    00993   Slope slopeEnd   = GetTileSlope(end, &heightEnd);
    00994
    00995   return heightEnd <= heightBegin &&
    00996       /* Slope either is inclined or flat; rivers don't support other slopes. */
    00997       (slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
    00998       /* Slope continues, then it must be lower... or either end must be flat. */
    00999       ((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
    01000 }
    01001
    01002 /* AyStar callback for checking whether we reached our destination. */
    01003 static int32 River_EndNodeCheck(AyStar *aystar, OpenListNode *current)
    01004 {
    01005   return current->path.node.tile == *(TileIndex*)aystar->user_target ? AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
    01006 }
    01007
    01008 /* AyStar callback for getting the cost of the current node. */
    01009 static int32 River_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
    01010 {
    01011   return 1 + RandomRange(_settings_game.game_creation.river_route_random);
    01012 }
    01013
    01014 /* AyStar callback for getting the estimated cost to the destination. */
    01015 static int32 River_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
    01016 {
    01017   return DistanceManhattan(*(TileIndex*)aystar->user_target, current->tile);
    01018 }
    01019
    01020 /* AyStar callback for getting the neighbouring nodes of the given node. */
    01021 static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
    01022 {
    01023   TileIndex tile = current->path.node.tile;
    01024
    01025   aystar->num_neighbours = 0;
    01026   for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
    01027     TileIndex t2 = tile + TileOffsByDiagDir(d);
    01028     if (IsValidTile(t2) && FlowsDown(tile, t2)) {
    01029       aystar->neighbours[aystar->num_neighbours].tile = t2;
    01030       aystar->neighbours[aystar->num_neighbours].direction = INVALID_TRACKDIR;
    01031       aystar->num_neighbours++;
    01032     }
    01033   }
    01034 }
    01035
    01036 /* AyStar callback when an route has been found. */
    01037 static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
    01038 {
    01039   for (PathNode *path = &current->path; path != NULL; path = path->parent) {
    01040     TileIndex tile = path->node.tile;
    01041     if (!IsWaterTile(tile)) {
    01042       MakeRiver(tile, Random());
    01043       /* Remove desert directly around the river tile. */
    01044       CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
    01045     }
    01046   }
    01047 }
    01048
    01049 static const uint RIVER_HASH_SIZE = 8;
    01050
    01057 static uint River_Hash(uint tile, uint dir)
    01058 {
    01059   return GB(TileHash(TileX(tile), TileY(tile)), 0, RIVER_HASH_SIZE);
    01060 }
    01061
    01067 static void BuildRiver(TileIndex begin, TileIndex end)
    01068 {
    01069   AyStar finder;
    01070   MemSetT(&finder, 0);
    01071   finder.CalculateG = River_CalculateG;
    01072   finder.CalculateH = River_CalculateH;
    01073   finder.GetNeighbours = River_GetNeighbours;
    01074   finder.EndNodeCheck = River_EndNodeCheck;
    01075   finder.FoundEndNode = River_FoundEndNode;
    01076   finder.user_target = &end;
    01077
    01078   finder.Init(River_Hash, 1 << RIVER_HASH_SIZE);
    01079
    01080   AyStarNode start;
    01081   start.tile = begin;
    01082   start.direction = INVALID_TRACKDIR;
    01083   finder.AddStartNode(&start, 0);
    01084   finder.Main();
    01085   finder.Free();
    01086 }
    01087
    01095 static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
    01096 {
    01097   uint height = TileHeight(begin);
    01098   if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
    01099
    01100   MemSetT(marks, 0, MapSize());
    01101   marks[begin] = true;
    01102
    01103   /* Breadth first search for the closest tile we can flow down to. */
    01104   std::list<TileIndex> queue;
    01105   queue.push_back(begin);
    01106
    01107   bool found = false;
    01108   uint count = 0; // Number of tiles considered; to be used for lake location guessing.
    01109   TileIndex end;
    01110   do {
    01111     end = queue.front();
    01112     queue.pop_front();
    01113
    01114     uint height2 = TileHeight(end);
    01115     if (GetTileSlope(end) == SLOPE_FLAT && (height2 < height || (height2 == height && IsWaterTile(end)))) {
    01116       found = true;
    01117       break;
    01118     }
    01119
    01120     for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
    01121       TileIndex t2 = end + TileOffsByDiagDir(d);
    01122       if (IsValidTile(t2) && !marks[t2] && FlowsDown(end, t2)) {
    01123         marks[t2] = true;
    01124         count++;
    01125         queue.push_back(t2);
    01126       }
    01127     }
    01128   } while (!queue.empty());
    01129
    01130   if (found) {
    01131     /* Flow further down hill. */
    01132     found = FlowRiver(marks, spring, end);
    01133   } else if (count > 32) {
    01134     /* Maybe we can make a lake. Find the Nth of the considered tiles. */
    01135     TileIndex lakeCenter = 0;
    01136     for (int i = RandomRange(count - 1); i != 0; lakeCenter++) {
    01137       if (marks[lakeCenter]) i--;
    01138     }
    01139
    01140     if (IsValidTile(lakeCenter) &&
    01141         /* A river, or lake, can only be built on flat slopes. */
    01142         GetTileSlope(lakeCenter) == SLOPE_FLAT &&
    01143         /* We want the lake to be built at the height of the river. */
    01144         TileHeight(begin) == TileHeight(lakeCenter) &&
    01145         /* We don't want the lake at the entry of the valley. */
    01146         lakeCenter != begin &&
    01147         /* We don't want lakes in the desert. */
    01148         (_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
    01149         /* We only want a lake if the river is long enough. */
    01150         DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
    01151       end = lakeCenter;
    01152       MakeRiver(lakeCenter, Random());
    01153       uint range = RandomRange(8) + 3;
    01154       CircularTileSearch(&lakeCenter, range, MakeLake, &height);
    01155       /* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
    01156       lakeCenter = end;
    01157       CircularTileSearch(&lakeCenter, range, MakeLake, &height);
    01158       found = true;
    01159     }
    01160   }
    01161
    01162   if (found) BuildRiver(begin, end);
    01163   return found;
    01164 }
    01165
    01169 static void CreateRivers()
    01170 {
    01171   int amount = _settings_game.game_creation.amount_of_rivers;
    01172   if (amount == 0) return;
    01173
    01174   uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
    01175   SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
    01176   bool *marks = CallocT<bool>(MapSize());
    01177
    01178   for (; wells != 0; wells--) {
    01179     IncreaseGeneratingWorldProgress(GWP_RIVER);
    01180     for (int tries = 0; tries < 128; tries++) {
    01181       TileIndex t = RandomTile();
    01182       if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
    01183       if (FlowRiver(marks, t, t)) break;
    01184     }
    01185   }
    01186
    01187   free(marks);
    01188
    01189   /* Run tile loop to update the ground density. */
    01190   for (uint i = 0; i != 256; i++) {
    01191     if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
    01192     RunTileLoop();
    01193   }
    01194 }
    01195
    01196 void GenerateLandscape(byte mode)
    01197 {
    01199   enum GenLandscapeSteps {
    01200     GLS_HEIGHTMAP    =  3,
    01201     GLS_TERRAGENESIS =  5,
    01202     GLS_ORIGINAL     =  2,
    01203     GLS_TROPIC       = 12,
    01204     GLS_OTHER        =  0,
    01205   };
    01206   uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
    01207
    01208   if (mode == GWM_HEIGHTMAP) {
    01209     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
    01210     LoadHeightmap(_file_to_saveload.name);
    01211     IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    01212   } else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
    01213     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
    01214     GenerateTerrainPerlin();
    01215   } else {
    01216     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
    01217     if (_settings_game.construction.freeform_edges) {
    01218       for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
    01219       for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
    01220     }
    01221     switch (_settings_game.game_creation.landscape) {
    01222       case LT_ARCTIC: {
    01223         uint32 r = Random();
    01224
    01225         for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
    01226           GenerateTerrain(2, 0);
    01227         }
    01228
    01229         uint flag = GB(r, 7, 2) | 4;
    01230         for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
    01231           GenerateTerrain(4, flag);
    01232         }
    01233         break;
    01234       }
    01235
    01236       case LT_TROPIC: {
    01237         uint32 r = Random();
    01238
    01239         for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
    01240           GenerateTerrain(0, 0);
    01241         }
    01242
    01243         uint flag = GB(r, 7, 2) | 4;
    01244         for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
    01245           GenerateTerrain(0, flag);
    01246         }
    01247
    01248         flag ^= 2;
    01249
    01250         for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
    01251           GenerateTerrain(3, flag);
    01252         }
    01253         break;
    01254       }
    01255
    01256       default: {
    01257         uint32 r = Random();
    01258
    01259         assert(_settings_game.difficulty.quantity_sea_lakes != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
    01260         uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
    01261         for (; i != 0; --i) {
    01262           GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
    01263         }
    01264         break;
    01265       }
    01266     }
    01267   }
    01268
    01269   /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
    01270    * it allows screen redraw. Drawing of broken slopes crashes the game */
    01271   FixSlopes();
    01272   IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    01273   ConvertGroundTilesIntoWaterTiles();
    01274   IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    01275
    01276   if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
    01277
    01278   CreateRivers();
    01279 }
    01280
    01281 void OnTick_Town();
    01282 void OnTick_Trees();
    01283 void OnTick_Station();
    01284 void OnTick_Industry();
    01285
    01286 void OnTick_Companies();
    01287 void OnTick_LinkGraph();
    01288
    01289 void CallLandscapeTick()
    01290 {
    01291   OnTick_Town();
    01292   OnTick_Trees();
    01293   OnTick_Station();
    01294   OnTick_Industry();
    01295
    01296   OnTick_Companies();
    01297   OnTick_LinkGraph();
    01298 }