# landscape.cpp

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    00001 /* $Id: landscape.cpp 24132 2012-04-17 19:43:43Z michi_cc $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00014 #include "stdafx.h"
    00015 #include "heightmap.h"
    00016 #include "clear_map.h"
    00017 #include "spritecache.h"
    00018 #include "viewport_func.h"
    00019 #include "command_func.h"
    00020 #include "landscape.h"
    00021 #include "void_map.h"
    00022 #include "tgp.h"
    00023 #include "genworld.h"
    00024 #include "fios.h"
    00025 #include "date_func.h"
    00026 #include "water.h"
    00027 #include "effectvehicle_func.h"
    00028 #include "landscape_type.h"
    00029 #include "animated_tile_func.h"
    00030 #include "core/random_func.hpp"
    00031 #include "object_base.h"
    00032 #include "company_func.h"
    00033 #include "pathfinder/npf/aystar.h"
    00034 #include <list>
    00035
    00036 #include "table/strings.h"
    00037 #include "table/sprites.h"
    00038
    00039 extern const TileTypeProcs
    00040   _tile_type_clear_procs,
    00041   _tile_type_rail_procs,
    00042   _tile_type_road_procs,
    00043   _tile_type_town_procs,
    00044   _tile_type_trees_procs,
    00045   _tile_type_station_procs,
    00046   _tile_type_water_procs,
    00047   _tile_type_void_procs,
    00048   _tile_type_industry_procs,
    00049   _tile_type_tunnelbridge_procs,
    00050   _tile_type_object_procs;
    00051
    00057 const TileTypeProcs * const _tile_type_procs[16] = {
    00058   &_tile_type_clear_procs,
    00059   &_tile_type_rail_procs,
    00060   &_tile_type_road_procs,
    00061   &_tile_type_town_procs,
    00062   &_tile_type_trees_procs,
    00063   &_tile_type_station_procs,
    00064   &_tile_type_water_procs,
    00065   &_tile_type_void_procs,
    00066   &_tile_type_industry_procs,
    00067   &_tile_type_tunnelbridge_procs,
    00068   &_tile_type_object_procs,
    00069 };
    00070
    00072 extern const byte _slope_to_sprite_offset[32] = {
    00073   0, 1, 2, 3, 4, 5, 6,  7, 8, 9, 10, 11, 12, 13, 14, 0,
    00074   0, 0, 0, 0, 0, 0, 0, 16, 0, 0,  0, 17,  0, 15, 18, 0,
    00075 };
    00076
    00085 static SnowLine *_snow_line = NULL;
    00086
    00095 uint ApplyFoundationToSlope(Foundation f, Slope *s)
    00096 {
    00097   if (!IsFoundation(f)) return 0;
    00098
    00099   if (IsLeveledFoundation(f)) {
    00100     uint dz = 1 + (IsSteepSlope(*s) ? 1 : 0);
    00101     *s = SLOPE_FLAT;
    00102     return dz;
    00103   }
    00104
    00105   if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) {
    00106     *s = HalftileSlope(*s, GetHalftileFoundationCorner(f));
    00107     return 0;
    00108   }
    00109
    00110   if (IsSpecialRailFoundation(f)) {
    00111     *s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f)));
    00112     return 0;
    00113   }
    00114
    00115   uint dz = IsSteepSlope(*s) ? 1 : 0;
    00116   Corner highest_corner = GetHighestSlopeCorner(*s);
    00117
    00118   switch (f) {
    00119     case FOUNDATION_INCLINED_X:
    00120       *s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
    00121       break;
    00122
    00123     case FOUNDATION_INCLINED_Y:
    00124       *s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
    00125       break;
    00126
    00127     case FOUNDATION_STEEP_LOWER:
    00128       *s = SlopeWithOneCornerRaised(highest_corner);
    00129       break;
    00130
    00131     case FOUNDATION_STEEP_BOTH:
    00132       *s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
    00133       break;
    00134
    00135     default: NOT_REACHED();
    00136   }
    00137   return dz;
    00138 }
    00139
    00140
    00148 uint GetPartialPixelZ(int x, int y, Slope corners)
    00149 {
    00150   if (IsHalftileSlope(corners)) {
    00151     switch (GetHalftileSlopeCorner(corners)) {
    00152       case CORNER_W:
    00153         if (x - y >= 0) return GetSlopeMaxPixelZ(corners);
    00154         break;
    00155
    00156       case CORNER_S:
    00157         if (x - (y ^ 0xF) >= 0) return GetSlopeMaxPixelZ(corners);
    00158         break;
    00159
    00160       case CORNER_E:
    00161         if (y - x >= 0) return GetSlopeMaxPixelZ(corners);
    00162         break;
    00163
    00164       case CORNER_N:
    00165         if ((y ^ 0xF) - x >= 0) return GetSlopeMaxPixelZ(corners);
    00166         break;
    00167
    00168       default: NOT_REACHED();
    00169     }
    00170   }
    00171
    00172   int z = 0;
    00173
    00174   switch (RemoveHalftileSlope(corners)) {
    00175     case SLOPE_W:
    00176       if (x - y >= 0) {
    00177         z = (x - y) >> 1;
    00178       }
    00179       break;
    00180
    00181     case SLOPE_S:
    00182       y ^= 0xF;
    00183       if ((x - y) >= 0) {
    00184         z = (x - y) >> 1;
    00185       }
    00186       break;
    00187
    00188     case SLOPE_SW:
    00189       z = (x >> 1) + 1;
    00190       break;
    00191
    00192     case SLOPE_E:
    00193       if (y - x >= 0) {
    00194         z = (y - x) >> 1;
    00195       }
    00196       break;
    00197
    00198     case SLOPE_EW:
    00199     case SLOPE_NS:
    00200     case SLOPE_ELEVATED:
    00201       z = 4;
    00202       break;
    00203
    00204     case SLOPE_SE:
    00205       z = (y >> 1) + 1;
    00206       break;
    00207
    00208     case SLOPE_WSE:
    00209       z = 8;
    00210       y ^= 0xF;
    00211       if (x - y < 0) {
    00212         z += (x - y) >> 1;
    00213       }
    00214       break;
    00215
    00216     case SLOPE_N:
    00217       y ^= 0xF;
    00218       if (y - x >= 0) {
    00219         z = (y - x) >> 1;
    00220       }
    00221       break;
    00222
    00223     case SLOPE_NW:
    00224       z = (y ^ 0xF) >> 1;
    00225       break;
    00226
    00227     case SLOPE_NWS:
    00228       z = 8;
    00229       if (x - y < 0) {
    00230         z += (x - y) >> 1;
    00231       }
    00232       break;
    00233
    00234     case SLOPE_NE:
    00235       z = (x ^ 0xF) >> 1;
    00236       break;
    00237
    00238     case SLOPE_ENW:
    00239       z = 8;
    00240       y ^= 0xF;
    00241       if (y - x < 0) {
    00242         z += (y - x) >> 1;
    00243       }
    00244       break;
    00245
    00246     case SLOPE_SEN:
    00247       z = 8;
    00248       if (y - x < 0) {
    00249         z += (y - x) >> 1;
    00250       }
    00251       break;
    00252
    00253     case SLOPE_STEEP_S:
    00254       z = 1 + ((x + y) >> 1);
    00255       break;
    00256
    00257     case SLOPE_STEEP_W:
    00258       z = 1 + ((x + (y ^ 0xF)) >> 1);
    00259       break;
    00260
    00261     case SLOPE_STEEP_N:
    00262       z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1);
    00263       break;
    00264
    00265     case SLOPE_STEEP_E:
    00266       z = 1 + (((x ^ 0xF) + y) >> 1);
    00267       break;
    00268
    00269     default: break;
    00270   }
    00271
    00272   return z;
    00273 }
    00274
    00275 int GetSlopePixelZ(int x, int y)
    00276 {
    00277   TileIndex tile = TileVirtXY(x, y);
    00278
    00279   return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y);
    00280 }
    00281
    00291 int GetSlopeZInCorner(Slope tileh, Corner corner)
    00292 {
    00293   assert(!IsHalftileSlope(tileh));
    00294   return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? 1 : 0) + (tileh == SteepSlope(corner) ? 1 : 0);
    00295 }
    00296
    00309 void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2)
    00310 {
    00311   static const Slope corners[4][4] = {
    00312     /*    corner     |          steep slope
    00313      *  z1      z2   |       z1             z2        */
    00314     {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
    00315     {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
    00316     {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
    00317     {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
    00318   };
    00319
    00320   int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
    00321   if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
    00322   if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.
    00323
    00324   if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised
    00325   if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised
    00326   if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
    00327   if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
    00328 }
    00329
    00338 Slope GetFoundationSlope(TileIndex tile, int *z)
    00339 {
    00340   Slope tileh = GetTileSlope(tile, z);
    00341   Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
    00342   uint z_inc = ApplyFoundationToSlope(f, &tileh);
    00343   if (z != NULL) *z += z_inc;
    00344   return tileh;
    00345 }
    00346
    00347
    00348 bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
    00349 {
    00350   int z;
    00351
    00352   int z_W_here = z_here;
    00353   int z_N_here = z_here;
    00354   GetSlopePixelZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);
    00355
    00356   Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, 0, -1), &z);
    00357   int z_W = z;
    00358   int z_N = z;
    00359   GetSlopePixelZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N);
    00360
    00361   return (z_N_here > z_N) || (z_W_here > z_W);
    00362 }
    00363
    00364
    00365 bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
    00366 {
    00367   int z;
    00368
    00369   int z_E_here = z_here;
    00370   int z_N_here = z_here;
    00371   GetSlopePixelZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);
    00372
    00373   Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, -1, 0), &z);
    00374   int z_E = z;
    00375   int z_N = z;
    00376   GetSlopePixelZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N);
    00377
    00378   return (z_N_here > z_N) || (z_E_here > z_E);
    00379 }
    00380
    00386 void DrawFoundation(TileInfo *ti, Foundation f)
    00387 {
    00388   if (!IsFoundation(f)) return;
    00389
    00390   /* Two part foundations must be drawn separately */
    00391   assert(f != FOUNDATION_STEEP_BOTH);
    00392
    00393   uint sprite_block = 0;
    00394   int z;
    00395   Slope slope = GetFoundationPixelSlope(ti->tile, &z);
    00396
    00397   /* Select the needed block of foundations sprites
    00398    * Block 0: Walls at NW and NE edge
    00399    * Block 1: Wall  at        NE edge
    00400    * Block 2: Wall  at NW        edge
    00401    * Block 3: No walls at NW or NE edge
    00402    */
    00403   if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
    00404   if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
    00405
    00406   /* Use the original slope sprites if NW and NE borders should be visible */
    00407   SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
    00408   SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
    00409   SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;
    00410
    00411   if (IsSteepSlope(ti->tileh)) {
    00412     if (!IsNonContinuousFoundation(f)) {
    00413       /* Lower part of foundation */
    00414       AddSortableSpriteToDraw(
    00415         leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
    00416       );
    00417     }
    00418
    00419     Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
    00420     ti->z += ApplyPixelFoundationToSlope(f, &ti->tileh);
    00421
    00422     if (IsInclinedFoundation(f)) {
    00423       /* inclined foundation */
    00424       byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
    00425
    00426       AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
    00427         f == FOUNDATION_INCLINED_X ? 16 : 1,
    00428         f == FOUNDATION_INCLINED_Y ? 16 : 1,
    00429         TILE_HEIGHT, ti->z
    00430       );
    00431       OffsetGroundSprite(31, 9);
    00432     } else if (IsLeveledFoundation(f)) {
    00433       AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z - TILE_HEIGHT);
    00434       OffsetGroundSprite(31, 1);
    00435     } else if (f == FOUNDATION_STEEP_LOWER) {
    00436       /* one corner raised */
    00437       OffsetGroundSprite(31, 1);
    00438     } else {
    00439       /* halftile foundation */
    00440       int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0);
    00441       int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0);
    00442
    00443       AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT);
    00444       OffsetGroundSprite(31, 9);
    00445     }
    00446   } else {
    00447     if (IsLeveledFoundation(f)) {
    00448       /* leveled foundation */
    00449       AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
    00450       OffsetGroundSprite(31, 1);
    00451     } else if (IsNonContinuousFoundation(f)) {
    00452       /* halftile foundation */
    00453       Corner halftile_corner = GetHalftileFoundationCorner(f);
    00454       int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? 8 : 0);
    00455       int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? 8 : 0);
    00456
    00457       AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z);
    00458       OffsetGroundSprite(31, 9);
    00459     } else if (IsSpecialRailFoundation(f)) {
    00460       /* anti-zig-zag foundation */
    00461       SpriteID spr;
    00462       if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) {
    00463         /* half of leveled foundation under track corner */
    00464         spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f));
    00465       } else {
    00466         /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
    00467         spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0);
    00468       }
    00469       AddSortableSpriteToDraw(spr, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
    00470       OffsetGroundSprite(31, 9);
    00471     } else {
    00472       /* inclined foundation */
    00473       byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
    00474
    00475       AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
    00476         f == FOUNDATION_INCLINED_X ? 16 : 1,
    00477         f == FOUNDATION_INCLINED_Y ? 16 : 1,
    00478         TILE_HEIGHT, ti->z
    00479       );
    00480       OffsetGroundSprite(31, 9);
    00481     }
    00482     ti->z += ApplyPixelFoundationToSlope(f, &ti->tileh);
    00483   }
    00484 }
    00485
    00486 void DoClearSquare(TileIndex tile)
    00487 {
    00488   /* If the tile can have animation and we clear it, delete it from the animated tile list. */
    00489   if (_tile_type_procs[GetTileType(tile)]->animate_tile_proc != NULL) DeleteAnimatedTile(tile);
    00490
    00491   MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
    00492   MarkTileDirtyByTile(tile);
    00493 }
    00494
    00505 TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00506 {
    00507   return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode, side);
    00508 }
    00509
    00516 void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
    00517 {
    00518   _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_owner, new_owner);
    00519 }
    00520
    00521 void GetTileDesc(TileIndex tile, TileDesc *td)
    00522 {
    00523   _tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
    00524 }
    00525
    00531 bool IsSnowLineSet()
    00532 {
    00533   return _snow_line != NULL;
    00534 }
    00535
    00541 void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
    00542 {
    00543   _snow_line = CallocT<SnowLine>(1);
    00544   _snow_line->lowest_value = 0xFF;
    00545   memcpy(_snow_line->table, table, sizeof(_snow_line->table));
    00546
    00547   for (uint i = 0; i < SNOW_LINE_MONTHS; i++) {
    00548     for (uint j = 0; j < SNOW_LINE_DAYS; j++) {
    00549       _snow_line->highest_value = max(_snow_line->highest_value, table[i][j]);
    00550       _snow_line->lowest_value = min(_snow_line->lowest_value, table[i][j]);
    00551     }
    00552   }
    00553 }
    00554
    00560 byte GetSnowLine()
    00561 {
    00562   if (_snow_line == NULL) return _settings_game.game_creation.snow_line_height;
    00563
    00564   YearMonthDay ymd;
    00565   ConvertDateToYMD(_date, &ymd);
    00566   return _snow_line->table[ymd.month][ymd.day];
    00567 }
    00568
    00574 byte HighestSnowLine()
    00575 {
    00576   return _snow_line == NULL ? _settings_game.game_creation.snow_line_height : _snow_line->highest_value;
    00577 }
    00578
    00584 byte LowestSnowLine()
    00585 {
    00586   return _snow_line == NULL ? _settings_game.game_creation.snow_line_height : _snow_line->lowest_value;
    00587 }
    00588
    00593 void ClearSnowLine()
    00594 {
    00595   free(_snow_line);
    00596   _snow_line = NULL;
    00597 }
    00598
    00608 CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00609 {
    00610   CommandCost cost(EXPENSES_CONSTRUCTION);
    00611   bool do_clear = false;
    00612   /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
    00613   if ((flags & DC_FORCE_CLEAR_TILE) && HasTileWaterClass(tile) && IsTileOnWater(tile) && !IsWaterTile(tile) && !IsCoastTile(tile)) {
    00614     if ((flags & DC_AUTO) && GetWaterClass(tile) == WATER_CLASS_CANAL) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
    00615     do_clear = true;
    00616     cost.AddCost(GetWaterClass(tile) == WATER_CLASS_CANAL ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]);
    00617   }
    00618
    00619   Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);
    00620   if (c != NULL && (int)GB(c->clear_limit, 16, 16) < 1) {
    00621     return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED);
    00622   }
    00623
    00624   const ClearedObjectArea *coa = FindClearedObject(tile);
    00625
    00626   /* If this tile was the first tile which caused object destruction, always
    00627    * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
    00628   if (coa != NULL && coa->first_tile != tile) {
    00629     /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
    00630      * already removed.
    00631      * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
    00632
    00633     /* If a object is removed, it leaves either bare land or water. */
    00634     if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
    00635       return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00636     }
    00637   } else {
    00638     cost.AddCost(_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags));
    00639   }
    00640
    00641   if (flags & DC_EXEC) {
    00642     if (c != NULL) c->clear_limit -= 1 << 16;
    00643     if (do_clear) DoClearSquare(tile);
    00644   }
    00645   return cost;
    00646 }
    00647
    00658 CommandCost CmdClearArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00659 {
    00660   if (p1 >= MapSize()) return CMD_ERROR;
    00661
    00662   Money money = GetAvailableMoneyForCommand();
    00663   CommandCost cost(EXPENSES_CONSTRUCTION);
    00664   CommandCost last_error = CMD_ERROR;
    00665   bool had_success = false;
    00666
    00667   const Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);
    00668   int limit = (c == NULL ? INT32_MAX : GB(c->clear_limit, 16, 16));
    00669
    00670   TileArea ta(tile, p1);
    00671   TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(ta);
    00672   for (; *iter != INVALID_TILE; ++(*iter)) {
    00673     TileIndex t = *iter;
    00674     CommandCost ret = DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00675     if (ret.Failed()) {
    00676       last_error = ret;
    00677
    00678       /* We may not clear more tiles. */
    00679       if (c != NULL && GB(c->clear_limit, 16, 16) < 1) break;
    00680       continue;
    00681     }
    00682
    00683     had_success = true;
    00684     if (flags & DC_EXEC) {
    00685       money -= ret.GetCost();
    00686       if (ret.GetCost() > 0 && money < 0) {
    00687         _additional_cash_required = ret.GetCost();
    00688         delete iter;
    00689         return cost;
    00690       }
    00691       DoCommand(t, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00692
    00693       /* draw explosion animation...
    00694        * Disable explosions when game is paused. Looks silly and blocks the view. */
    00695       TileIndex off = t - ta.tile;
    00696       if ((TileX(off) == 0 || TileX(off) == ta.w - 1U) && (TileY(off) == 0 || TileY(off) == ta.h - 1U) && _pause_mode == PM_UNPAUSED) {
    00697         /* big explosion in each corner, or small explosion for single tiles */
    00698         CreateEffectVehicleAbove(TileX(t) * TILE_SIZE + TILE_SIZE / 2, TileY(t) * TILE_SIZE + TILE_SIZE / 2, 2,
    00699           ta.w == 1 && ta.h == 1 ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
    00700         );
    00701       }
    00702     } else {
    00703       /* When we're at the clearing limit we better bail (unneed) testing as well. */
    00704       if (ret.GetCost() != 0 && --limit <= 0) break;
    00705     }
    00706     cost.AddCost(ret);
    00707   }
    00708
    00709   delete iter;
    00710   return had_success ? cost : last_error;
    00711 }
    00712
    00713
    00714 TileIndex _cur_tileloop_tile;
    00715
    00719 void RunTileLoop()
    00720 {
    00721   /* The pseudorandom sequence of tiles is generated using a Galois linear feedback
    00722    * shift register (LFSR). This allows a deterministic pseudorandom ordering, but
    00723    * still with minimal state and fast iteration. */
    00724
    00725   /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 22-bit (for 2048x2048 maps).
    00726    * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
    00727   static const uint32 feedbacks[] = {
    00728     0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8
    00729   };
    00730   const uint32 feedback = feedbacks[MapLogX() + MapLogY() - 12];
    00731
    00732   /* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
    00733   uint count = 1 << (MapLogX() + MapLogY() - 8);
    00734
    00735   TileIndex tile = _cur_tileloop_tile;
    00736   /* The LFSR cannot have a zeroed state. */
    00737   assert(tile != 0);
    00738
    00739   /* Manually update tile 0 every 256 ticks - the LFSR never iterates over it itself.  */
    00740   if (_tick_counter % 256 == 0) {
    00741     _tile_type_procs[GetTileType(0)]->tile_loop_proc(0);
    00742     count--;
    00743   }
    00744
    00745   while (count--) {
    00746     _tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
    00747
    00748     /* Get the next tile in sequence using a Galois LFSR. */
    00749     tile = (tile >> 1) ^ (-(int32)(tile & 1) & feedback);
    00750   }
    00751
    00752   _cur_tileloop_tile = tile;
    00753 }
    00754
    00755 void InitializeLandscape()
    00756 {
    00757   uint maxx = MapMaxX();
    00758   uint maxy = MapMaxY();
    00759   uint sizex = MapSizeX();
    00760
    00761   uint y;
    00762   for (y = _settings_game.construction.freeform_edges ? 1 : 0; y < maxy; y++) {
    00763     uint x;
    00764     for (x = _settings_game.construction.freeform_edges ? 1 : 0; x < maxx; x++) {
    00765       MakeClear(sizex * y + x, CLEAR_GRASS, 3);
    00766       SetTileHeight(sizex * y + x, 0);
    00767       SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
    00768       ClearBridgeMiddle(sizex * y + x);
    00769     }
    00770     MakeVoid(sizex * y + x);
    00771   }
    00772   for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
    00773 }
    00774
    00775 static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4  };
    00776 static const byte _genterrain_tbl_2[5] = {  0,  0,  0,  0, 33 };
    00777
    00778 static void GenerateTerrain(int type, uint flag)
    00779 {
    00780   uint32 r = Random();
    00781
    00782   const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845, ST_MAPGEN);
    00783   if (templ == NULL) usererror("Map generator sprites could not be loaded");
    00784
    00785   uint x = r & MapMaxX();
    00786   uint y = (r >> MapLogX()) & MapMaxY();
    00787
    00788   if (x < 2 || y < 2) return;
    00789
    00790   DiagDirection direction = (DiagDirection)GB(r, 22, 2);
    00791   uint w = templ->width;
    00792   uint h = templ->height;
    00793
    00794   if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h);
    00795
    00796   const byte *p = templ->data;
    00797
    00798   if ((flag & 4) != 0) {
    00799     uint xw = x * MapSizeY();
    00800     uint yw = y * MapSizeX();
    00801     uint bias = (MapSizeX() + MapSizeY()) * 16;
    00802
    00803     switch (flag & 3) {
    00804       default: NOT_REACHED();
    00805       case 0:
    00806         if (xw + yw > MapSize() - bias) return;
    00807         break;
    00808
    00809       case 1:
    00810         if (yw < xw + bias) return;
    00811         break;
    00812
    00813       case 2:
    00814         if (xw + yw < MapSize() + bias) return;
    00815         break;
    00816
    00817       case 3:
    00818         if (xw < yw + bias) return;
    00819         break;
    00820     }
    00821   }
    00822
    00823   if (x + w >= MapMaxX() - 1) return;
    00824   if (y + h >= MapMaxY() - 1) return;
    00825
    00826   TileIndex tile = TileXY(x, y);
    00827
    00828   switch (direction) {
    00829     default: NOT_REACHED();
    00830     case DIAGDIR_NE:
    00831       do {
    00832         TileIndex tile_cur = tile;
    00833
    00834         for (uint w_cur = w; w_cur != 0; --w_cur) {
    00835           if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
    00836           p++;
    00837           tile_cur++;
    00838         }
    00839         tile += TileDiffXY(0, 1);
    00840       } while (--h != 0);
    00841       break;
    00842
    00843     case DIAGDIR_SE:
    00844       do {
    00845         TileIndex tile_cur = tile;
    00846
    00847         for (uint h_cur = h; h_cur != 0; --h_cur) {
    00848           if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
    00849           p++;
    00850           tile_cur += TileDiffXY(0, 1);
    00851         }
    00852         tile += TileDiffXY(1, 0);
    00853       } while (--w != 0);
    00854       break;
    00855
    00856     case DIAGDIR_SW:
    00857       tile += TileDiffXY(w - 1, 0);
    00858       do {
    00859         TileIndex tile_cur = tile;
    00860
    00861         for (uint w_cur = w; w_cur != 0; --w_cur) {
    00862           if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
    00863           p++;
    00864           tile_cur--;
    00865         }
    00866         tile += TileDiffXY(0, 1);
    00867       } while (--h != 0);
    00868       break;
    00869
    00870     case DIAGDIR_NW:
    00871       tile += TileDiffXY(0, h - 1);
    00872       do {
    00873         TileIndex tile_cur = tile;
    00874
    00875         for (uint h_cur = h; h_cur != 0; --h_cur) {
    00876           if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
    00877           p++;
    00878           tile_cur -= TileDiffXY(0, 1);
    00879         }
    00880         tile += TileDiffXY(1, 0);
    00881       } while (--w != 0);
    00882       break;
    00883   }
    00884 }
    00885
    00886
    00887 #include "table/genland.h"
    00888
    00889 static void CreateDesertOrRainForest()
    00890 {
    00891   TileIndex update_freq = MapSize() / 4;
    00892   const TileIndexDiffC *data;
    00893
    00894   for (TileIndex tile = 0; tile != MapSize(); ++tile) {
    00895     if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00896
    00897     if (!IsValidTile(tile)) continue;
    00898
    00899     for (data = _make_desert_or_rainforest_data;
    00900         data != endof(_make_desert_or_rainforest_data); ++data) {
    00901       TileIndex t = AddTileIndexDiffCWrap(tile, *data);
    00902       if (t != INVALID_TILE && (TileHeight(t) >= 4 || IsTileType(t, MP_WATER))) break;
    00903     }
    00904     if (data == endof(_make_desert_or_rainforest_data)) {
    00905       SetTropicZone(tile, TROPICZONE_DESERT);
    00906     }
    00907   }
    00908
    00909   for (uint i = 0; i != 256; i++) {
    00910     if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00911
    00912     RunTileLoop();
    00913   }
    00914
    00915   for (TileIndex tile = 0; tile != MapSize(); ++tile) {
    00916     if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    00917
    00918     if (!IsValidTile(tile)) continue;
    00919
    00920     for (data = _make_desert_or_rainforest_data;
    00921         data != endof(_make_desert_or_rainforest_data); ++data) {
    00922       TileIndex t = AddTileIndexDiffCWrap(tile, *data);
    00923       if (t != INVALID_TILE && IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
    00924     }
    00925     if (data == endof(_make_desert_or_rainforest_data)) {
    00926       SetTropicZone(tile, TROPICZONE_RAINFOREST);
    00927     }
    00928   }
    00929 }
    00930
    00937 static bool FindSpring(TileIndex tile, void *user_data)
    00938 {
    00939   int referenceHeight;
    00940   Slope s = GetTileSlope(tile, &referenceHeight);
    00941   if (s != SLOPE_FLAT || IsWaterTile(tile)) return false;
    00942
    00943   /* In the tropics rivers start in the rainforest. */
    00944   if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
    00945
    00946   /* Are there enough higher tiles to warrant a 'spring'? */
    00947   uint num = 0;
    00948   for (int dx = -1; dx <= 1; dx++) {
    00949     for (int dy = -1; dy <= 1; dy++) {
    00950       TileIndex t = TileAddWrap(tile, dx, dy);
    00951       if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
    00952     }
    00953   }
    00954
    00955   if (num < 4) return false;
    00956
    00957   /* Are we near the top of a hill? */
    00958   for (int dx = -16; dx <= 16; dx++) {
    00959     for (int dy = -16; dy <= 16; dy++) {
    00960       TileIndex t = TileAddWrap(tile, dx, dy);
    00961       if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2) return false;
    00962     }
    00963   }
    00964
    00965   return true;
    00966 }
    00967
    00974 static bool MakeLake(TileIndex tile, void *user_data)
    00975 {
    00976   uint height = *(uint*)user_data;
    00977   if (!IsValidTile(tile) || TileHeight(tile) != height || GetTileSlope(tile) != SLOPE_FLAT) return false;
    00978   if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
    00979
    00980   for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
    00981     TileIndex t2 = tile + TileOffsByDiagDir(d);
    00982     if (IsWaterTile(t2)) {
    00983       MakeRiver(tile, Random());
    00984       return false;
    00985     }
    00986   }
    00987
    00988   return false;
    00989 }
    00990
    00997 static bool FlowsDown(TileIndex begin, TileIndex end)
    00998 {
    00999   assert(DistanceManhattan(begin, end) == 1);
    01000
    01001   int heightBegin;
    01002   int heightEnd;
    01003   Slope slopeBegin = GetTileSlope(begin, &heightBegin);
    01004   Slope slopeEnd   = GetTileSlope(end, &heightEnd);
    01005
    01006   return heightEnd <= heightBegin &&
    01007       /* Slope either is inclined or flat; rivers don't support other slopes. */
    01008       (slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
    01009       /* Slope continues, then it must be lower... or either end must be flat. */
    01010       ((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
    01011 }
    01012
    01013 /* AyStar callback for checking whether we reached our destination. */
    01014 static int32 River_EndNodeCheck(AyStar *aystar, OpenListNode *current)
    01015 {
    01016   return current->path.node.tile == *(TileIndex*)aystar->user_target ? AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
    01017 }
    01018
    01019 /* AyStar callback for getting the cost of the current node. */
    01020 static int32 River_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
    01021 {
    01022   return 1 + RandomRange(_settings_game.game_creation.river_route_random);
    01023 }
    01024
    01025 /* AyStar callback for getting the estimated cost to the destination. */
    01026 static int32 River_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
    01027 {
    01028   return DistanceManhattan(*(TileIndex*)aystar->user_target, current->tile);
    01029 }
    01030
    01031 /* AyStar callback for getting the neighbouring nodes of the given node. */
    01032 static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
    01033 {
    01034   TileIndex tile = current->path.node.tile;
    01035
    01036   aystar->num_neighbours = 0;
    01037   for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
    01038     TileIndex t2 = tile + TileOffsByDiagDir(d);
    01039     if (IsValidTile(t2) && FlowsDown(tile, t2)) {
    01040       aystar->neighbours[aystar->num_neighbours].tile = t2;
    01041       aystar->neighbours[aystar->num_neighbours].direction = INVALID_TRACKDIR;
    01042       aystar->num_neighbours++;
    01043     }
    01044   }
    01045 }
    01046
    01047 /* AyStar callback when an route has been found. */
    01048 static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
    01049 {
    01050   for (PathNode *path = &current->path; path != NULL; path = path->parent) {
    01051     TileIndex tile = path->node.tile;
    01052     if (!IsWaterTile(tile)) {
    01053       MakeRiver(tile, Random());
    01054       /* Remove desert directly around the river tile. */
    01055       CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
    01056     }
    01057   }
    01058 }
    01059
    01060 static const uint RIVER_HASH_SIZE = 8;
    01061
    01068 static uint River_Hash(uint tile, uint dir)
    01069 {
    01070   return GB(TileHash(TileX(tile), TileY(tile)), 0, RIVER_HASH_SIZE);
    01071 }
    01072
    01078 static void BuildRiver(TileIndex begin, TileIndex end)
    01079 {
    01080   AyStar finder;
    01081   MemSetT(&finder, 0);
    01082   finder.CalculateG = River_CalculateG;
    01083   finder.CalculateH = River_CalculateH;
    01084   finder.GetNeighbours = River_GetNeighbours;
    01085   finder.EndNodeCheck = River_EndNodeCheck;
    01086   finder.FoundEndNode = River_FoundEndNode;
    01087   finder.user_target = &end;
    01088
    01089   finder.Init(River_Hash, 1 << RIVER_HASH_SIZE);
    01090
    01091   AyStarNode start;
    01092   start.tile = begin;
    01093   start.direction = INVALID_TRACKDIR;
    01094   finder.AddStartNode(&start, 0);
    01095   finder.Main();
    01096   finder.Free();
    01097 }
    01098
    01106 static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
    01107 {
    01108   uint height = TileHeight(begin);
    01109   if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
    01110
    01111   MemSetT(marks, 0, MapSize());
    01112   marks[begin] = true;
    01113
    01114   /* Breadth first search for the closest tile we can flow down to. */
    01115   std::list<TileIndex> queue;
    01116   queue.push_back(begin);
    01117
    01118   bool found = false;
    01119   uint count = 0; // Number of tiles considered; to be used for lake location guessing.
    01120   TileIndex end;
    01121   do {
    01122     end = queue.front();
    01123     queue.pop_front();
    01124
    01125     uint height2 = TileHeight(end);
    01126     if (GetTileSlope(end) == SLOPE_FLAT && (height2 < height || (height2 == height && IsWaterTile(end)))) {
    01127       found = true;
    01128       break;
    01129     }
    01130
    01131     for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
    01132       TileIndex t2 = end + TileOffsByDiagDir(d);
    01133       if (IsValidTile(t2) && !marks[t2] && FlowsDown(end, t2)) {
    01134         marks[t2] = true;
    01135         count++;
    01136         queue.push_back(t2);
    01137       }
    01138     }
    01139   } while (!queue.empty());
    01140
    01141   if (found) {
    01142     /* Flow further down hill. */
    01143     found = FlowRiver(marks, spring, end);
    01144   } else if (count > 32) {
    01145     /* Maybe we can make a lake. Find the Nth of the considered tiles. */
    01146     TileIndex lakeCenter = 0;
    01147     for (int i = RandomRange(count - 1); i != 0; lakeCenter++) {
    01148       if (marks[lakeCenter]) i--;
    01149     }
    01150
    01151     if (IsValidTile(lakeCenter) &&
    01152         /* A river, or lake, can only be built on flat slopes. */
    01153         GetTileSlope(lakeCenter) == SLOPE_FLAT &&
    01154         /* We want the lake to be built at the height of the river. */
    01155         TileHeight(begin) == TileHeight(lakeCenter) &&
    01156         /* We don't want the lake at the entry of the valley. */
    01157         lakeCenter != begin &&
    01158         /* We don't want lakes in the desert. */
    01159         (_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
    01160         /* We only want a lake if the river is long enough. */
    01161         DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
    01162       end = lakeCenter;
    01163       MakeRiver(lakeCenter, Random());
    01164       uint range = RandomRange(8) + 3;
    01165       CircularTileSearch(&lakeCenter, range, MakeLake, &height);
    01166       /* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
    01167       lakeCenter = end;
    01168       CircularTileSearch(&lakeCenter, range, MakeLake, &height);
    01169       found = true;
    01170     }
    01171   }
    01172
    01173   if (found) BuildRiver(begin, end);
    01174   return found;
    01175 }
    01176
    01180 static void CreateRivers()
    01181 {
    01182   int amount = _settings_game.game_creation.amount_of_rivers;
    01183   if (amount == 0) return;
    01184
    01185   uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
    01186   SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
    01187   bool *marks = CallocT<bool>(MapSize());
    01188
    01189   for (; wells != 0; wells--) {
    01190     IncreaseGeneratingWorldProgress(GWP_RIVER);
    01191     for (int tries = 0; tries < 128; tries++) {
    01192       TileIndex t = RandomTile();
    01193       if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
    01194       if (FlowRiver(marks, t, t)) break;
    01195     }
    01196   }
    01197
    01198   free(marks);
    01199
    01200   /* Run tile loop to update the ground density. */
    01201   for (uint i = 0; i != 256; i++) {
    01202     if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
    01203     RunTileLoop();
    01204   }
    01205 }
    01206
    01207 void GenerateLandscape(byte mode)
    01208 {
    01210   enum GenLandscapeSteps {
    01211     GLS_HEIGHTMAP    =  3,
    01212     GLS_TERRAGENESIS =  5,
    01213     GLS_ORIGINAL     =  2,
    01214     GLS_TROPIC       = 12,
    01215     GLS_OTHER        =  0,
    01216   };
    01217   uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
    01218
    01219   if (mode == GWM_HEIGHTMAP) {
    01220     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
    01221     LoadHeightmap(_file_to_saveload.name);
    01222     IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    01223   } else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
    01224     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
    01225     GenerateTerrainPerlin();
    01226   } else {
    01227     SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
    01228     if (_settings_game.construction.freeform_edges) {
    01229       for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
    01230       for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
    01231     }
    01232     switch (_settings_game.game_creation.landscape) {
    01233       case LT_ARCTIC: {
    01234         uint32 r = Random();
    01235
    01236         for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
    01237           GenerateTerrain(2, 0);
    01238         }
    01239
    01240         uint flag = GB(r, 7, 2) | 4;
    01241         for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
    01242           GenerateTerrain(4, flag);
    01243         }
    01244         break;
    01245       }
    01246
    01247       case LT_TROPIC: {
    01248         uint32 r = Random();
    01249
    01250         for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
    01251           GenerateTerrain(0, 0);
    01252         }
    01253
    01254         uint flag = GB(r, 7, 2) | 4;
    01255         for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
    01256           GenerateTerrain(0, flag);
    01257         }
    01258
    01259         flag ^= 2;
    01260
    01261         for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
    01262           GenerateTerrain(3, flag);
    01263         }
    01264         break;
    01265       }
    01266
    01267       default: {
    01268         uint32 r = Random();
    01269
    01270         assert(_settings_game.difficulty.quantity_sea_lakes != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
    01271         uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
    01272         for (; i != 0; --i) {
    01273           GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
    01274         }
    01275         break;
    01276       }
    01277     }
    01278   }
    01279
    01280   /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
    01281    * it allows screen redraw. Drawing of broken slopes crashes the game */
    01282   FixSlopes();
    01283   IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    01284   ConvertGroundTilesIntoWaterTiles();
    01285   IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
    01286
    01287   if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
    01288
    01289   CreateRivers();
    01290 }
    01291
    01292 void OnTick_Town();
    01293 void OnTick_Trees();
    01294 void OnTick_Station();
    01295 void OnTick_Industry();
    01296
    01297 void OnTick_Companies();
    01298
    01299 void CallLandscapeTick()
    01300 {
    01301   OnTick_Town();
    01302   OnTick_Trees();
    01303   OnTick_Station();
    01304   OnTick_Industry();
    01305
    01306   OnTick_Companies();
    01307 }