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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
00313
00314 {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N},
00315 {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E},
00316 {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W},
00317 {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N},
00318 };
00319
00320 int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
00321 if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT;
00322 if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT;
00323
00324 if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT;
00325 if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT;
00326 if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT;
00327 if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT;
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
00391 assert(f != FOUNDATION_STEEP_BOTH);
00392
00393 uint sprite_block = 0;
00394 int z;
00395 Slope slope = GetFoundationPixelSlope(ti->tile, &z);
00396
00397
00398
00399
00400
00401
00402
00403 if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
00404 if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
00405
00406
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
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
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
00437 OffsetGroundSprite(31, 1);
00438 } else {
00439
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
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
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
00461 SpriteID spr;
00462 if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) {
00463
00464 spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f));
00465 } else {
00466
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
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
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
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
00627
00628 if (coa != NULL && coa->first_tile != tile) {
00629
00630
00631
00632
00633
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
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
00694
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
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
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;
00731 } else {
00732 tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE));
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
00933 if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
00934
00935
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
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
00997 (slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
00998
00999 ((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
01000 }
01001
01002
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
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
01015 static int32 River_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
01016 {
01017 return DistanceManhattan(*(TileIndex*)aystar->user_target, current->tile);
01018 }
01019
01020
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
01037 static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
01038 {
01039 for (PathNode *path = ¤t->path; path != NULL; path = path->parent) {
01040 TileIndex tile = path->node.tile;
01041 if (!IsWaterTile(tile)) {
01042 MakeRiver(tile, Random());
01043
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
01104 std::list<TileIndex> queue;
01105 queue.push_back(begin);
01106
01107 bool found = false;
01108 uint count = 0;
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
01132 found = FlowRiver(marks, spring, end);
01133 } else if (count > 32) {
01134
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
01142 GetTileSlope(lakeCenter) == SLOPE_FLAT &&
01143
01144 TileHeight(begin) == TileHeight(lakeCenter) &&
01145
01146 lakeCenter != begin &&
01147
01148 (_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
01149
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
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);
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
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
01270
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 }