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landscape.cpp
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1 /* $Id: landscape.cpp 27650 2016-09-04 12:57:43Z alberth $ */
2
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
9
14 #include "stdafx.h"
15 #include "heightmap.h"
16 #include "clear_map.h"
17 #include "spritecache.h"
18 #include "viewport_func.h"
19 #include "command_func.h"
20 #include "landscape.h"
21 #include "void_map.h"
22 #include "tgp.h"
23 #include "genworld.h"
24 #include "fios.h"
25 #include "date_func.h"
26 #include "water.h"
27 #include "effectvehicle_func.h"
28 #include "landscape_type.h"
29 #include "animated_tile_func.h"
30 #include "core/random_func.hpp"
31 #include "object_base.h"
32 #include "company_func.h"
33 #include "pathfinder/npf/aystar.h"
34 #include "saveload/saveload.h"
35 #include <list>
36 #include <set>
37
38 #include "table/strings.h"
39 #include "table/sprites.h"
40
41 #include "safeguards.h"
42
43 extern const TileTypeProcs
44 _tile_type_clear_procs,
45 _tile_type_rail_procs,
46 _tile_type_road_procs,
47 _tile_type_town_procs,
48 _tile_type_trees_procs,
49 _tile_type_station_procs,
50 _tile_type_water_procs,
51 _tile_type_void_procs,
52 _tile_type_industry_procs,
53 _tile_type_tunnelbridge_procs,
54 _tile_type_object_procs;
55
61 const TileTypeProcs * const _tile_type_procs[16] = {
62 &_tile_type_clear_procs,
63 &_tile_type_rail_procs,
64 &_tile_type_road_procs,
65 &_tile_type_town_procs,
66 &_tile_type_trees_procs,
67 &_tile_type_station_procs,
68 &_tile_type_water_procs,
69 &_tile_type_void_procs,
70 &_tile_type_industry_procs,
71 &_tile_type_tunnelbridge_procs,
72 &_tile_type_object_procs,
73 };
74
76 extern const byte _slope_to_sprite_offset[32] = {
77 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0,
78 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0,
79 };
80
89 static SnowLine *_snow_line = NULL;
90
99 uint ApplyFoundationToSlope(Foundation f, Slope *s)
100 {
101 if (!IsFoundation(f)) return 0;
102
103 if (IsLeveledFoundation(f)) {
104 uint dz = 1 + (IsSteepSlope(*s) ? 1 : 0);
105 *s = SLOPE_FLAT;
106 return dz;
107 }
108
109 if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) {
110 *s = HalftileSlope(*s, GetHalftileFoundationCorner(f));
111 return 0;
112 }
113
114 if (IsSpecialRailFoundation(f)) {
115 *s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f)));
116 return 0;
117 }
118
119 uint dz = IsSteepSlope(*s) ? 1 : 0;
120 Corner highest_corner = GetHighestSlopeCorner(*s);
121
122 switch (f) {
123 case FOUNDATION_INCLINED_X:
124 *s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
125 break;
126
127 case FOUNDATION_INCLINED_Y:
128 *s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
129 break;
130
131 case FOUNDATION_STEEP_LOWER:
132 *s = SlopeWithOneCornerRaised(highest_corner);
133 break;
134
135 case FOUNDATION_STEEP_BOTH:
136 *s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
137 break;
138
139 default: NOT_REACHED();
140 }
141 return dz;
142 }
143
144
152 uint GetPartialPixelZ(int x, int y, Slope corners)
153 {
154 if (IsHalftileSlope(corners)) {
155 switch (GetHalftileSlopeCorner(corners)) {
156 case CORNER_W:
157 if (x - y >= 0) return GetSlopeMaxPixelZ(corners);
158 break;
159
160 case CORNER_S:
161 if (x - (y ^ 0xF) >= 0) return GetSlopeMaxPixelZ(corners);
162 break;
163
164 case CORNER_E:
165 if (y - x >= 0) return GetSlopeMaxPixelZ(corners);
166 break;
167
168 case CORNER_N:
169 if ((y ^ 0xF) - x >= 0) return GetSlopeMaxPixelZ(corners);
170 break;
171
172 default: NOT_REACHED();
173 }
174 }
175
176 int z = 0;
177
178 switch (RemoveHalftileSlope(corners)) {
179 case SLOPE_W:
180 if (x - y >= 0) {
181 z = (x - y) >> 1;
182 }
183 break;
184
185 case SLOPE_S:
186 y ^= 0xF;
187 if ((x - y) >= 0) {
188 z = (x - y) >> 1;
189 }
190 break;
191
192 case SLOPE_SW:
193 z = (x >> 1) + 1;
194 break;
195
196 case SLOPE_E:
197 if (y - x >= 0) {
198 z = (y - x) >> 1;
199 }
200 break;
201
202 case SLOPE_EW:
203 case SLOPE_NS:
204 case SLOPE_ELEVATED:
205 z = 4;
206 break;
207
208 case SLOPE_SE:
209 z = (y >> 1) + 1;
210 break;
211
212 case SLOPE_WSE:
213 z = 8;
214 y ^= 0xF;
215 if (x - y < 0) {
216 z += (x - y) >> 1;
217 }
218 break;
219
220 case SLOPE_N:
221 y ^= 0xF;
222 if (y - x >= 0) {
223 z = (y - x) >> 1;
224 }
225 break;
226
227 case SLOPE_NW:
228 z = (y ^ 0xF) >> 1;
229 break;
230
231 case SLOPE_NWS:
232 z = 8;
233 if (x - y < 0) {
234 z += (x - y) >> 1;
235 }
236 break;
237
238 case SLOPE_NE:
239 z = (x ^ 0xF) >> 1;
240 break;
241
242 case SLOPE_ENW:
243 z = 8;
244 y ^= 0xF;
245 if (y - x < 0) {
246 z += (y - x) >> 1;
247 }
248 break;
249
250 case SLOPE_SEN:
251 z = 8;
252 if (y - x < 0) {
253 z += (y - x) >> 1;
254 }
255 break;
256
257 case SLOPE_STEEP_S:
258 z = 1 + ((x + y) >> 1);
259 break;
260
261 case SLOPE_STEEP_W:
262 z = 1 + ((x + (y ^ 0xF)) >> 1);
263 break;
264
265 case SLOPE_STEEP_N:
266 z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1);
267 break;
268
269 case SLOPE_STEEP_E:
270 z = 1 + (((x ^ 0xF) + y) >> 1);
271 break;
272
273 default: break;
274 }
275
276 return z;
277 }
278
279 int GetSlopePixelZ(int x, int y)
280 {
281 TileIndex tile = TileVirtXY(x, y);
282
283 return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y);
284 }
285
295 int GetSlopeZInCorner(Slope tileh, Corner corner)
296 {
297 assert(!IsHalftileSlope(tileh));
298 return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? 1 : 0) + (tileh == SteepSlope(corner) ? 1 : 0);
299 }
300
313 void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2)
314 {
315 static const Slope corners[4][4] = {
316 /* corner | steep slope
317 * z1 z2 | z1 z2 */
318 {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
319 {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
320 {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
321 {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
322 };
323
324 int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
325 if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
326 if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.
327
328 if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised
329 if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised
330 if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
331 if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
332 }
333
342 Slope GetFoundationSlope(TileIndex tile, int *z)
343 {
344 Slope tileh = GetTileSlope(tile, z);
345 Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
346 uint z_inc = ApplyFoundationToSlope(f, &tileh);
347 if (z != NULL) *z += z_inc;
348 return tileh;
349 }
350
351
352 bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
353 {
354 int z;
355
356 int z_W_here = z_here;
357 int z_N_here = z_here;
358 GetSlopePixelZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);
359
360 Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, 0, -1), &z);
361 int z_W = z;
362 int z_N = z;
363 GetSlopePixelZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N);
364
365 return (z_N_here > z_N) || (z_W_here > z_W);
366 }
367
368
369 bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
370 {
371 int z;
372
373 int z_E_here = z_here;
374 int z_N_here = z_here;
375 GetSlopePixelZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);
376
377 Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, -1, 0), &z);
378 int z_E = z;
379 int z_N = z;
380 GetSlopePixelZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N);
381
382 return (z_N_here > z_N) || (z_E_here > z_E);
383 }
384
390 void DrawFoundation(TileInfo *ti, Foundation f)
391 {
392 if (!IsFoundation(f)) return;
393
394 /* Two part foundations must be drawn separately */
395 assert(f != FOUNDATION_STEEP_BOTH);
396
397 uint sprite_block = 0;
398 int z;
399 Slope slope = GetFoundationPixelSlope(ti->tile, &z);
400
401 /* Select the needed block of foundations sprites
402 * Block 0: Walls at NW and NE edge
403 * Block 1: Wall at NE edge
404 * Block 2: Wall at NW edge
405 * Block 3: No walls at NW or NE edge
406 */
407 if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
408 if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
409
410 /* Use the original slope sprites if NW and NE borders should be visible */
411 SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
412 SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
413 SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;
414
415 if (IsSteepSlope(ti->tileh)) {
416 if (!IsNonContinuousFoundation(f)) {
417 /* Lower part of foundation */
418 AddSortableSpriteToDraw(
419 leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
420 );
421 }
422
423 Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
424 ti->z += ApplyPixelFoundationToSlope(f, &ti->tileh);
425
426 if (IsInclinedFoundation(f)) {
427 /* inclined foundation */
428 byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
429
430 AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
431 f == FOUNDATION_INCLINED_X ? 16 : 1,
432 f == FOUNDATION_INCLINED_Y ? 16 : 1,
433 TILE_HEIGHT, ti->z
434 );
435 OffsetGroundSprite(31, 9);
436 } else if (IsLeveledFoundation(f)) {
437 AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z - TILE_HEIGHT);
438 OffsetGroundSprite(31, 1);
439 } else if (f == FOUNDATION_STEEP_LOWER) {
440 /* one corner raised */
441 OffsetGroundSprite(31, 1);
442 } else {
443 /* halftile foundation */
444 int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0);
445 int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0);
446
447 AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT);
448 OffsetGroundSprite(31, 9);
449 }
450 } else {
451 if (IsLeveledFoundation(f)) {
452 /* leveled foundation */
453 AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
454 OffsetGroundSprite(31, 1);
455 } else if (IsNonContinuousFoundation(f)) {
456 /* halftile foundation */
457 Corner halftile_corner = GetHalftileFoundationCorner(f);
458 int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? 8 : 0);
459 int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? 8 : 0);
460
461 AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z);
462 OffsetGroundSprite(31, 9);
463 } else if (IsSpecialRailFoundation(f)) {
464 /* anti-zig-zag foundation */
465 SpriteID spr;
466 if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) {
467 /* half of leveled foundation under track corner */
468 spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f));
469 } else {
470 /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
471 spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0);
472 }
473 AddSortableSpriteToDraw(spr, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
474 OffsetGroundSprite(31, 9);
475 } else {
476 /* inclined foundation */
477 byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
478
479 AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
480 f == FOUNDATION_INCLINED_X ? 16 : 1,
481 f == FOUNDATION_INCLINED_Y ? 16 : 1,
482 TILE_HEIGHT, ti->z
483 );
484 OffsetGroundSprite(31, 9);
485 }
486 ti->z += ApplyPixelFoundationToSlope(f, &ti->tileh);
487 }
488 }
489
490 void DoClearSquare(TileIndex tile)
491 {
492 /* If the tile can have animation and we clear it, delete it from the animated tile list. */
493 if (_tile_type_procs[GetTileType(tile)]->animate_tile_proc != NULL) DeleteAnimatedTile(tile);
494
495 MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
496 MarkTileDirtyByTile(tile);
497 }
498
509 TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
510 {
511 return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode, side);
512 }
513
520 void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
521 {
522 _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_owner, new_owner);
523 }
524
525 void GetTileDesc(TileIndex tile, TileDesc *td)
526 {
527 _tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
528 }
529
535 bool IsSnowLineSet()
536 {
537 return _snow_line != NULL;
538 }
539
545 void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
546 {
547 _snow_line = CallocT<SnowLine>(1);
548 _snow_line->lowest_value = 0xFF;
549 memcpy(_snow_line->table, table, sizeof(_snow_line->table));
550
551 for (uint i = 0; i < SNOW_LINE_MONTHS; i++) {
552 for (uint j = 0; j < SNOW_LINE_DAYS; j++) {
553 _snow_line->highest_value = max(_snow_line->highest_value, table[i][j]);
554 _snow_line->lowest_value = min(_snow_line->lowest_value, table[i][j]);
555 }
556 }
557 }
558
564 byte GetSnowLine()
565 {
566 if (_snow_line == NULL) return _settings_game.game_creation.snow_line_height;
567
568 YearMonthDay ymd;
569 ConvertDateToYMD(_date, &ymd);
570 return _snow_line->table[ymd.month][ymd.day];
571 }
572
578 byte HighestSnowLine()
579 {
580 return _snow_line == NULL ? _settings_game.game_creation.snow_line_height : _snow_line->highest_value;
581 }
582
588 byte LowestSnowLine()
589 {
590 return _snow_line == NULL ? _settings_game.game_creation.snow_line_height : _snow_line->lowest_value;
591 }
592
597 void ClearSnowLine()
598 {
599 free(_snow_line);
600 _snow_line = NULL;
601 }
602
612 CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
613 {
614 CommandCost cost(EXPENSES_CONSTRUCTION);
615 bool do_clear = false;
616 /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
617 if ((flags & DC_FORCE_CLEAR_TILE) && HasTileWaterClass(tile) && IsTileOnWater(tile) && !IsWaterTile(tile) && !IsCoastTile(tile)) {
618 if ((flags & DC_AUTO) && GetWaterClass(tile) == WATER_CLASS_CANAL) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
619 do_clear = true;
620 cost.AddCost(GetWaterClass(tile) == WATER_CLASS_CANAL ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]);
621 }
622
623 Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);
624 if (c != NULL && (int)GB(c->clear_limit, 16, 16) < 1) {
625 return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED);
626 }
627
628 const ClearedObjectArea *coa = FindClearedObject(tile);
629
630 /* If this tile was the first tile which caused object destruction, always
631 * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
632 if (coa != NULL && coa->first_tile != tile) {
633 /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
634 * already removed.
635 * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
636
637 /* If a object is removed, it leaves either bare land or water. */
638 if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
639 return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
640 }
641 } else {
642 cost.AddCost(_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags));
643 }
644
645 if (flags & DC_EXEC) {
646 if (c != NULL) c->clear_limit -= 1 << 16;
647 if (do_clear) DoClearSquare(tile);
648 }
649 return cost;
650 }
651
662 CommandCost CmdClearArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
663 {
664 if (p1 >= MapSize()) return CMD_ERROR;
665
666 Money money = GetAvailableMoneyForCommand();
667 CommandCost cost(EXPENSES_CONSTRUCTION);
668 CommandCost last_error = CMD_ERROR;
669 bool had_success = false;
670
671 const Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);
672 int limit = (c == NULL ? INT32_MAX : GB(c->clear_limit, 16, 16));
673
674 TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(tile, p1);
675 for (; *iter != INVALID_TILE; ++(*iter)) {
676 TileIndex t = *iter;
677 CommandCost ret = DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
678 if (ret.Failed()) {
679 last_error = ret;
680
681 /* We may not clear more tiles. */
682 if (c != NULL && GB(c->clear_limit, 16, 16) < 1) break;
683 continue;
684 }
685
686 had_success = true;
687 if (flags & DC_EXEC) {
688 money -= ret.GetCost();
689 if (ret.GetCost() > 0 && money < 0) {
690 _additional_cash_required = ret.GetCost();
691 delete iter;
692 return cost;
693 }
694 DoCommand(t, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
695
696 /* draw explosion animation...
697 * Disable explosions when game is paused. Looks silly and blocks the view. */
698 if ((t == tile || t == p1) && _pause_mode == PM_UNPAUSED) {
699 /* big explosion in two corners, or small explosion for single tiles */
700 CreateEffectVehicleAbove(TileX(t) * TILE_SIZE + TILE_SIZE / 2, TileY(t) * TILE_SIZE + TILE_SIZE / 2, 2,
701 TileX(tile) == TileX(p1) && TileY(tile) == TileY(p1) ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
702 );
703 }
704 } else {
705 /* When we're at the clearing limit we better bail (unneed) testing as well. */
706 if (ret.GetCost() != 0 && --limit <= 0) break;
707 }
708 cost.AddCost(ret);
709 }
710
711 delete iter;
712 return had_success ? cost : last_error;
713 }
714
715
716 TileIndex _cur_tileloop_tile;
717
721 void RunTileLoop()
722 {
723 /* The pseudorandom sequence of tiles is generated using a Galois linear feedback
724 * shift register (LFSR). This allows a deterministic pseudorandom ordering, but
725 * still with minimal state and fast iteration. */
726
727 /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 24-bit (for 4096x4096 maps).
728 * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
729 static const uint32 feedbacks[] = {
730 0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87
731 };
732 assert_compile(lengthof(feedbacks) == 2 * MAX_MAP_SIZE_BITS - 2 * MIN_MAP_SIZE_BITS + 1);
733 const uint32 feedback = feedbacks[MapLogX() + MapLogY() - 2 * MIN_MAP_SIZE_BITS];
734
735 /* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
736 uint count = 1 << (MapLogX() + MapLogY() - 8);
737
738 TileIndex tile = _cur_tileloop_tile;
739 /* The LFSR cannot have a zeroed state. */
740 assert(tile != 0);
741
742 /* Manually update tile 0 every 256 ticks - the LFSR never iterates over it itself. */
743 if (_tick_counter % 256 == 0) {
744 _tile_type_procs[GetTileType(0)]->tile_loop_proc(0);
745 count--;
746 }
747
748 while (count--) {
749 _tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
750
751 /* Get the next tile in sequence using a Galois LFSR. */
752 tile = (tile >> 1) ^ (-(int32)(tile & 1) & feedback);
753 }
754
755 _cur_tileloop_tile = tile;
756 }
757
758 void InitializeLandscape()
759 {
760 uint maxx = MapMaxX();
761 uint maxy = MapMaxY();
762 uint sizex = MapSizeX();
763
764 uint y;
765 for (y = _settings_game.construction.freeform_edges ? 1 : 0; y < maxy; y++) {
766 uint x;
767 for (x = _settings_game.construction.freeform_edges ? 1 : 0; x < maxx; x++) {
768 MakeClear(sizex * y + x, CLEAR_GRASS, 3);
769 SetTileHeight(sizex * y + x, 0);
770 SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
771 ClearBridgeMiddle(sizex * y + x);
772 }
773 MakeVoid(sizex * y + x);
774 }
775 for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
776 }
777
778 static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 };
779 static const byte _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 };
780
781 static void GenerateTerrain(int type, uint flag)
782 {
783 uint32 r = Random();
784
785 const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845, ST_MAPGEN);
786 if (templ == NULL) usererror("Map generator sprites could not be loaded");
787
788 uint x = r & MapMaxX();
789 uint y = (r >> MapLogX()) & MapMaxY();
790
791 if (x < 2 || y < 2) return;
792
793 DiagDirection direction = (DiagDirection)GB(r, 22, 2);
794 uint w = templ->width;
795 uint h = templ->height;
796
797 if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h);
798
799 const byte *p = templ->data;
800
801 if ((flag & 4) != 0) {
802 uint xw = x * MapSizeY();
803 uint yw = y * MapSizeX();
804 uint bias = (MapSizeX() + MapSizeY()) * 16;
805
806 switch (flag & 3) {
807 default: NOT_REACHED();
808 case 0:
809 if (xw + yw > MapSize() - bias) return;
810 break;
811
812 case 1:
813 if (yw < xw + bias) return;
814 break;
815
816 case 2:
817 if (xw + yw < MapSize() + bias) return;
818 break;
819
820 case 3:
821 if (xw < yw + bias) return;
822 break;
823 }
824 }
825
826 if (x + w >= MapMaxX() - 1) return;
827 if (y + h >= MapMaxY() - 1) return;
828
829 TileIndex tile = TileXY(x, y);
830
831 switch (direction) {
832 default: NOT_REACHED();
833 case DIAGDIR_NE:
834 do {
835 TileIndex tile_cur = tile;
836
837 for (uint w_cur = w; w_cur != 0; --w_cur) {
838 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
839 p++;
840 tile_cur++;
841 }
842 tile += TileDiffXY(0, 1);
843 } while (--h != 0);
844 break;
845
846 case DIAGDIR_SE:
847 do {
848 TileIndex tile_cur = tile;
849
850 for (uint h_cur = h; h_cur != 0; --h_cur) {
851 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
852 p++;
853 tile_cur += TileDiffXY(0, 1);
854 }
855 tile += TileDiffXY(1, 0);
856 } while (--w != 0);
857 break;
858
859 case DIAGDIR_SW:
860 tile += TileDiffXY(w - 1, 0);
861 do {
862 TileIndex tile_cur = tile;
863
864 for (uint w_cur = w; w_cur != 0; --w_cur) {
865 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
866 p++;
867 tile_cur--;
868 }
869 tile += TileDiffXY(0, 1);
870 } while (--h != 0);
871 break;
872
873 case DIAGDIR_NW:
874 tile += TileDiffXY(0, h - 1);
875 do {
876 TileIndex tile_cur = tile;
877
878 for (uint h_cur = h; h_cur != 0; --h_cur) {
879 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
880 p++;
881 tile_cur -= TileDiffXY(0, 1);
882 }
883 tile += TileDiffXY(1, 0);
884 } while (--w != 0);
885 break;
886 }
887 }
888
889
890 #include "table/genland.h"
891
892 static void CreateDesertOrRainForest()
893 {
894 TileIndex update_freq = MapSize() / 4;
895 const TileIndexDiffC *data;
896 uint max_desert_height = CeilDiv(_settings_game.construction.max_heightlevel, 4);
897
898 for (TileIndex tile = 0; tile != MapSize(); ++tile) {
899 if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
900
901 if (!IsValidTile(tile)) continue;
902
903 for (data = _make_desert_or_rainforest_data;
904 data != endof(_make_desert_or_rainforest_data); ++data) {
905 TileIndex t = AddTileIndexDiffCWrap(tile, *data);
906 if (t != INVALID_TILE && (TileHeight(t) >= max_desert_height || IsTileType(t, MP_WATER))) break;
907 }
908 if (data == endof(_make_desert_or_rainforest_data)) {
909 SetTropicZone(tile, TROPICZONE_DESERT);
910 }
911 }
912
913 for (uint i = 0; i != 256; i++) {
914 if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
915
916 RunTileLoop();
917 }
918
919 for (TileIndex tile = 0; tile != MapSize(); ++tile) {
920 if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
921
922 if (!IsValidTile(tile)) continue;
923
924 for (data = _make_desert_or_rainforest_data;
925 data != endof(_make_desert_or_rainforest_data); ++data) {
926 TileIndex t = AddTileIndexDiffCWrap(tile, *data);
927 if (t != INVALID_TILE && IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
928 }
929 if (data == endof(_make_desert_or_rainforest_data)) {
930 SetTropicZone(tile, TROPICZONE_RAINFOREST);
931 }
932 }
933 }
934
941 static bool FindSpring(TileIndex tile, void *user_data)
942 {
943 int referenceHeight;
944 if (!IsTileFlat(tile, &referenceHeight) || IsWaterTile(tile)) return false;
945
946 /* In the tropics rivers start in the rainforest. */
947 if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
948
949 /* Are there enough higher tiles to warrant a 'spring'? */
950 uint num = 0;
951 for (int dx = -1; dx <= 1; dx++) {
952 for (int dy = -1; dy <= 1; dy++) {
953 TileIndex t = TileAddWrap(tile, dx, dy);
954 if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
955 }
956 }
957
958 if (num < 4) return false;
959
960 /* Are we near the top of a hill? */
961 for (int dx = -16; dx <= 16; dx++) {
962 for (int dy = -16; dy <= 16; dy++) {
963 TileIndex t = TileAddWrap(tile, dx, dy);
964 if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2) return false;
965 }
966 }
967
968 return true;
969 }
970
977 static bool MakeLake(TileIndex tile, void *user_data)
978 {
979 uint height = *(uint*)user_data;
980 if (!IsValidTile(tile) || TileHeight(tile) != height || !IsTileFlat(tile)) return false;
981 if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
982
983 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
984 TileIndex t2 = tile + TileOffsByDiagDir(d);
985 if (IsWaterTile(t2)) {
986 MakeRiver(tile, Random());
987 return false;
988 }
989 }
990
991 return false;
992 }
993
1000 static bool FlowsDown(TileIndex begin, TileIndex end)
1001 {
1002 assert(DistanceManhattan(begin, end) == 1);
1003
1004 int heightBegin;
1005 int heightEnd;
1006 Slope slopeBegin = GetTileSlope(begin, &heightBegin);
1007 Slope slopeEnd = GetTileSlope(end, &heightEnd);
1008
1009 return heightEnd <= heightBegin &&
1010 /* Slope either is inclined or flat; rivers don't support other slopes. */
1011 (slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
1012 /* Slope continues, then it must be lower... or either end must be flat. */
1013 ((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
1014 }
1015
1016 /* AyStar callback for checking whether we reached our destination. */
1017 static int32 River_EndNodeCheck(AyStar *aystar, OpenListNode *current)
1018 {
1019 return current->path.node.tile == *(TileIndex*)aystar->user_target ? AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
1020 }
1021
1022 /* AyStar callback for getting the cost of the current node. */
1023 static int32 River_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
1024 {
1025 return 1 + RandomRange(_settings_game.game_creation.river_route_random);
1026 }
1027
1028 /* AyStar callback for getting the estimated cost to the destination. */
1029 static int32 River_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
1030 {
1031 return DistanceManhattan(*(TileIndex*)aystar->user_target, current->tile);
1032 }
1033
1034 /* AyStar callback for getting the neighbouring nodes of the given node. */
1035 static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
1036 {
1037 TileIndex tile = current->path.node.tile;
1038
1039 aystar->num_neighbours = 0;
1040 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1041 TileIndex t2 = tile + TileOffsByDiagDir(d);
1042 if (IsValidTile(t2) && FlowsDown(tile, t2)) {
1043 aystar->neighbours[aystar->num_neighbours].tile = t2;
1044 aystar->neighbours[aystar->num_neighbours].direction = INVALID_TRACKDIR;
1045 aystar->num_neighbours++;
1046 }
1047 }
1048 }
1049
1050 /* AyStar callback when an route has been found. */
1051 static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
1052 {
1053 for (PathNode *path = &current->path; path != NULL; path = path->parent) {
1054 TileIndex tile = path->node.tile;
1055 if (!IsWaterTile(tile)) {
1056 MakeRiver(tile, Random());
1057 /* Remove desert directly around the river tile. */
1058 CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
1059 }
1060 }
1061 }
1062
1063 static const uint RIVER_HASH_SIZE = 8;
1064
1071 static uint River_Hash(uint tile, uint dir)
1072 {
1073 return GB(TileHash(TileX(tile), TileY(tile)), 0, RIVER_HASH_SIZE);
1074 }
1075
1081 static void BuildRiver(TileIndex begin, TileIndex end)
1082 {
1083 AyStar finder;
1084 MemSetT(&finder, 0);
1085 finder.CalculateG = River_CalculateG;
1086 finder.CalculateH = River_CalculateH;
1087 finder.GetNeighbours = River_GetNeighbours;
1088 finder.EndNodeCheck = River_EndNodeCheck;
1089 finder.FoundEndNode = River_FoundEndNode;
1090 finder.user_target = &end;
1091
1092 finder.Init(River_Hash, 1 << RIVER_HASH_SIZE);
1093
1094 AyStarNode start;
1095 start.tile = begin;
1096 start.direction = INVALID_TRACKDIR;
1097 finder.AddStartNode(&start, 0);
1098 finder.Main();
1099 finder.Free();
1100 }
1101
1108 static bool FlowRiver(TileIndex spring, TileIndex begin)
1109 {
1110 #define SET_MARK(x) marks.insert(x)
1111 #define IS_MARKED(x) (marks.find(x) != marks.end())
1112
1113 uint height = TileHeight(begin);
1114 if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
1115
1116 std::set<TileIndex> marks;
1117 SET_MARK(begin);
1118
1119 /* Breadth first search for the closest tile we can flow down to. */
1120 std::list<TileIndex> queue;
1121 queue.push_back(begin);
1122
1123 bool found = false;
1124 uint count = 0; // Number of tiles considered; to be used for lake location guessing.
1125 TileIndex end;
1126 do {
1127 end = queue.front();
1128 queue.pop_front();
1129
1130 uint height2 = TileHeight(end);
1131 if (IsTileFlat(end) && (height2 < height || (height2 == height && IsWaterTile(end)))) {
1132 found = true;
1133 break;
1134 }
1135
1136 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1137 TileIndex t2 = end + TileOffsByDiagDir(d);
1138 if (IsValidTile(t2) && !IS_MARKED(t2) && FlowsDown(end, t2)) {
1139 SET_MARK(t2);
1140 count++;
1141 queue.push_back(t2);
1142 }
1143 }
1144 } while (!queue.empty());
1145
1146 if (found) {
1147 /* Flow further down hill. */
1148 found = FlowRiver(spring, end);
1149 } else if (count > 32) {
1150 /* Maybe we can make a lake. Find the Nth of the considered tiles. */
1151 TileIndex lakeCenter = 0;
1152 int i = RandomRange(count - 1) + 1;
1153 std::set<TileIndex>::const_iterator cit = marks.begin();
1154 while (--i) cit++;
1155 lakeCenter = *cit;
1156
1157 if (IsValidTile(lakeCenter) &&
1158 /* A river, or lake, can only be built on flat slopes. */
1159 IsTileFlat(lakeCenter) &&
1160 /* We want the lake to be built at the height of the river. */
1161 TileHeight(begin) == TileHeight(lakeCenter) &&
1162 /* We don't want the lake at the entry of the valley. */
1163 lakeCenter != begin &&
1164 /* We don't want lakes in the desert. */
1165 (_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
1166 /* We only want a lake if the river is long enough. */
1167 DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
1168 end = lakeCenter;
1169 MakeRiver(lakeCenter, Random());
1170 uint range = RandomRange(8) + 3;
1171 CircularTileSearch(&lakeCenter, range, MakeLake, &height);
1172 /* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
1173 lakeCenter = end;
1174 CircularTileSearch(&lakeCenter, range, MakeLake, &height);
1175 found = true;
1176 }
1177 }
1178
1179 marks.clear();
1180 if (found) BuildRiver(begin, end);
1181 return found;
1182 }
1183
1187 static void CreateRivers()
1188 {
1189 int amount = _settings_game.game_creation.amount_of_rivers;
1190 if (amount == 0) return;
1191
1192 uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
1193 SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
1194
1195 for (; wells != 0; wells--) {
1196 IncreaseGeneratingWorldProgress(GWP_RIVER);
1197 for (int tries = 0; tries < 128; tries++) {
1198 TileIndex t = RandomTile();
1199 if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
1200 if (FlowRiver(t, t)) break;
1201 }
1202 }
1203
1204 /* Run tile loop to update the ground density. */
1205 for (uint i = 0; i != 256; i++) {
1206 if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
1207 RunTileLoop();
1208 }
1209 }
1210
1211 void GenerateLandscape(byte mode)
1212 {
1214 enum GenLandscapeSteps {
1215 GLS_HEIGHTMAP = 3,
1216 GLS_TERRAGENESIS = 5,
1217 GLS_ORIGINAL = 2,
1218 GLS_TROPIC = 12,
1219 GLS_OTHER = 0,
1220 };
1221 uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
1222
1223 if (mode == GWM_HEIGHTMAP) {
1224 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
1225 LoadHeightmap(_file_to_saveload.detail_ftype, _file_to_saveload.name);
1226 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
1227 } else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
1228 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
1229 GenerateTerrainPerlin();
1230 } else {
1231 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
1232 if (_settings_game.construction.freeform_edges) {
1233 for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
1234 for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
1235 }
1236 switch (_settings_game.game_creation.landscape) {
1237 case LT_ARCTIC: {
1238 uint32 r = Random();
1239
1240 for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
1241 GenerateTerrain(2, 0);
1242 }
1243
1244 uint flag = GB(r, 7, 2) | 4;
1245 for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
1246 GenerateTerrain(4, flag);
1247 }
1248 break;
1249 }
1250
1251 case LT_TROPIC: {
1252 uint32 r = Random();
1253
1254 for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
1255 GenerateTerrain(0, 0);
1256 }
1257
1258 uint flag = GB(r, 7, 2) | 4;
1259 for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
1260 GenerateTerrain(0, flag);
1261 }
1262
1263 flag ^= 2;
1264
1265 for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
1266 GenerateTerrain(3, flag);
1267 }
1268 break;
1269 }
1270
1271 default: {
1272 uint32 r = Random();
1273
1274 assert(_settings_game.difficulty.quantity_sea_lakes != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
1275 uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
1276 for (; i != 0; --i) {
1277 /* Make sure we do not overflow. */
1278 GenerateTerrain(Clamp(_settings_game.difficulty.terrain_type, 0, 3), 0);
1279 }
1280 break;
1281 }
1282 }
1283 }
1284
1285 /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
1286 * it allows screen redraw. Drawing of broken slopes crashes the game */
1287 FixSlopes();
1288 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
1289 ConvertGroundTilesIntoWaterTiles();
1290 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
1291
1292 if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
1293
1294 CreateRivers();
1295 }
1296
1297 void OnTick_Town();
1298 void OnTick_Trees();
1299 void OnTick_Station();
1300 void OnTick_Industry();
1301
1302 void OnTick_Companies();
1303 void OnTick_LinkGraph();
1304
1305 void CallLandscapeTick()
1306 {
1307 OnTick_Town();
1308 OnTick_Trees();
1309 OnTick_Station();
1310 OnTick_Industry();
1311
1312 OnTick_Companies();
1313 OnTick_LinkGraph();
1314 }