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[openttd/fttd.git] / src / landscape.cpp
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1 /* $Id$ */
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 */
10 /** @file landscape.cpp Functions related to the landscape (slopes etc.). */
12 /** @defgroup SnowLineGroup Snowline functions and data structures */
14 #include "stdafx.h"
15 #include "map/ground.h"
16 #include "map/slope.h"
17 #include "map/bridge.h"
18 #include "heightmap.h"
19 #include "spritecache.h"
20 #include "viewport_func.h"
21 #include "command_func.h"
22 #include "landscape.h"
23 #include "tgp.h"
24 #include "genworld.h"
25 #include "fios.h"
26 #include "date_func.h"
27 #include "water.h"
28 #include "effectvehicle_func.h"
29 #include "landscape_type.h"
30 #include "animated_tile_func.h"
31 #include "core/random_func.hpp"
32 #include "object_base.h"
33 #include "company_func.h"
34 #include "pathfinder/yapf/astar.hpp"
35 #include "saveload/saveload.h"
36 #include <queue>
37 #include <set>
39 #include "table/strings.h"
40 #include "table/sprites.h"
42 extern const TileTypeProcs
43 _tile_type_clear_procs,
44 _tile_type_rail_procs,
45 _tile_type_road_procs,
46 _tile_type_town_procs,
47 _tile_type_misc_procs,
48 _tile_type_station_procs,
49 _tile_type_water_procs,
50 _tile_type_industry_procs,
51 _tile_type_object_procs;
53 /**
54 * Tile callback functions for each type of tile.
55 * @ingroup TileCallbackGroup
56 * @see TileType
58 extern const TileTypeProcs * const _tile_type_procs[16] = {
59 &_tile_type_clear_procs, ///< Callback functions for clear tiles
60 &_tile_type_object_procs, ///< Callback functions for object tiles
61 &_tile_type_water_procs, ///< Callback functions for water tiles
62 NULL,
63 &_tile_type_rail_procs, ///< Callback functions for railway tiles
64 &_tile_type_road_procs, ///< Callback functions for road tiles
65 &_tile_type_misc_procs, ///< Callback functions for misc tiles
66 &_tile_type_station_procs, ///< Callback functions for station tiles
67 &_tile_type_industry_procs, ///< Callback functions for industry tiles
68 &_tile_type_industry_procs,
69 &_tile_type_industry_procs,
70 &_tile_type_industry_procs,
71 &_tile_type_town_procs, ///< Callback functions for house tiles
72 &_tile_type_town_procs,
73 &_tile_type_town_procs,
74 &_tile_type_town_procs,
77 /** landscape slope => sprite */
78 extern const byte _slope_to_sprite_offset[32] = {
79 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0,
80 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0,
83 /**
84 * Description of the snow line throughout the year.
86 * If it is \c NULL, a static snowline height is used, as set by \c _settings_game.game_creation.snow_line_height.
87 * Otherwise it points to a table loaded from a newGRF file that describes the variable snowline.
88 * @ingroup SnowLineGroup
89 * @see GetSnowLine() GameCreationSettings
91 static SnowLine *_snow_line = NULL;
93 /**
94 * Applies a foundation to a slope.
96 * @pre Foundation and slope must be valid combined.
97 * @param f The #Foundation.
98 * @param s The #Slope to modify.
99 * @return Increment to the tile Z coordinate.
101 uint ApplyFoundationToSlope(Foundation f, Slope *s)
103 if (!IsFoundation(f)) return 0;
105 if (IsLeveledFoundation(f)) {
106 uint dz = 1 + (IsSteepSlope(*s) ? 1 : 0);
107 *s = SLOPE_FLAT;
108 return dz;
111 if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) {
112 *s = HalftileSlope(*s, GetHalftileFoundationCorner(f));
113 return 0;
116 if (IsSpecialRailFoundation(f)) {
117 *s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f)));
118 return 0;
121 uint dz = IsSteepSlope(*s) ? 1 : 0;
122 Corner highest_corner = GetHighestSlopeCorner(*s);
124 switch (f) {
125 case FOUNDATION_INCLINED_X:
126 *s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
127 break;
129 case FOUNDATION_INCLINED_Y:
130 *s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
131 break;
133 case FOUNDATION_STEEP_LOWER:
134 *s = SlopeWithOneCornerRaised(highest_corner);
135 break;
137 case FOUNDATION_STEEP_BOTH:
138 *s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
139 break;
141 default: NOT_REACHED();
143 return dz;
148 * Determines height at given coordinate of a slope
149 * @param x x coordinate
150 * @param y y coordinate
151 * @param corners slope to examine
152 * @return height of given point of given slope
154 uint GetPartialPixelZ(int x, int y, Slope corners)
156 if (IsHalftileSlope(corners)) {
157 bool on_halftile;
158 switch (GetHalftileSlopeCorner(corners)) {
159 case CORNER_W: on_halftile = (x >= y); break;
160 case CORNER_S: on_halftile = (x >= (y ^ 0xF)); break;
161 case CORNER_E: on_halftile = (y >= x); break;
162 case CORNER_N: on_halftile = ((y ^ 0xF) >= x); break;
163 default: NOT_REACHED();
165 if (on_halftile) return GetSlopeMaxPixelZ(corners);
168 int z = 0;
170 switch (RemoveHalftileSlope(corners)) {
171 case SLOPE_W:
172 if (x - y >= 0) {
173 z = (x - y) >> 1;
175 break;
177 case SLOPE_S:
178 y ^= 0xF;
179 if ((x - y) >= 0) {
180 z = (x - y) >> 1;
182 break;
184 case SLOPE_SW:
185 z = (x >> 1) + 1;
186 break;
188 case SLOPE_E:
189 if (y - x >= 0) {
190 z = (y - x) >> 1;
192 break;
194 case SLOPE_EW:
195 case SLOPE_NS:
196 case SLOPE_ELEVATED:
197 z = 4;
198 break;
200 case SLOPE_SE:
201 z = (y >> 1) + 1;
202 break;
204 case SLOPE_WSE:
205 z = 8;
206 y ^= 0xF;
207 if (x - y < 0) {
208 z += (x - y) >> 1;
210 break;
212 case SLOPE_N:
213 y ^= 0xF;
214 if (y - x >= 0) {
215 z = (y - x) >> 1;
217 break;
219 case SLOPE_NW:
220 z = (y ^ 0xF) >> 1;
221 break;
223 case SLOPE_NWS:
224 z = 8;
225 if (x - y < 0) {
226 z += (x - y) >> 1;
228 break;
230 case SLOPE_NE:
231 z = (x ^ 0xF) >> 1;
232 break;
234 case SLOPE_ENW:
235 z = 8;
236 y ^= 0xF;
237 if (y - x < 0) {
238 z += (y - x) >> 1;
240 break;
242 case SLOPE_SEN:
243 z = 8;
244 if (y - x < 0) {
245 z += (y - x) >> 1;
247 break;
249 case SLOPE_STEEP_S:
250 z = 1 + ((x + y) >> 1);
251 break;
253 case SLOPE_STEEP_W:
254 z = 1 + ((x + (y ^ 0xF)) >> 1);
255 break;
257 case SLOPE_STEEP_N:
258 z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1);
259 break;
261 case SLOPE_STEEP_E:
262 z = 1 + (((x ^ 0xF) + y) >> 1);
263 break;
265 default: break;
268 return z;
271 int GetSlopePixelZ(int x, int y)
273 TileIndex tile = TileVirtXY(x, y);
275 return GetTileProcs(tile)->get_slope_z_proc(tile, x, y);
279 * Determine the Z height of a corner relative to TileZ.
281 * @pre The slope must not be a halftile slope.
283 * @param tileh The slope.
284 * @param corner The corner.
285 * @return Z position of corner relative to TileZ.
287 int GetSlopeZInCorner(Slope tileh, Corner corner)
289 assert(!IsHalftileSlope(tileh));
290 return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? 1 : 0) + (tileh == SteepSlope(corner) ? 1 : 0);
294 * Determine the Z height of the corners of a specific tile edge
296 * @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. its edges.
298 * @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added.
300 * @param tileh The slope of the tile.
301 * @param edge The edge of interest.
302 * @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera)
303 * @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera)
305 void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2)
307 static const Slope corners[4][4] = {
308 /* corner | steep slope
309 * z1 z2 | z1 z2 */
310 {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
311 {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
312 {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
313 {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
316 int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
317 if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
318 if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.
320 if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised
321 if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised
322 if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
323 if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
327 * Get slope of a tile on top of a (possible) foundation
328 * If a tile does not have a foundation, the function returns the same as GetTileSlope.
330 * @param tile The tile of interest.
331 * @param z returns the z of the foundation slope. (Can be NULL, if not needed)
332 * @return The slope on top of the foundation.
334 Slope GetFoundationSlope(TileIndex tile, int *z)
336 Slope tileh = GetTileSlope(tile, z);
337 Foundation f = GetTileProcs(tile)->get_foundation_proc(tile, tileh);
338 uint z_inc = ApplyFoundationToSlope(f, &tileh);
339 if (z != NULL) *z += z_inc;
340 return tileh;
344 bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
346 int z;
348 int z_W_here = z_here;
349 int z_N_here = z_here;
350 GetSlopePixelZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);
352 Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, 0, -1), &z);
353 int z_W = z;
354 int z_N = z;
355 GetSlopePixelZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N);
357 return (z_N_here > z_N) || (z_W_here > z_W);
361 bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
363 int z;
365 int z_E_here = z_here;
366 int z_N_here = z_here;
367 GetSlopePixelZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);
369 Slope slope = GetFoundationPixelSlope(TILE_ADDXY(tile, -1, 0), &z);
370 int z_E = z;
371 int z_N = z;
372 GetSlopePixelZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N);
374 return (z_N_here > z_N) || (z_E_here > z_E);
378 * Draw foundation \a f at tile \a ti. Updates \a ti.
379 * @param ti Tile to draw foundation on
380 * @param f Foundation to draw
381 * @param side Side to skip
383 void DrawFoundation(TileInfo *ti, Foundation f, DiagDirection side)
385 if (!IsFoundation(f)) return;
387 /* Two part foundations must be drawn separately */
388 assert(f != FOUNDATION_STEEP_BOTH);
390 uint sprite_block = 0;
391 int z;
392 Slope slope = GetFoundationPixelSlope(ti->tile, &z);
394 /* Select the needed block of foundations sprites
395 * Block 0: Walls at NW and NE edge
396 * Block 1: Wall at NE edge
397 * Block 2: Wall at NW edge
398 * Block 3: No walls at NW or NE edge
400 if (side == DIAGDIR_NW || !HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
401 if (side == DIAGDIR_NE || !HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
403 /* Use the original slope sprites if NW and NE borders should be visible */
404 SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
405 SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
406 SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;
408 if (IsSteepSlope(ti->tileh)) {
409 if (!IsNonContinuousFoundation(f)) {
410 /* Lower part of foundation */
411 AddSortableSpriteToDraw (ti->vd,
412 leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
416 Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
417 ti->z += ApplyPixelFoundationToSlope(f, &ti->tileh);
419 if (IsInclinedFoundation(f)) {
420 /* inclined foundation */
421 byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
423 AddSortableSpriteToDraw (ti->vd, inclined_base + inclined, PAL_NONE, ti->x, ti->y,
424 f == FOUNDATION_INCLINED_X ? 16 : 1,
425 f == FOUNDATION_INCLINED_Y ? 16 : 1,
426 TILE_HEIGHT, ti->z
428 OffsetGroundSprite (ti->vd, 31, 9);
429 } else if (IsLeveledFoundation(f)) {
430 AddSortableSpriteToDraw (ti->vd, leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z - TILE_HEIGHT);
431 OffsetGroundSprite (ti->vd, 31, 1);
432 } else if (f == FOUNDATION_STEEP_LOWER) {
433 /* one corner raised */
434 OffsetGroundSprite (ti->vd, 31, 1);
435 } else {
436 /* halftile foundation */
437 int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0);
438 int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0);
440 AddSortableSpriteToDraw (ti->vd, halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT);
441 OffsetGroundSprite (ti->vd, 31, 9);
443 } else {
444 if (IsLeveledFoundation(f)) {
445 /* leveled foundation */
446 AddSortableSpriteToDraw (ti->vd, leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
447 OffsetGroundSprite (ti->vd, 31, 1);
448 } else if (IsNonContinuousFoundation(f)) {
449 /* halftile foundation */
450 Corner halftile_corner = GetHalftileFoundationCorner(f);
451 int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? 8 : 0);
452 int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? 8 : 0);
454 AddSortableSpriteToDraw (ti->vd, halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z);
455 OffsetGroundSprite (ti->vd, 31, 9);
456 } else if (IsSpecialRailFoundation(f)) {
457 /* anti-zig-zag foundation */
458 SpriteID spr;
459 if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) {
460 /* half of leveled foundation under track corner */
461 spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f));
462 } else {
463 /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
464 spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0);
466 AddSortableSpriteToDraw (ti->vd, spr, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
467 OffsetGroundSprite (ti->vd, 31, 9);
468 } else {
469 /* inclined foundation */
470 byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
472 AddSortableSpriteToDraw (ti->vd, inclined_base + inclined, PAL_NONE, ti->x, ti->y,
473 f == FOUNDATION_INCLINED_X ? 16 : 1,
474 f == FOUNDATION_INCLINED_Y ? 16 : 1,
475 TILE_HEIGHT, ti->z
477 OffsetGroundSprite (ti->vd, 31, 9);
479 ti->z += ApplyPixelFoundationToSlope(f, &ti->tileh);
483 void DoClearSquare(TileIndex tile)
485 /* If the tile can have animation and we clear it, delete it from the animated tile list. */
486 if (GetTileProcs(tile)->animate_tile_proc != NULL) DeleteAnimatedTile(tile);
488 MakeClear(tile, GROUND_GRASS, _generating_world ? 3 : 0);
489 MarkTileDirtyByTile(tile);
493 * Returns information about railway trackdirs and signal states.
494 * If there is any trackbit at 'side', return all trackdirbits.
495 * @param tile tile to get info about
496 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
497 * @return trackdirbits and other info
499 TrackStatus GetTileRailwayStatus(TileIndex tile, DiagDirection side)
501 GetTileTrackStatusProc *proc = GetTileProcs(tile)->get_tile_railway_status_proc;
502 return proc != NULL ? proc(tile, side) : 0;
506 * Returns information about road trackdirs and signal states.
507 * If there is any trackbit at 'side', return all trackdirbits.
508 * Return no trackbits if there is no roadbit (of given subtype) at given side.
509 * @param tile tile to get info about
510 * @param sub_mode roadtypes to check
511 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
512 * @return trackdirbits and other info
514 TrackStatus GetTileRoadStatus(TileIndex tile, uint sub_mode, DiagDirection side)
516 GetTileRoadStatusProc *proc = GetTileProcs(tile)->get_tile_road_status_proc;
517 return proc != NULL ? proc(tile, sub_mode, side) : 0;
521 * Returns information about waterway trackdirs.
522 * If there is any trackbit at 'side', return all trackdirbits.
523 * @param tile tile to get info about
524 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
525 * @return trackdirbits
527 TrackdirBits GetTileWaterwayStatus(TileIndex tile, DiagDirection side)
529 GetTileWaterStatusProc *proc = GetTileProcs(tile)->get_tile_waterway_status_proc;
530 return proc != NULL ? proc(tile, side) : TRACKDIR_BIT_NONE;
534 * Change the owner of a tile
535 * @param tile Tile to change
536 * @param old_owner Current owner of the tile
537 * @param new_owner New owner of the tile
539 void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
541 GetTileProcs(tile)->change_tile_owner_proc(tile, old_owner, new_owner);
544 void GetTileDesc(TileIndex tile, TileDesc *td)
546 GetTileProcs(tile)->get_tile_desc_proc(tile, td);
550 * Has a snow line table already been loaded.
551 * @return true if the table has been loaded already.
552 * @ingroup SnowLineGroup
554 bool IsSnowLineSet()
556 return _snow_line != NULL;
560 * Set a variable snow line, as loaded from a newgrf file.
561 * @param table the 12 * 32 byte table containing the snowline for each day
562 * @ingroup SnowLineGroup
564 void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
566 _snow_line = xcalloct<SnowLine>();
567 _snow_line->lowest_value = 0xFF;
568 memcpy(_snow_line->table, table, sizeof(_snow_line->table));
570 for (uint i = 0; i < SNOW_LINE_MONTHS; i++) {
571 for (uint j = 0; j < SNOW_LINE_DAYS; j++) {
572 _snow_line->highest_value = max(_snow_line->highest_value, table[i][j]);
573 _snow_line->lowest_value = min(_snow_line->lowest_value, table[i][j]);
579 * Get the current snow line, either variable or static.
580 * @return the snow line height.
581 * @ingroup SnowLineGroup
583 byte GetSnowLine()
585 if (_snow_line == NULL) return _settings_game.game_creation.snow_line_height;
587 YearMonthDay ymd;
588 ConvertDateToYMD(_date, &ymd);
589 return _snow_line->table[ymd.month][ymd.day];
593 * Get the highest possible snow line height, either variable or static.
594 * @return the highest snow line height.
595 * @ingroup SnowLineGroup
597 byte HighestSnowLine()
599 return _snow_line == NULL ? _settings_game.game_creation.snow_line_height : _snow_line->highest_value;
603 * Get the lowest possible snow line height, either variable or static.
604 * @return the lowest snow line height.
605 * @ingroup SnowLineGroup
607 byte LowestSnowLine()
609 return _snow_line == NULL ? _settings_game.game_creation.snow_line_height : _snow_line->lowest_value;
613 * Clear the variable snow line table and free the memory.
614 * @ingroup SnowLineGroup
616 void ClearSnowLine()
618 free(_snow_line);
619 _snow_line = NULL;
623 * Clear a piece of landscape
624 * @param tile tile to clear
625 * @param flags of operation to conduct
626 * @param p1 unused
627 * @param p2 unused
628 * @param text unused
629 * @return the cost of this operation or an error
631 CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
633 CommandCost cost(EXPENSES_CONSTRUCTION);
634 bool do_clear = false;
635 /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
636 if ((flags & DC_FORCE_CLEAR_TILE) && HasTileWaterClass(tile) && IsTileOnWater(tile) && !IsPlainWaterTile(tile) && !IsCoastTile(tile)) {
637 if ((flags & DC_AUTO) && GetWaterClass(tile) == WATER_CLASS_CANAL) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
638 do_clear = true;
639 cost.AddCost(GetWaterClass(tile) == WATER_CLASS_CANAL ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]);
642 Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);
643 if (c != NULL && (int)GB(c->clear_limit, 16, 16) < 1) {
644 return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED);
647 const ClearedObjectArea *coa = FindClearedObject(tile);
649 /* If this tile was the first tile which caused object destruction, always
650 * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
651 if (coa != NULL && coa->first_tile != tile) {
652 /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
653 * already removed.
654 * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
656 /* If a object is removed, it leaves either bare land or water. */
657 if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
658 return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
660 } else {
661 cost.AddCost(GetTileProcs(tile)->clear_tile_proc(tile, flags));
664 if (flags & DC_EXEC) {
665 if (c != NULL) c->clear_limit -= 1 << 16;
666 if (do_clear) DoClearSquare(tile);
668 return cost;
672 * Clear a big piece of landscape
673 * @param tile end tile of area dragging
674 * @param flags of operation to conduct
675 * @param p1 start tile of area dragging
676 * @param p2 various bitstuffed data.
677 * bit 0: Whether to use the Orthogonal (0) or Diagonal (1) iterator.
678 * @param text unused
679 * @return the cost of this operation or an error
681 CommandCost CmdClearArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
683 if (p1 >= MapSize()) return CMD_ERROR;
685 Money money = GetAvailableMoneyForCommand();
686 CommandCost cost(EXPENSES_CONSTRUCTION);
687 CommandCost last_error = CMD_ERROR;
688 bool had_success = false;
690 const Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? NULL : Company::GetIfValid(_current_company);
691 int limit = (c == NULL ? INT32_MAX : GB(c->clear_limit, 16, 16));
693 TileArea ta(tile, p1);
694 TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(ta);
695 for (; *iter != INVALID_TILE; ++(*iter)) {
696 TileIndex t = *iter;
697 CommandCost ret = DoCommand(t, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
698 if (ret.Failed()) {
699 last_error = ret;
701 /* We may not clear more tiles. */
702 if (c != NULL && GB(c->clear_limit, 16, 16) < 1) break;
703 continue;
706 had_success = true;
707 if (flags & DC_EXEC) {
708 money -= ret.GetCost();
709 if (ret.GetCost() > 0 && money < 0) {
710 _additional_cash_required = ret.GetCost();
711 delete iter;
712 return cost;
714 DoCommand(t, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
716 /* draw explosion animation...
717 * Disable explosions when game is paused. Looks silly and blocks the view. */
718 TileIndex off = t - ta.tile;
719 if ((TileX(off) == 0 || TileX(off) == ta.w - 1U) && (TileY(off) == 0 || TileY(off) == ta.h - 1U) && _pause_mode == PM_UNPAUSED) {
720 /* big explosion in each corner, or small explosion for single tiles */
721 CreateEffectVehicleAbove(TileX(t) * TILE_SIZE + TILE_SIZE / 2, TileY(t) * TILE_SIZE + TILE_SIZE / 2, 2,
722 ta.w == 1 && ta.h == 1 ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
725 } else {
726 /* When we're at the clearing limit we better bail (unneed) testing as well. */
727 if (ret.GetCost() != 0 && --limit <= 0) break;
729 cost.AddCost(ret);
732 delete iter;
733 return had_success ? cost : last_error;
737 TileIndex _cur_tileloop_tile;
740 * Gradually iterate over all tiles on the map, calling their TileLoopProcs once every 256 ticks.
742 void RunTileLoop()
744 /* The pseudorandom sequence of tiles is generated using a Galois linear feedback
745 * shift register (LFSR). This allows a deterministic pseudorandom ordering, but
746 * still with minimal state and fast iteration. */
748 /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 24-bit (for 4096x4096 maps).
749 * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
750 static const uint32 feedbacks[] = {
751 0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87
753 assert_compile(lengthof(feedbacks) == 2 * MAX_MAP_SIZE_BITS - 2 * MIN_MAP_SIZE_BITS + 1);
754 const uint32 feedback = feedbacks[MapLogX() + MapLogY() - 2 * MIN_MAP_SIZE_BITS];
756 /* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
757 uint count = 1 << (MapLogX() + MapLogY() - 8);
759 TileIndex tile = _cur_tileloop_tile;
760 /* The LFSR cannot have a zeroed state. */
761 assert(tile != 0);
763 /* Manually update tile 0 every 256 ticks - the LFSR never iterates over it itself. */
764 if (_tick_counter % 256 == 0) {
765 GetTileProcs(0)->tile_loop_proc(0);
766 count--;
769 while (count--) {
770 GetTileProcs(tile)->tile_loop_proc(tile);
772 /* Get the next tile in sequence using a Galois LFSR. */
773 tile = (tile >> 1) ^ (-(int32)(tile & 1) & feedback);
776 _cur_tileloop_tile = tile;
779 void InitializeLandscape()
781 uint maxx = MapMaxX();
782 uint maxy = MapMaxY();
783 uint sizex = MapSizeX();
785 uint y;
786 for (y = _settings_game.construction.freeform_edges ? 1 : 0; y < maxy; y++) {
787 uint x;
788 for (x = _settings_game.construction.freeform_edges ? 1 : 0; x < maxx; x++) {
789 MakeClear(sizex * y + x, GROUND_GRASS, 3);
790 SetTileHeight(sizex * y + x, 0);
791 SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
792 ClearBridgeMiddle(sizex * y + x);
794 MakeVoid(sizex * y + x);
796 for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
799 static void GenerateTerrain(int type, uint flag)
801 static const byte genterrain_tbl[5][2] =
802 { { 10, 0 }, { 22, 0 }, { 33, 0 }, { 37, 0 }, { 4, 33 } };
804 uint32 r = Random();
806 const MapGenSprite *templ = GetMapGenSprite ((((r >> 24) * genterrain_tbl[type][0]) >> 8) + genterrain_tbl[type][1] + 4845);
807 if (templ == NULL) usererror("Map generator sprites could not be loaded");
809 uint x = r & MapMaxX();
810 uint y = (r >> MapLogX()) & MapMaxY();
812 if (x < 2 || y < 2) return;
814 DiagDirection direction = (DiagDirection)GB(r, 22, 2);
815 uint w = templ->width;
816 uint h = templ->height;
818 if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h);
820 const byte *p = templ->data;
822 if ((flag & 4) != 0) {
823 uint xw = x * MapSizeY();
824 uint yw = y * MapSizeX();
825 uint bias = (MapSizeX() + MapSizeY()) * 16;
827 switch (flag & 3) {
828 default: NOT_REACHED();
829 case 0:
830 if (xw + yw > MapSize() - bias) return;
831 break;
833 case 1:
834 if (yw < xw + bias) return;
835 break;
837 case 2:
838 if (xw + yw < MapSize() + bias) return;
839 break;
841 case 3:
842 if (xw < yw + bias) return;
843 break;
847 if (x + w >= MapMaxX() - 1) return;
848 if (y + h >= MapMaxY() - 1) return;
850 TileIndex tile = TileXY(x, y);
852 switch (direction) {
853 default: NOT_REACHED();
854 case DIAGDIR_NE:
855 do {
856 TileIndex tile_cur = tile;
858 for (uint w_cur = w; w_cur != 0; --w_cur) {
859 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
860 p++;
861 tile_cur++;
863 tile += TileDiffXY(0, 1);
864 } while (--h != 0);
865 break;
867 case DIAGDIR_SE:
868 do {
869 TileIndex tile_cur = tile;
871 for (uint h_cur = h; h_cur != 0; --h_cur) {
872 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
873 p++;
874 tile_cur += TileDiffXY(0, 1);
876 tile += TileDiffXY(1, 0);
877 } while (--w != 0);
878 break;
880 case DIAGDIR_SW:
881 tile += TileDiffXY(w - 1, 0);
882 do {
883 TileIndex tile_cur = tile;
885 for (uint w_cur = w; w_cur != 0; --w_cur) {
886 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
887 p++;
888 tile_cur--;
890 tile += TileDiffXY(0, 1);
891 } while (--h != 0);
892 break;
894 case DIAGDIR_NW:
895 tile += TileDiffXY(0, h - 1);
896 do {
897 TileIndex tile_cur = tile;
899 for (uint h_cur = h; h_cur != 0; --h_cur) {
900 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
901 p++;
902 tile_cur -= TileDiffXY(0, 1);
904 tile += TileDiffXY(1, 0);
905 } while (--w != 0);
906 break;
911 #include "table/genland.h"
913 static void CreateDesertOrRainForest()
915 TileIndex update_freq = MapSize() / 4;
916 const CoordDiff *data;
917 uint max_desert_height = CeilDiv(_settings_game.construction.max_heightlevel, 4);
919 for (TileIndex tile = 0; tile != MapSize(); ++tile) {
920 if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
922 if (!IsValidTile(tile)) continue;
924 for (data = _make_desert_or_rainforest_data;
925 data != endof(_make_desert_or_rainforest_data); ++data) {
926 TileIndex t = AddCoordDiffWrap(tile, *data);
927 if (t != INVALID_TILE && (TileHeight(t) >= max_desert_height || IsWaterTile(t))) break;
929 if (data == endof(_make_desert_or_rainforest_data)) {
930 SetTropicZone(tile, TROPICZONE_DESERT);
934 for (uint i = 0; i != 256; i++) {
935 if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
937 RunTileLoop();
940 for (TileIndex tile = 0; tile != MapSize(); ++tile) {
941 if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
943 if (!IsValidTile(tile)) continue;
945 for (data = _make_desert_or_rainforest_data;
946 data != endof(_make_desert_or_rainforest_data); ++data) {
947 TileIndex t = AddCoordDiffWrap(tile, *data);
948 if (t != INVALID_TILE && IsClearTile(t) && IsClearGround(t, GROUND_DESERT)) break;
950 if (data == endof(_make_desert_or_rainforest_data)) {
951 SetTropicZone(tile, TROPICZONE_RAINFOREST);
957 * Find the spring of a river.
958 * @param tile The tile to consider for being the spring.
959 * @return True iff it is suitable as a spring.
961 static bool FindSpring (TileIndex tile)
963 int referenceHeight;
964 if (!IsTileFlat(tile, &referenceHeight) || IsPlainWaterTile(tile)) return false;
966 /* In the tropics rivers start in the rainforest. */
967 if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
969 /* Are there enough higher tiles to warrant a 'spring'? */
970 TileArea ta (tile);
971 ta.expand (1); // check adjacent tiles (3x3 square)
972 uint num = 0;
973 TILE_AREA_LOOP(t, ta) {
974 if (GetTileMaxZ(t) > referenceHeight) num++;
977 if (num < 4) return false;
979 /* Are we near the top of a hill? */
980 ta.expand (15); // check nearby tiles (radius 16)
981 TILE_AREA_LOOP(t, ta) {
982 if (GetTileMaxZ(t) > referenceHeight + 2) return false;
985 return true;
989 * Make a connected lake; fill all tiles in the circular tile search that are connected.
990 * @param tile The tile to consider for lake making.
991 * @param height The height of the lake.
993 static void MakeLake (TileIndex tile, uint height)
995 if (!IsValidTile(tile) || TileHeight(tile) != height || !IsTileFlat(tile)) return;
996 if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return;
998 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
999 TileIndex t2 = tile + TileOffsByDiagDir(d);
1000 if (IsPlainWaterTile(t2)) {
1001 MakeRiver(tile, Random());
1002 return;
1007 /** River node struct for Astar. */
1008 struct RiverNode : AstarNode <RiverNode> {
1009 typedef AstarNode <RiverNode> Base;
1010 typedef RiverNode Key; // we are our own key
1012 TileIndex tile;
1013 Slope slope;
1015 RiverNode (const RiverNode *parent, TileIndex t, Slope s)
1016 : Base (parent), tile (t), slope (s)
1020 bool operator == (const RiverNode &other) const
1022 return tile == other.tile;
1025 const Key& GetKey() const
1027 return *this;
1030 int CalcHash() const
1032 return TileHash (TileX(tile), TileY(tile));
1036 /** River pathfinder. */
1037 struct RiverAstar : Astar <RiverNode, 8, 8>
1039 const TileIndex target;
1041 RiverAstar (TileIndex target) : target(target) { }
1045 * Check if a given slope is valid for a flow when moving in a given direction.
1046 * @param dir The direction in which we are moving.
1047 * @param slope The slope of the new tile.
1048 * @return Whether the slope is valid for flowing in the given direction.
1050 static bool FlowsDown (DiagDirection dir, Slope slope)
1052 return (slope == SLOPE_FLAT) || (slope == ComplementSlope (InclinedSlope (dir)));
1055 /** River neighbour finder for the A-star algorithm in a given direction. */
1056 static void RiverFollowDir (RiverAstar *a, const RiverNode *n, DiagDirection d)
1058 TileIndex tile = TileAddByDiagDir (n->tile, d);
1059 if (!IsValidTile (tile)) return;
1061 Slope slope = GetTileSlope (tile);
1062 if (FlowsDown (d, slope)) {
1063 RiverNode m (n, tile, slope);
1064 m.m_cost = n->m_cost + 1 + RandomRange (_settings_game.game_creation.river_route_random);
1065 if (tile == a->target) {
1066 m.m_estimate = m.m_cost;
1067 a->InsertTarget(m);
1068 } else {
1069 m.m_estimate = m.m_cost + DistanceManhattan (tile, a->target);
1070 a->InsertNode(m);
1076 * River neighbour finder for the A-star algorithm
1078 static void RiverFollow (RiverAstar *a, const RiverNode *n)
1080 if (n->slope == SLOPE_FLAT) {
1081 /* We can flow in all four direction from a flat tile. */
1082 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1083 RiverFollowDir (a, n, d);
1085 } else {
1086 /* We can only flow downhill from a sloped tile. */
1087 DiagDirection d = GetInclinedSlopeDirection (n->slope);
1088 assert (d != INVALID_DIAGDIR);
1089 RiverFollowDir (a, n, ReverseDiagDir(d));
1094 * Actually build the river between the begin and end tiles using AyStar.
1095 * @param begin The begin of the river.
1096 * @param end The end of the river.
1098 static void BuildRiver(TileIndex begin, TileIndex end)
1100 assert (IsTileFlat (begin));
1102 RiverAstar finder (end);
1103 finder.InsertInitialNode (RiverNode (NULL, begin, SLOPE_FLAT));
1105 if (finder.FindPath(&RiverFollow)) {
1106 for (const RiverNode *n = finder.best; n != NULL; n = n->m_parent) {
1107 TileIndex tile = n->tile;
1108 if (!IsPlainWaterTile(tile)) {
1109 MakeRiver(tile, Random());
1110 /* Remove desert directly around the river tile. */
1111 RiverModifyDesertZone (tile);
1118 * Try to flow the river down from a given begin.
1119 * @param spring The springing point of the river.
1120 * @param begin The begin point we are looking from; somewhere down hill from the spring.
1121 * @return True iff a river could/has been built, otherwise false.
1123 static bool FlowRiver(TileIndex spring, TileIndex begin)
1125 assert (IsValidTile(begin));
1126 assert (IsTileFlat (begin));
1128 uint height = TileHeight(begin);
1129 if (IsPlainWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
1131 std::set<TileIndex> marks;
1132 marks.insert(begin);
1134 /* Breadth first search for the closest tile we can flow down to. */
1135 std::queue <std::pair <TileIndex, Slope> > queue;
1137 TileIndex end = begin;
1138 Slope slope = SLOPE_FLAT;
1139 bool found = false;
1141 for (;;) {
1142 DiagDirection d0, d1;
1143 if (slope == SLOPE_FLAT) {
1144 uint height2 = TileHeight (end);
1145 assert (height2 <= height);
1146 if (height2 < height || IsPlainWaterTile(end)) {
1147 found = true;
1148 break;
1150 /* try all neighbour tiles from a flat tile */
1151 d0 = DIAGDIR_BEGIN;
1152 d1 = DIAGDIR_END;
1153 } else {
1154 DiagDirection d = GetInclinedSlopeDirection (slope);
1155 assert (d != INVALID_DIAGDIR);
1156 /* only try this direction from a sloped tile */
1157 d0 = ReverseDiagDir (d);
1158 d1 = (DiagDirection)(d0 + 1);
1161 for (DiagDirection d = d0; d < d1; d++) {
1162 TileIndex neighbour = end + TileOffsByDiagDir (d);
1163 if (IsValidTile(neighbour) && (marks.find(neighbour) == marks.end())) {
1164 Slope neighbour_slope = GetTileSlope (neighbour);
1165 if (FlowsDown (d, neighbour_slope)) {
1166 marks.insert (neighbour);
1167 queue.push (std::make_pair (neighbour, neighbour_slope));
1172 if (queue.empty()) break;
1174 end = queue.front().first;
1175 slope = queue.front().second;
1176 queue.pop();
1179 if (found) {
1180 /* Flow further down hill. */
1181 found = FlowRiver(spring, end);
1182 } else if (marks.size() > 32) {
1183 /* Maybe we can make a lake. Find the Nth of the considered tiles. */
1184 std::set<TileIndex>::const_iterator cit = marks.begin();
1185 for (uint i = RandomRange (marks.size()); i > 0; i--) cit++;
1186 TileIndex lakeCenter = *cit;
1188 if (IsValidTile(lakeCenter) &&
1189 /* A river, or lake, can only be built on flat slopes. */
1190 IsTileFlat(lakeCenter) &&
1191 /* We want the lake to be built at the height of the river. */
1192 TileHeight(begin) == TileHeight(lakeCenter) &&
1193 /* We don't want the lake at the entry of the valley. */
1194 lakeCenter != begin &&
1195 /* We don't want lakes in the desert. */
1196 (_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
1197 /* We only want a lake if the river is long enough. */
1198 DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
1199 end = lakeCenter;
1200 MakeRiver(lakeCenter, Random());
1201 uint range = RandomRange(8) + 3;
1202 CircularTileIterator iter1 (lakeCenter, range);
1203 for (lakeCenter = iter1; lakeCenter != INVALID_TILE; lakeCenter = ++iter1) {
1204 MakeLake (lakeCenter, height);
1206 /* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
1207 lakeCenter = end;
1208 CircularTileIterator iter2 (lakeCenter, range);
1209 for (lakeCenter = iter2; lakeCenter != INVALID_TILE; lakeCenter = ++iter2) {
1210 MakeLake (lakeCenter, height);
1212 found = true;
1216 marks.clear();
1217 if (found) BuildRiver(begin, end);
1218 return found;
1222 * Actually (try to) create some rivers.
1224 static void CreateRivers()
1226 int amount = _settings_game.game_creation.amount_of_rivers;
1227 if (amount == 0) return;
1229 uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
1230 SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
1232 for (; wells != 0; wells--) {
1233 IncreaseGeneratingWorldProgress(GWP_RIVER);
1234 for (int tries = 0; tries < 128; tries++) {
1235 TileIndex t = RandomTile();
1236 CircularTileIterator iter (t, 8);
1237 for (t = iter; t != INVALID_TILE; t = ++iter) {
1238 if (IsValidTile(t) && FindSpring (t)) break;
1240 if (t == INVALID_TILE) continue;
1241 if (FlowRiver(t, t)) break;
1245 /* Run tile loop to update the ground density. */
1246 for (uint i = 0; i != 256; i++) {
1247 if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
1248 RunTileLoop();
1252 void GenerateLandscape(byte mode)
1254 /** Number of steps of landscape generation */
1255 enum GenLandscapeSteps {
1256 GLS_HEIGHTMAP = 3, ///< Loading a heightmap
1257 GLS_TERRAGENESIS = 5, ///< Terragenesis generator
1258 GLS_ORIGINAL = 2, ///< Original generator
1259 GLS_TROPIC = 12, ///< Extra steps needed for tropic landscape
1260 GLS_OTHER = 0, ///< Extra steps for other landscapes
1262 uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
1264 if (mode == GWM_HEIGHTMAP) {
1265 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
1266 LoadHeightmap(_file_to_saveload.detail_ftype, _file_to_saveload.name);
1267 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
1268 } else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
1269 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
1270 GenerateTerrainPerlin();
1271 } else {
1272 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
1273 if (_settings_game.construction.freeform_edges) {
1274 for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
1275 for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
1277 switch (_settings_game.game_creation.landscape) {
1278 case LT_ARCTIC: {
1279 uint32 r = Random();
1281 for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
1282 GenerateTerrain(2, 0);
1285 uint flag = GB(r, 7, 2) | 4;
1286 for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
1287 GenerateTerrain(4, flag);
1289 break;
1292 case LT_TROPIC: {
1293 uint32 r = Random();
1295 for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
1296 GenerateTerrain(0, 0);
1299 uint flag = GB(r, 7, 2) | 4;
1300 for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
1301 GenerateTerrain(0, flag);
1304 flag ^= 2;
1306 for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
1307 GenerateTerrain(3, flag);
1309 break;
1312 default: {
1313 uint32 r = Random();
1315 assert(_settings_game.difficulty.quantity_sea_lakes != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
1316 uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
1317 for (; i != 0; --i) {
1318 /* Make sure we do not overflow. */
1319 GenerateTerrain(Clamp(_settings_game.difficulty.terrain_type, 0, 3), 0);
1321 break;
1326 /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
1327 * it allows screen redraw. Drawing of broken slopes crashes the game */
1328 FixSlopes();
1329 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
1330 ConvertGroundTilesIntoWaterTiles();
1331 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
1333 if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
1335 CreateRivers();
1338 void OnTick_Town();
1339 void OnTick_Trees();
1340 void OnTick_Station();
1341 void OnTick_Industry();
1343 void OnTick_Companies();
1344 void OnTick_LinkGraph();
1346 void CallLandscapeTick()
1348 OnTick_Town();
1349 OnTick_Trees();
1350 OnTick_Station();
1351 OnTick_Industry();
1353 OnTick_Companies();
1354 OnTick_LinkGraph();