/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "bridge_map.h" #include "heightmap.h" #include "clear_map.h" #include "player.h" #include "spritecache.h" #include "table/sprites.h" #include #include "viewport.h" #include "command_func.h" #include "landscape.h" #include "variables.h" #include "void_map.h" #include "water_map.h" #include "tgp.h" #include "genworld.h" #include "tile_cmd.h" #include "core/alloc_func.hpp" #include "fios.h" #include "window_func.h" #include "functions.h" #include "date_func.h" #include "vehicle_func.h" extern const TileTypeProcs _tile_type_clear_procs, _tile_type_rail_procs, _tile_type_road_procs, _tile_type_town_procs, _tile_type_trees_procs, _tile_type_station_procs, _tile_type_water_procs, _tile_type_dummy_procs, _tile_type_industry_procs, _tile_type_tunnelbridge_procs, _tile_type_unmovable_procs; const TileTypeProcs * const _tile_type_procs[16] = { &_tile_type_clear_procs, &_tile_type_rail_procs, &_tile_type_road_procs, &_tile_type_town_procs, &_tile_type_trees_procs, &_tile_type_station_procs, &_tile_type_water_procs, &_tile_type_dummy_procs, &_tile_type_industry_procs, &_tile_type_tunnelbridge_procs, &_tile_type_unmovable_procs, }; /* landscape slope => sprite */ const byte _tileh_to_sprite[32] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0, }; SnowLine *_snow_line = NULL; /** * Applys a foundation to a slope. * * @pre Foundation and slope must be valid combined. * @param f The #Foundation. * @param s The #Slope to modify. * @return Increment to the tile Z coordinate. */ uint ApplyFoundationToSlope(Foundation f, Slope *s) { if (!IsFoundation(f)) return 0; if (IsLeveledFoundation(f)) { *s = SLOPE_FLAT; return TILE_HEIGHT; } if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) { *s = HalftileSlope(*s, GetHalftileFoundationCorner(f)); return 0; } if (IsSpecialRailFoundation(f)) { *s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f))); return 0; } uint dz = IsSteepSlope(*s) ? TILE_HEIGHT : 0; Corner highest_corner = GetHighestSlopeCorner(*s); switch (f) { case FOUNDATION_INCLINED_X: *s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE); break; case FOUNDATION_INCLINED_Y: *s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW); break; case FOUNDATION_STEEP_LOWER: *s = SlopeWithOneCornerRaised(highest_corner); break; case FOUNDATION_STEEP_BOTH: *s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner); break; default: NOT_REACHED(); } return dz; } uint GetPartialZ(int x, int y, Slope corners) { if (IsHalftileSlope(corners)) { switch (GetHalftileSlopeCorner(corners)) { case CORNER_W: if (x - y >= 0) return GetSlopeMaxZ(corners); break; case CORNER_S: if (x - (y ^ 0xF) >= 0) return GetSlopeMaxZ(corners); break; case CORNER_E: if (y - x >= 0) return GetSlopeMaxZ(corners); break; case CORNER_N: if ((y ^ 0xF) - x >= 0) return GetSlopeMaxZ(corners); break; default: NOT_REACHED(); } } int z = 0; switch (corners & ~SLOPE_HALFTILE_MASK) { case SLOPE_W: if (x - y >= 0) z = (x - y) >> 1; break; case SLOPE_S: y ^= 0xF; if ( (x - y) >= 0) z = (x - y) >> 1; break; case SLOPE_SW: z = (x >> 1) + 1; break; case SLOPE_E: if (y - x >= 0) z = (y - x) >> 1; break; case SLOPE_EW: case SLOPE_NS: case SLOPE_ELEVATED: z = 4; break; case SLOPE_SE: z = (y >> 1) + 1; break; case SLOPE_WSE: z = 8; y ^= 0xF; if (x - y < 0) z += (x - y) >> 1; break; case SLOPE_N: y ^= 0xF; if (y - x >= 0) z = (y - x) >> 1; break; case SLOPE_NW: z = (y ^ 0xF) >> 1; break; case SLOPE_NWS: z = 8; if (x - y < 0) z += (x - y) >> 1; break; case SLOPE_NE: z = (x ^ 0xF) >> 1; break; case SLOPE_ENW: z = 8; y ^= 0xF; if (y - x < 0) z += (y - x) >> 1; break; case SLOPE_SEN: z = 8; if (y - x < 0) z += (y - x) >> 1; break; case SLOPE_STEEP_S: z = 1 + ((x + y) >> 1); break; case SLOPE_STEEP_W: z = 1 + ((x + (y ^ 0xF)) >> 1); break; case SLOPE_STEEP_N: z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1); break; case SLOPE_STEEP_E: z = 1 + (((x ^ 0xF) + y) >> 1); break; default: break; } return z; } uint GetSlopeZ(int x, int y) { TileIndex tile = TileVirtXY(x, y); return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y); } /** * Determine the Z height of a corner relative to TileZ. * * @pre The slope must not be a halftile slope. * * @param tileh The slope. * @param corner The corner. * @return Z position of corner relative to TileZ. */ int GetSlopeZInCorner(Slope tileh, Corner corner) { assert(!IsHalftileSlope(tileh)); static const int _corner_slopes[4][2] = { { SLOPE_W, SLOPE_STEEP_W }, { SLOPE_S, SLOPE_STEEP_S }, { SLOPE_E, SLOPE_STEEP_E }, { SLOPE_N, SLOPE_STEEP_N } }; return ((tileh & _corner_slopes[corner][0]) != 0 ? TILE_HEIGHT : 0) + (tileh == _corner_slopes[corner][1] ? TILE_HEIGHT : 0); } /** * Determine the Z height of the corners of a specific tile edge * * @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. it's edges. * * @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added. * * @param tileh The slope of the tile. * @param edge The edge of interest. * @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera) * @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera) */ void GetSlopeZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2) { static const Slope corners[4][4] = { /* corner | steep slope * z1 z2 | z1 z2 */ {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N }; int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0); if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side. if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side. if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised if ((tileh & ~SLOPE_HALFTILE_MASK) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope if ((tileh & ~SLOPE_HALFTILE_MASK) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope } static Slope GetFoundationSlope(TileIndex tile, uint* z) { Slope tileh = GetTileSlope(tile, z); Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh); *z += ApplyFoundationToSlope(f, &tileh); return tileh; } static bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here) { uint z; int z_W_here = z_here; int z_N_here = z_here; GetSlopeZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here); Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z); int z_W = z; int z_N = z; GetSlopeZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N); return (z_N_here > z_N) || (z_W_here > z_W); } static bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here) { uint z; int z_E_here = z_here; int z_N_here = z_here; GetSlopeZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here); Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z); int z_E = z; int z_N = z; GetSlopeZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N); return (z_N_here > z_N) || (z_E_here > z_E); } void DrawFoundation(TileInfo *ti, Foundation f) { if (!IsFoundation(f)) return; /* Two part foundations must be drawn separately */ assert(f != FOUNDATION_STEEP_BOTH); uint sprite_block = 0; uint z; Slope slope = GetFoundationSlope(ti->tile, &z); /* Select the needed block of foundations sprites * Block 0: Walls at NW and NE edge * Block 1: Wall at NE edge * Block 2: Wall at NW edge * Block 3: No walls at NW or NE edge */ if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1; if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2; /* Use the original slope sprites if NW and NE borders should be visible */ SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE)); SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE; SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE; if (IsSteepSlope(ti->tileh)) { if (!IsNonContinuousFoundation(f)) { /* Lower part of foundation */ AddSortableSpriteToDraw( leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z ); } Corner highest_corner = GetHighestSlopeCorner(ti->tileh); ti->z += ApplyFoundationToSlope(f, &ti->tileh); if (IsInclinedFoundation(f)) { /* inclined foundation */ byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0); AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z); OffsetGroundSprite(31, 9); } else if (f == FOUNDATION_STEEP_LOWER) { /* one corner raised */ OffsetGroundSprite(31, 1); } else { /* halftile foundation */ int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0); int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0); AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT); OffsetGroundSprite(31, 9); } } else { if (IsLeveledFoundation(f)) { /* leveled foundation */ AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z); OffsetGroundSprite(31, 1); } else if (IsNonContinuousFoundation(f)) { /* halftile foundation */ Corner halftile_corner = GetHalftileFoundationCorner(f); int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? 8 : 0); int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? 8 : 0); AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z); OffsetGroundSprite(31, 9); } else if (IsSpecialRailFoundation(f)) { /* anti-zig-zag foundation */ SpriteID spr; if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) { /* half of leveled foundation under track corner */ spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f)); } else { /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */ spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0); } AddSortableSpriteToDraw(spr, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z); OffsetGroundSprite(31, 9); } else { /* inclined foundation */ byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0); AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z); OffsetGroundSprite(31, 9); } ti->z += ApplyFoundationToSlope(f, &ti->tileh); } } void DoClearSquare(TileIndex tile) { MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0); MarkTileDirtyByTile(tile); } uint32 GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode) { return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode); } void ChangeTileOwner(TileIndex tile, PlayerID old_player, PlayerID new_player) { _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_player, new_player); } void GetAcceptedCargo(TileIndex tile, AcceptedCargo ac) { memset(ac, 0, sizeof(AcceptedCargo)); _tile_type_procs[GetTileType(tile)]->get_accepted_cargo_proc(tile, ac); } void AnimateTile(TileIndex tile) { _tile_type_procs[GetTileType(tile)]->animate_tile_proc(tile); } void ClickTile(TileIndex tile) { _tile_type_procs[GetTileType(tile)]->click_tile_proc(tile); } void GetTileDesc(TileIndex tile, TileDesc *td) { _tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td); } /** * Has a snow line table already been loaded. * @return true if the table has been loaded already. */ bool IsSnowLineSet(void) { return _snow_line != NULL; } /** * Set a variable snow line, as loaded from a newgrf file. * @param table the 12 * 32 byte table containing the snowline for each day */ void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS]) { _snow_line = CallocT(1); memcpy(_snow_line->table, table, sizeof(_snow_line->table)); for (uint i = 0; i < SNOW_LINE_MONTHS; i++) { for (uint j = 0; j < SNOW_LINE_DAYS; j++) { _snow_line->highest_value = max(_snow_line->highest_value, table[i][j]); } } } /** * Get the current snow line, either variable or static. * @return the snow line height. */ byte GetSnowLine(void) { if (_snow_line == NULL) return _opt.snow_line; YearMonthDay ymd; ConvertDateToYMD(_date, &ymd); return _snow_line->table[ymd.month][ymd.day]; } /** * Get the highest possible snow line height, either variable or static. * @return the highest snow line height. */ byte HighestSnowLine(void) { return _snow_line == NULL ? _opt.snow_line : _snow_line->highest_value; } /** * Clear the variable snow line table and free the memory. */ void ClearSnowLine(void) { free(_snow_line); _snow_line = NULL; } /** Clear a piece of landscape * @param tile tile to clear * @param flags of operation to conduct * @param p1 unused * @param p2 unused */ CommandCost CmdLandscapeClear(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags); } /** Clear a big piece of landscape * @param tile end tile of area dragging * @param p1 start tile of area dragging * @param flags of operation to conduct * @param p2 unused */ CommandCost CmdClearArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { CommandCost cost, ret, money; int ex; int ey; int sx, sy; int x, y; bool success = false; if (p1 >= MapSize()) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); /* make sure sx,sy are smaller than ex,ey */ ex = TileX(tile); ey = TileY(tile); sx = TileX(p1); sy = TileY(p1); if (ex < sx) Swap(ex, sx); if (ey < sy) Swap(ey, sy); money.AddCost(GetAvailableMoneyForCommand()); for (x = sx; x <= ex; ++x) { for (y = sy; y <= ey; ++y) { ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) continue; success = true; if (flags & DC_EXEC) { money.AddCost(-ret.GetCost()); if (ret.GetCost() > 0 && money.GetCost() < 0) { _additional_cash_required = ret.GetCost(); return cost; } DoCommand(TileXY(x, y), 0, 0, flags, CMD_LANDSCAPE_CLEAR); /* draw explosion animation... */ if ((x == sx || x == ex) && (y == sy || y == ey)) { /* big explosion in each corner, or small explosion for single tiles */ CreateEffectVehicleAbove(x * TILE_SIZE + TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE / 2, 2, sy == ey && sx == ex ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE ); } } cost.AddCost(ret); } } return (success) ? cost : CMD_ERROR; } #define TILELOOP_BITS 4 #define TILELOOP_SIZE (1 << TILELOOP_BITS) #define TILELOOP_ASSERTMASK ((TILELOOP_SIZE - 1) + ((TILELOOP_SIZE - 1) << MapLogX())) #define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS) void RunTileLoop() { TileIndex tile; uint count; tile = _cur_tileloop_tile; assert( (tile & ~TILELOOP_ASSERTMASK) == 0); count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE); do { _tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile); if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) { tile += TILELOOP_SIZE; // no overflow } else { tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); /* x would overflow, also increase y */ } } while (--count); assert( (tile & ~TILELOOP_ASSERTMASK) == 0); tile += 9; if (tile & TILELOOP_CHKMASK) tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK; _cur_tileloop_tile = tile; } void InitializeLandscape() { uint maxx = MapMaxX(); uint maxy = MapMaxY(); uint sizex = MapSizeX(); uint x; uint y; for (y = 0; y < maxy; y++) { for (x = 0; x < maxx; x++) { MakeClear(sizex * y + x, CLEAR_GRASS, 3); SetTileHeight(sizex * y + x, 0); SetTropicZone(sizex * y + x, TROPICZONE_INVALID); ClearBridgeMiddle(sizex * y + x); } MakeVoid(sizex * y + x); } for (x = 0; x < sizex; x++) MakeVoid(sizex * y + x); } void ConvertGroundTilesIntoWaterTiles() { TileIndex tile; uint z; Slope slope; for (tile = 0; tile < MapSize(); ++tile) { slope = GetTileSlope(tile, &z); if (IsTileType(tile, MP_CLEAR) && z == 0) { /* Make both water for tiles at level 0 * and make shore, as that looks much better * during the generation. */ switch (slope) { case SLOPE_FLAT: MakeWater(tile); break; case SLOPE_N: case SLOPE_E: case SLOPE_S: case SLOPE_W: MakeShore(tile); break; case SLOPE_NW: if (GetTileSlope(TileAddByDiagDir(tile, DIAGDIR_SE), NULL) != SLOPE_SE) MakeShore(tile); break; case SLOPE_SW: if (GetTileSlope(TileAddByDiagDir(tile, DIAGDIR_NE), NULL) != SLOPE_NE) MakeShore(tile); break; case SLOPE_SE: if (GetTileSlope(TileAddByDiagDir(tile, DIAGDIR_NW), NULL) != SLOPE_NW) MakeShore(tile); break; case SLOPE_NE: if (GetTileSlope(TileAddByDiagDir(tile, DIAGDIR_SW), NULL) != SLOPE_SW) MakeShore(tile); break; default: break; } } } } static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 }; static const byte _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 }; static void GenerateTerrain(int type, int flag) { uint32 r; uint x; uint y; uint w; uint h; const Sprite* templ; const byte *p; Tile* tile; byte direction; r = Random(); templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845); x = r & MapMaxX(); y = (r >> MapLogX()) & MapMaxY(); if (x < 2 || y < 2) return; direction = GB(r, 22, 2); if (direction & 1) { w = templ->height; h = templ->width; } else { w = templ->width; h = templ->height; } p = templ->data; if (flag & 4) { uint xw = x * MapSizeY(); uint yw = y * MapSizeX(); uint bias = (MapSizeX() + MapSizeY()) * 16; switch (flag & 3) { case 0: if (xw + yw > MapSize() - bias) return; break; case 1: if (yw < xw + bias) return; break; case 2: if (xw + yw < MapSize() + bias) return; break; case 3: if (xw < yw + bias) return; break; } } if (x + w >= MapMaxX() - 1) return; if (y + h >= MapMaxY() - 1) return; tile = &_m[TileXY(x, y)]; switch (direction) { case 0: do { Tile* tile_cur = tile; uint w_cur; for (w_cur = w; w_cur != 0; --w_cur) { if (*p >= tile_cur->type_height) tile_cur->type_height = *p; p++; tile_cur++; } tile += TileDiffXY(0, 1); } while (--h != 0); break; case 1: do { Tile* tile_cur = tile; uint h_cur; for (h_cur = h; h_cur != 0; --h_cur) { if (*p >= tile_cur->type_height) tile_cur->type_height = *p; p++; tile_cur += TileDiffXY(0, 1); } tile++; } while (--w != 0); break; case 2: tile += TileDiffXY(w - 1, 0); do { Tile* tile_cur = tile; uint w_cur; for (w_cur = w; w_cur != 0; --w_cur) { if (*p >= tile_cur->type_height) tile_cur->type_height = *p; p++; tile_cur--; } tile += TileDiffXY(0, 1); } while (--h != 0); break; case 3: tile += TileDiffXY(0, h - 1); do { Tile* tile_cur = tile; uint h_cur; for (h_cur = h; h_cur != 0; --h_cur) { if (*p >= tile_cur->type_height) tile_cur->type_height = *p; p++; tile_cur -= TileDiffXY(0, 1); } tile++; } while (--w != 0); break; } } #include "table/genland.h" static void CreateDesertOrRainForest() { TileIndex tile; TileIndex update_freq = MapSize() / 4; const TileIndexDiffC *data; uint i; for (tile = 0; tile != MapSize(); ++tile) { if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); for (data = _make_desert_or_rainforest_data; data != endof(_make_desert_or_rainforest_data); ++data) { TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data)); if (TileHeight(t) >= 4 || IsTileType(t, MP_WATER)) break; } if (data == endof(_make_desert_or_rainforest_data)) SetTropicZone(tile, TROPICZONE_DESERT); } for (i = 0; i != 256; i++) { if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); RunTileLoop(); } for (tile = 0; tile != MapSize(); ++tile) { if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); for (data = _make_desert_or_rainforest_data; data != endof(_make_desert_or_rainforest_data); ++data) { TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data)); if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break; } if (data == endof(_make_desert_or_rainforest_data)) SetTropicZone(tile, TROPICZONE_RAINFOREST); } } void GenerateLandscape(byte mode) { const int gwp_desert_amount = 4 + 8; uint i; uint flag; uint32 r; if (mode == GW_HEIGHTMAP) { SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1); LoadHeightmap(_file_to_saveload.name); IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); } else if (_patches.land_generator == LG_TERRAGENESIS) { SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3); GenerateTerrainPerlin(); } else { switch (_opt.landscape) { case LT_ARCTIC: SetGeneratingWorldProgress(GWP_LANDSCAPE, 2); for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) { GenerateTerrain(2, 0); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); r = Random(); flag = GB(r, 0, 2) | 4; for (i = ScaleByMapSize(GB(r, 16, 7) + 450); i != 0; --i) { GenerateTerrain(4, flag); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); break; case LT_TROPIC: SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount); for (i = ScaleByMapSize((Random() & 0x7F) + 170); i != 0; --i) { GenerateTerrain(0, 0); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); r = Random(); flag = GB(r, 0, 2) | 4; for (i = ScaleByMapSize(GB(r, 16, 8) + 1700); i != 0; --i) { GenerateTerrain(0, flag); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); flag ^= 2; for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) { GenerateTerrain(3, flag); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); break; default: SetGeneratingWorldProgress(GWP_LANDSCAPE, 1); i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100); for (; i != 0; --i) { GenerateTerrain(_opt.diff.terrain_type, 0); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); break; } } ConvertGroundTilesIntoWaterTiles(); if (_opt.landscape == LT_TROPIC) CreateDesertOrRainForest(); } void OnTick_Town(); void OnTick_Trees(); void OnTick_Station(); void OnTick_Industry(); void OnTick_Players(); void OnTick_Train(); void CallLandscapeTick() { OnTick_Town(); OnTick_Trees(); OnTick_Station(); OnTick_Industry(); OnTick_Players(); OnTick_Train(); } TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng) { int rn = rng; uint32 r = Random(); return TILE_MASK(TileXY( TileX(a) + (GB(r, 0, 8) * rn * 2 >> 8) - rn, TileY(a) + (GB(r, 8, 8) * rn * 2 >> 8) - rn )); } bool IsValidTile(TileIndex tile) { return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX()); }