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/>.
10 /** @file landscape.cpp Functions related to the landscape (slopes etc.). */
12 /** @defgroup SnowLineGroup Snowline functions and data structures */
15 #include "map/ground.h"
16 #include "map/slope.h"
17 #include "heightmap.h"
18 #include "spritecache.h"
19 #include "viewport_func.h"
20 #include "command_func.h"
21 #include "landscape.h"
25 #include "date_func.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/yapf/astar.hpp"
36 #include "table/strings.h"
37 #include "table/sprites.h"
39 extern const TileTypeProcs
40 _tile_type_clear_procs
,
41 _tile_type_rail_procs
,
42 _tile_type_road_procs
,
43 _tile_type_town_procs
,
44 _tile_type_misc_procs
,
45 _tile_type_station_procs
,
46 _tile_type_water_procs
,
47 _tile_type_industry_procs
,
48 _tile_type_object_procs
;
51 * Tile callback functions for each type of tile.
52 * @ingroup TileCallbackGroup
55 extern const TileTypeProcs
* const _tile_type_procs
[16] = {
56 &_tile_type_clear_procs
, ///< Callback functions for clear tiles
57 &_tile_type_object_procs
, ///< Callback functions for object tiles
58 &_tile_type_water_procs
, ///< Callback functions for water tiles
60 &_tile_type_rail_procs
, ///< Callback functions for railway tiles
61 &_tile_type_road_procs
, ///< Callback functions for road tiles
62 &_tile_type_misc_procs
, ///< Callback functions for misc tiles
63 &_tile_type_station_procs
, ///< Callback functions for station tiles
64 &_tile_type_industry_procs
, ///< Callback functions for industry tiles
65 &_tile_type_industry_procs
,
66 &_tile_type_industry_procs
,
67 &_tile_type_industry_procs
,
68 &_tile_type_town_procs
, ///< Callback functions for house tiles
69 &_tile_type_town_procs
,
70 &_tile_type_town_procs
,
71 &_tile_type_town_procs
,
74 /** landscape slope => sprite */
75 extern const byte _slope_to_sprite_offset
[32] = {
76 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0,
77 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0,
81 * Description of the snow line throughout the year.
83 * If it is \c NULL, a static snowline height is used, as set by \c _settings_game.game_creation.snow_line_height.
84 * Otherwise it points to a table loaded from a newGRF file that describes the variable snowline.
85 * @ingroup SnowLineGroup
86 * @see GetSnowLine() GameCreationSettings
88 static SnowLine
*_snow_line
= NULL
;
91 * Applies a foundation to a slope.
93 * @pre Foundation and slope must be valid combined.
94 * @param f The #Foundation.
95 * @param s The #Slope to modify.
96 * @return Increment to the tile Z coordinate.
98 uint
ApplyFoundationToSlope(Foundation f
, Slope
*s
)
100 if (!IsFoundation(f
)) return 0;
102 if (IsLeveledFoundation(f
)) {
103 uint dz
= 1 + (IsSteepSlope(*s
) ? 1 : 0);
108 if (f
!= FOUNDATION_STEEP_BOTH
&& IsNonContinuousFoundation(f
)) {
109 *s
= HalftileSlope(*s
, GetHalftileFoundationCorner(f
));
113 if (IsSpecialRailFoundation(f
)) {
114 *s
= SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f
)));
118 uint dz
= IsSteepSlope(*s
) ? 1 : 0;
119 Corner highest_corner
= GetHighestSlopeCorner(*s
);
122 case FOUNDATION_INCLINED_X
:
123 *s
= (((highest_corner
== CORNER_W
) || (highest_corner
== CORNER_S
)) ? SLOPE_SW
: SLOPE_NE
);
126 case FOUNDATION_INCLINED_Y
:
127 *s
= (((highest_corner
== CORNER_S
) || (highest_corner
== CORNER_E
)) ? SLOPE_SE
: SLOPE_NW
);
130 case FOUNDATION_STEEP_LOWER
:
131 *s
= SlopeWithOneCornerRaised(highest_corner
);
134 case FOUNDATION_STEEP_BOTH
:
135 *s
= HalftileSlope(SlopeWithOneCornerRaised(highest_corner
), highest_corner
);
138 default: NOT_REACHED();
145 * Determines height at given coordinate of a slope
146 * @param x x coordinate
147 * @param y y coordinate
148 * @param corners slope to examine
149 * @return height of given point of given slope
151 uint
GetPartialPixelZ(int x
, int y
, Slope corners
)
153 if (IsHalftileSlope(corners
)) {
154 switch (GetHalftileSlopeCorner(corners
)) {
156 if (x
- y
>= 0) return GetSlopeMaxPixelZ(corners
);
160 if (x
- (y
^ 0xF) >= 0) return GetSlopeMaxPixelZ(corners
);
164 if (y
- x
>= 0) return GetSlopeMaxPixelZ(corners
);
168 if ((y
^ 0xF) - x
>= 0) return GetSlopeMaxPixelZ(corners
);
171 default: NOT_REACHED();
177 switch (RemoveHalftileSlope(corners
)) {
257 z
= 1 + ((x
+ y
) >> 1);
261 z
= 1 + ((x
+ (y
^ 0xF)) >> 1);
265 z
= 1 + (((x
^ 0xF) + (y
^ 0xF)) >> 1);
269 z
= 1 + (((x
^ 0xF) + y
) >> 1);
278 int GetSlopePixelZ(int x
, int y
)
280 TileIndex tile
= TileVirtXY(x
, y
);
282 return GetTileProcs(tile
)->get_slope_z_proc(tile
, x
, y
);
286 * Determine the Z height of a corner relative to TileZ.
288 * @pre The slope must not be a halftile slope.
290 * @param tileh The slope.
291 * @param corner The corner.
292 * @return Z position of corner relative to TileZ.
294 int GetSlopeZInCorner(Slope tileh
, Corner corner
)
296 assert(!IsHalftileSlope(tileh
));
297 return ((tileh
& SlopeWithOneCornerRaised(corner
)) != 0 ? 1 : 0) + (tileh
== SteepSlope(corner
) ? 1 : 0);
301 * Determine the Z height of the corners of a specific tile edge
303 * @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. its edges.
305 * @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added.
307 * @param tileh The slope of the tile.
308 * @param edge The edge of interest.
309 * @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera)
310 * @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera)
312 void GetSlopePixelZOnEdge(Slope tileh
, DiagDirection edge
, int *z1
, int *z2
)
314 static const Slope corners
[4][4] = {
315 /* corner | steep slope
317 {SLOPE_E
, SLOPE_N
, SLOPE_STEEP_E
, SLOPE_STEEP_N
}, // DIAGDIR_NE, z1 = E, z2 = N
318 {SLOPE_S
, SLOPE_E
, SLOPE_STEEP_S
, SLOPE_STEEP_E
}, // DIAGDIR_SE, z1 = S, z2 = E
319 {SLOPE_S
, SLOPE_W
, SLOPE_STEEP_S
, SLOPE_STEEP_W
}, // DIAGDIR_SW, z1 = S, z2 = W
320 {SLOPE_W
, SLOPE_N
, SLOPE_STEEP_W
, SLOPE_STEEP_N
}, // DIAGDIR_NW, z1 = W, z2 = N
323 int halftile_test
= (IsHalftileSlope(tileh
) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh
)) : 0);
324 if (halftile_test
== corners
[edge
][0]) *z2
+= TILE_HEIGHT
; // The slope is non-continuous in z2. z2 is on the upper side.
325 if (halftile_test
== corners
[edge
][1]) *z1
+= TILE_HEIGHT
; // The slope is non-continuous in z1. z1 is on the upper side.
327 if ((tileh
& corners
[edge
][0]) != 0) *z1
+= TILE_HEIGHT
; // z1 is raised
328 if ((tileh
& corners
[edge
][1]) != 0) *z2
+= TILE_HEIGHT
; // z2 is raised
329 if (RemoveHalftileSlope(tileh
) == corners
[edge
][2]) *z1
+= TILE_HEIGHT
; // z1 is highest corner of a steep slope
330 if (RemoveHalftileSlope(tileh
) == corners
[edge
][3]) *z2
+= TILE_HEIGHT
; // z2 is highest corner of a steep slope
334 * Get slope of a tile on top of a (possible) foundation
335 * If a tile does not have a foundation, the function returns the same as GetTileSlope.
337 * @param tile The tile of interest.
338 * @param z returns the z of the foundation slope. (Can be NULL, if not needed)
339 * @return The slope on top of the foundation.
341 Slope
GetFoundationSlope(TileIndex tile
, int *z
)
343 Slope tileh
= GetTileSlope(tile
, z
);
344 Foundation f
= GetTileProcs(tile
)->get_foundation_proc(tile
, tileh
);
345 uint z_inc
= ApplyFoundationToSlope(f
, &tileh
);
346 if (z
!= NULL
) *z
+= z_inc
;
351 bool HasFoundationNW(TileIndex tile
, Slope slope_here
, uint z_here
)
355 int z_W_here
= z_here
;
356 int z_N_here
= z_here
;
357 GetSlopePixelZOnEdge(slope_here
, DIAGDIR_NW
, &z_W_here
, &z_N_here
);
359 Slope slope
= GetFoundationPixelSlope(TILE_ADDXY(tile
, 0, -1), &z
);
362 GetSlopePixelZOnEdge(slope
, DIAGDIR_SE
, &z_W
, &z_N
);
364 return (z_N_here
> z_N
) || (z_W_here
> z_W
);
368 bool HasFoundationNE(TileIndex tile
, Slope slope_here
, uint z_here
)
372 int z_E_here
= z_here
;
373 int z_N_here
= z_here
;
374 GetSlopePixelZOnEdge(slope_here
, DIAGDIR_NE
, &z_E_here
, &z_N_here
);
376 Slope slope
= GetFoundationPixelSlope(TILE_ADDXY(tile
, -1, 0), &z
);
379 GetSlopePixelZOnEdge(slope
, DIAGDIR_SW
, &z_E
, &z_N
);
381 return (z_N_here
> z_N
) || (z_E_here
> z_E
);
385 * Draw foundation \a f at tile \a ti. Updates \a ti.
386 * @param ti Tile to draw foundation on
387 * @param f Foundation to draw
388 * @param side Side to skip
390 void DrawFoundation(TileInfo
*ti
, Foundation f
, DiagDirection side
)
392 if (!IsFoundation(f
)) return;
394 /* Two part foundations must be drawn separately */
395 assert(f
!= FOUNDATION_STEEP_BOTH
);
397 uint sprite_block
= 0;
399 Slope slope
= GetFoundationPixelSlope(ti
->tile
, &z
);
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
407 if (side
== DIAGDIR_NW
|| !HasFoundationNW(ti
->tile
, slope
, z
)) sprite_block
+= 1;
408 if (side
== DIAGDIR_NE
|| !HasFoundationNE(ti
->tile
, slope
, z
)) sprite_block
+= 2;
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
;
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
423 Corner highest_corner
= GetHighestSlopeCorner(ti
->tileh
);
424 ti
->z
+= ApplyPixelFoundationToSlope(f
, &ti
->tileh
);
426 if (IsInclinedFoundation(f
)) {
427 /* inclined foundation */
428 byte inclined
= highest_corner
* 2 + (f
== FOUNDATION_INCLINED_Y
? 1 : 0);
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,
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);
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);
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);
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);
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 */
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
));
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);
473 AddSortableSpriteToDraw(spr
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
);
474 OffsetGroundSprite(31, 9);
476 /* inclined foundation */
477 byte inclined
= GetHighestSlopeCorner(ti
->tileh
) * 2 + (f
== FOUNDATION_INCLINED_Y
? 1 : 0);
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,
484 OffsetGroundSprite(31, 9);
486 ti
->z
+= ApplyPixelFoundationToSlope(f
, &ti
->tileh
);
490 void DoClearSquare(TileIndex tile
)
492 /* If the tile can have animation and we clear it, delete it from the animated tile list. */
493 if (GetTileProcs(tile
)->animate_tile_proc
!= NULL
) DeleteAnimatedTile(tile
);
495 MakeClear(tile
, GROUND_GRASS
, _generating_world
? 3 : 0);
496 MarkTileDirtyByTile(tile
);
500 * Returns information about railway trackdirs and signal states.
501 * If there is any trackbit at 'side', return all trackdirbits.
502 * @param tile tile to get info about
503 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
504 * @return trackdirbits and other info
506 TrackStatus
GetTileRailwayStatus(TileIndex tile
, DiagDirection side
)
508 GetTileTrackStatusProc
*proc
= GetTileProcs(tile
)->get_tile_railway_status_proc
;
509 return proc
!= NULL
? proc(tile
, side
) : 0;
513 * Returns information about road trackdirs and signal states.
514 * If there is any trackbit at 'side', return all trackdirbits.
515 * Return no trackbits if there is no roadbit (of given subtype) at given side.
516 * @param tile tile to get info about
517 * @param sub_mode roadtypes to check
518 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
519 * @return trackdirbits and other info
521 TrackStatus
GetTileRoadStatus(TileIndex tile
, uint sub_mode
, DiagDirection side
)
523 GetTileRoadStatusProc
*proc
= GetTileProcs(tile
)->get_tile_road_status_proc
;
524 return proc
!= NULL
? proc(tile
, sub_mode
, side
) : 0;
528 * Returns information about waterway trackdirs.
529 * If there is any trackbit at 'side', return all trackdirbits.
530 * @param tile tile to get info about
531 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
532 * @return trackdirbits
534 TrackdirBits
GetTileWaterwayStatus(TileIndex tile
, DiagDirection side
)
536 GetTileWaterStatusProc
*proc
= GetTileProcs(tile
)->get_tile_waterway_status_proc
;
537 return proc
!= NULL
? proc(tile
, side
) : TRACKDIR_BIT_NONE
;
541 * Change the owner of a tile
542 * @param tile Tile to change
543 * @param old_owner Current owner of the tile
544 * @param new_owner New owner of the tile
546 void ChangeTileOwner(TileIndex tile
, Owner old_owner
, Owner new_owner
)
548 GetTileProcs(tile
)->change_tile_owner_proc(tile
, old_owner
, new_owner
);
551 void GetTileDesc(TileIndex tile
, TileDesc
*td
)
553 GetTileProcs(tile
)->get_tile_desc_proc(tile
, td
);
557 * Has a snow line table already been loaded.
558 * @return true if the table has been loaded already.
559 * @ingroup SnowLineGroup
563 return _snow_line
!= NULL
;
567 * Set a variable snow line, as loaded from a newgrf file.
568 * @param table the 12 * 32 byte table containing the snowline for each day
569 * @ingroup SnowLineGroup
571 void SetSnowLine(byte table
[SNOW_LINE_MONTHS
][SNOW_LINE_DAYS
])
573 _snow_line
= CallocT
<SnowLine
>(1);
574 _snow_line
->lowest_value
= 0xFF;
575 memcpy(_snow_line
->table
, table
, sizeof(_snow_line
->table
));
577 for (uint i
= 0; i
< SNOW_LINE_MONTHS
; i
++) {
578 for (uint j
= 0; j
< SNOW_LINE_DAYS
; j
++) {
579 _snow_line
->highest_value
= max(_snow_line
->highest_value
, table
[i
][j
]);
580 _snow_line
->lowest_value
= min(_snow_line
->lowest_value
, table
[i
][j
]);
586 * Get the current snow line, either variable or static.
587 * @return the snow line height.
588 * @ingroup SnowLineGroup
592 if (_snow_line
== NULL
) return _settings_game
.game_creation
.snow_line_height
;
595 ConvertDateToYMD(_date
, &ymd
);
596 return _snow_line
->table
[ymd
.month
][ymd
.day
];
600 * Get the highest possible snow line height, either variable or static.
601 * @return the highest snow line height.
602 * @ingroup SnowLineGroup
604 byte
HighestSnowLine()
606 return _snow_line
== NULL
? _settings_game
.game_creation
.snow_line_height
: _snow_line
->highest_value
;
610 * Get the lowest possible snow line height, either variable or static.
611 * @return the lowest snow line height.
612 * @ingroup SnowLineGroup
614 byte
LowestSnowLine()
616 return _snow_line
== NULL
? _settings_game
.game_creation
.snow_line_height
: _snow_line
->lowest_value
;
620 * Clear the variable snow line table and free the memory.
621 * @ingroup SnowLineGroup
630 * Clear a piece of landscape
631 * @param tile tile to clear
632 * @param flags of operation to conduct
636 * @return the cost of this operation or an error
638 CommandCost
CmdLandscapeClear(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
640 CommandCost
cost(EXPENSES_CONSTRUCTION
);
641 bool do_clear
= false;
642 /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
643 if ((flags
& DC_FORCE_CLEAR_TILE
) && HasTileWaterClass(tile
) && IsTileOnWater(tile
) && !IsPlainWaterTile(tile
) && !IsCoastTile(tile
)) {
644 if ((flags
& DC_AUTO
) && GetWaterClass(tile
) == WATER_CLASS_CANAL
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST
);
646 cost
.AddCost(GetWaterClass(tile
) == WATER_CLASS_CANAL
? _price
[PR_CLEAR_CANAL
] : _price
[PR_CLEAR_WATER
]);
649 Company
*c
= (flags
& (DC_AUTO
| DC_BANKRUPT
)) ? NULL
: Company::GetIfValid(_current_company
);
650 if (c
!= NULL
&& (int)GB(c
->clear_limit
, 16, 16) < 1) {
651 return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED
);
654 const ClearedObjectArea
*coa
= FindClearedObject(tile
);
656 /* If this tile was the first tile which caused object destruction, always
657 * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
658 if (coa
!= NULL
&& coa
->first_tile
!= tile
) {
659 /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
661 * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
663 /* If a object is removed, it leaves either bare land or water. */
664 if ((flags
& DC_NO_WATER
) && HasTileWaterClass(tile
) && IsTileOnWater(tile
)) {
665 return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
668 cost
.AddCost(GetTileProcs(tile
)->clear_tile_proc(tile
, flags
));
671 if (flags
& DC_EXEC
) {
672 if (c
!= NULL
) c
->clear_limit
-= 1 << 16;
673 if (do_clear
) DoClearSquare(tile
);
679 * Clear a big piece of landscape
680 * @param tile end tile of area dragging
681 * @param flags of operation to conduct
682 * @param p1 start tile of area dragging
683 * @param p2 various bitstuffed data.
684 * bit 0: Whether to use the Orthogonal (0) or Diagonal (1) iterator.
686 * @return the cost of this operation or an error
688 CommandCost
CmdClearArea(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
690 if (p1
>= MapSize()) return CMD_ERROR
;
692 Money money
= GetAvailableMoneyForCommand();
693 CommandCost
cost(EXPENSES_CONSTRUCTION
);
694 CommandCost last_error
= CMD_ERROR
;
695 bool had_success
= false;
697 const Company
*c
= (flags
& (DC_AUTO
| DC_BANKRUPT
)) ? NULL
: Company::GetIfValid(_current_company
);
698 int limit
= (c
== NULL
? INT32_MAX
: GB(c
->clear_limit
, 16, 16));
700 TileArea
ta(tile
, p1
);
701 TileIterator
*iter
= HasBit(p2
, 0) ? (TileIterator
*)new DiagonalTileIterator(tile
, p1
) : new OrthogonalTileIterator(ta
);
702 for (; *iter
!= INVALID_TILE
; ++(*iter
)) {
704 CommandCost ret
= DoCommand(t
, 0, 0, flags
& ~DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
708 /* We may not clear more tiles. */
709 if (c
!= NULL
&& GB(c
->clear_limit
, 16, 16) < 1) break;
714 if (flags
& DC_EXEC
) {
715 money
-= ret
.GetCost();
716 if (ret
.GetCost() > 0 && money
< 0) {
717 _additional_cash_required
= ret
.GetCost();
721 DoCommand(t
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
723 /* draw explosion animation...
724 * Disable explosions when game is paused. Looks silly and blocks the view. */
725 TileIndex off
= t
- ta
.tile
;
726 if ((TileX(off
) == 0 || TileX(off
) == ta
.w
- 1U) && (TileY(off
) == 0 || TileY(off
) == ta
.h
- 1U) && _pause_mode
== PM_UNPAUSED
) {
727 /* big explosion in each corner, or small explosion for single tiles */
728 CreateEffectVehicleAbove(TileX(t
) * TILE_SIZE
+ TILE_SIZE
/ 2, TileY(t
) * TILE_SIZE
+ TILE_SIZE
/ 2, 2,
729 ta
.w
== 1 && ta
.h
== 1 ? EV_EXPLOSION_SMALL
: EV_EXPLOSION_LARGE
733 /* When we're at the clearing limit we better bail (unneed) testing as well. */
734 if (ret
.GetCost() != 0 && --limit
<= 0) break;
740 return had_success
? cost
: last_error
;
744 TileIndex _cur_tileloop_tile
;
747 * Gradually iterate over all tiles on the map, calling their TileLoopProcs once every 256 ticks.
751 /* The pseudorandom sequence of tiles is generated using a Galois linear feedback
752 * shift register (LFSR). This allows a deterministic pseudorandom ordering, but
753 * still with minimal state and fast iteration. */
755 /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 22-bit (for 2048x2048 maps).
756 * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
757 static const uint32 feedbacks
[] = {
758 0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8
760 const uint32 feedback
= feedbacks
[MapLogX() + MapLogY() - 12];
762 /* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
763 uint count
= 1 << (MapLogX() + MapLogY() - 8);
765 TileIndex tile
= _cur_tileloop_tile
;
766 /* The LFSR cannot have a zeroed state. */
769 /* Manually update tile 0 every 256 ticks - the LFSR never iterates over it itself. */
770 if (_tick_counter
% 256 == 0) {
771 GetTileProcs(0)->tile_loop_proc(0);
776 GetTileProcs(tile
)->tile_loop_proc(tile
);
778 /* Get the next tile in sequence using a Galois LFSR. */
779 tile
= (tile
>> 1) ^ (-(int32
)(tile
& 1) & feedback
);
782 _cur_tileloop_tile
= tile
;
785 void InitializeLandscape()
787 uint maxx
= MapMaxX();
788 uint maxy
= MapMaxY();
789 uint sizex
= MapSizeX();
792 for (y
= _settings_game
.construction
.freeform_edges
? 1 : 0; y
< maxy
; y
++) {
794 for (x
= _settings_game
.construction
.freeform_edges
? 1 : 0; x
< maxx
; x
++) {
795 MakeClear(sizex
* y
+ x
, GROUND_GRASS
, 3);
796 SetTileHeight(sizex
* y
+ x
, 0);
797 SetTropicZone(sizex
* y
+ x
, TROPICZONE_NORMAL
);
798 ClearBridgeMiddle(sizex
* y
+ x
);
800 MakeVoid(sizex
* y
+ x
);
802 for (uint x
= 0; x
< sizex
; x
++) MakeVoid(sizex
* y
+ x
);
805 static const byte _genterrain_tbl_1
[5] = { 10, 22, 33, 37, 4 };
806 static const byte _genterrain_tbl_2
[5] = { 0, 0, 0, 0, 33 };
808 static void GenerateTerrain(int type
, uint flag
)
812 const Sprite
*templ
= GetSprite((((r
>> 24) * _genterrain_tbl_1
[type
]) >> 8) + _genterrain_tbl_2
[type
] + 4845, ST_MAPGEN
);
813 if (templ
== NULL
) usererror("Map generator sprites could not be loaded");
815 uint x
= r
& MapMaxX();
816 uint y
= (r
>> MapLogX()) & MapMaxY();
818 if (x
< 2 || y
< 2) return;
820 DiagDirection direction
= (DiagDirection
)GB(r
, 22, 2);
821 uint w
= templ
->width
;
822 uint h
= templ
->height
;
824 if (DiagDirToAxis(direction
) == AXIS_Y
) Swap(w
, h
);
826 const byte
*p
= templ
->data
;
828 if ((flag
& 4) != 0) {
829 uint xw
= x
* MapSizeY();
830 uint yw
= y
* MapSizeX();
831 uint bias
= (MapSizeX() + MapSizeY()) * 16;
834 default: NOT_REACHED();
836 if (xw
+ yw
> MapSize() - bias
) return;
840 if (yw
< xw
+ bias
) return;
844 if (xw
+ yw
< MapSize() + bias
) return;
848 if (xw
< yw
+ bias
) return;
853 if (x
+ w
>= MapMaxX() - 1) return;
854 if (y
+ h
>= MapMaxY() - 1) return;
856 TileIndex tile
= TileXY(x
, y
);
859 default: NOT_REACHED();
862 TileIndex tile_cur
= tile
;
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));
869 tile
+= TileDiffXY(0, 1);
875 TileIndex tile_cur
= tile
;
877 for (uint h_cur
= h
; h_cur
!= 0; --h_cur
) {
878 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
880 tile_cur
+= TileDiffXY(0, 1);
882 tile
+= TileDiffXY(1, 0);
887 tile
+= TileDiffXY(w
- 1, 0);
889 TileIndex tile_cur
= tile
;
891 for (uint w_cur
= w
; w_cur
!= 0; --w_cur
) {
892 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
896 tile
+= TileDiffXY(0, 1);
901 tile
+= TileDiffXY(0, h
- 1);
903 TileIndex tile_cur
= tile
;
905 for (uint h_cur
= h
; h_cur
!= 0; --h_cur
) {
906 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
908 tile_cur
-= TileDiffXY(0, 1);
910 tile
+= TileDiffXY(1, 0);
917 #include "table/genland.h"
919 static void CreateDesertOrRainForest()
921 TileIndex update_freq
= MapSize() / 4;
922 const CoordDiff
*data
;
924 for (TileIndex tile
= 0; tile
!= MapSize(); ++tile
) {
925 if ((tile
% update_freq
) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
927 if (!IsValidTile(tile
)) continue;
929 for (data
= _make_desert_or_rainforest_data
;
930 data
!= endof(_make_desert_or_rainforest_data
); ++data
) {
931 TileIndex t
= AddCoordDiffWrap(tile
, *data
);
932 if (t
!= INVALID_TILE
&& (TileHeight(t
) >= 4 || IsWaterTile(t
))) break;
934 if (data
== endof(_make_desert_or_rainforest_data
)) {
935 SetTropicZone(tile
, TROPICZONE_DESERT
);
939 for (uint i
= 0; i
!= 256; i
++) {
940 if ((i
% 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
945 for (TileIndex tile
= 0; tile
!= MapSize(); ++tile
) {
946 if ((tile
% update_freq
) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
948 if (!IsValidTile(tile
)) continue;
950 for (data
= _make_desert_or_rainforest_data
;
951 data
!= endof(_make_desert_or_rainforest_data
); ++data
) {
952 TileIndex t
= AddCoordDiffWrap(tile
, *data
);
953 if (t
!= INVALID_TILE
&& IsClearTile(t
) && IsClearGround(t
, GROUND_DESERT
)) break;
955 if (data
== endof(_make_desert_or_rainforest_data
)) {
956 SetTropicZone(tile
, TROPICZONE_RAINFOREST
);
962 * Find the spring of a river.
963 * @param tile The tile to consider for being the spring.
964 * @param user_data Ignored data.
965 * @return True iff it is suitable as a spring.
967 static bool FindSpring(TileIndex tile
, void *user_data
)
970 if (!IsTileFlat(tile
, &referenceHeight
) || IsPlainWaterTile(tile
)) return false;
972 /* In the tropics rivers start in the rainforest. */
973 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) != TROPICZONE_RAINFOREST
) return false;
975 /* Are there enough higher tiles to warrant a 'spring'? */
977 for (int dx
= -1; dx
<= 1; dx
++) {
978 for (int dy
= -1; dy
<= 1; dy
++) {
979 TileIndex t
= TileAddWrap(tile
, dx
, dy
);
980 if (t
!= INVALID_TILE
&& GetTileMaxZ(t
) > referenceHeight
) num
++;
984 if (num
< 4) return false;
986 /* Are we near the top of a hill? */
987 for (int dx
= -16; dx
<= 16; dx
++) {
988 for (int dy
= -16; dy
<= 16; dy
++) {
989 TileIndex t
= TileAddWrap(tile
, dx
, dy
);
990 if (t
!= INVALID_TILE
&& GetTileMaxZ(t
) > referenceHeight
+ 2) return false;
998 * Make a connected lake; fill all tiles in the circular tile search that are connected.
999 * @param tile The tile to consider for lake making.
1000 * @param user_data The height of the lake.
1001 * @return Always false, so it continues searching.
1003 static bool MakeLake(TileIndex tile
, void *user_data
)
1005 uint height
= *(uint
*)user_data
;
1006 if (!IsValidTile(tile
) || TileHeight(tile
) != height
|| !IsTileFlat(tile
)) return false;
1007 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) == TROPICZONE_DESERT
) return false;
1009 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
1010 TileIndex t2
= tile
+ TileOffsByDiagDir(d
);
1011 if (IsPlainWaterTile(t2
)) {
1012 MakeRiver(tile
, Random());
1021 * Check whether a river at begin could (logically) flow down to end.
1022 * @param begin The origin of the flow.
1023 * @param end The destination of the flow.
1024 * @return True iff the water can be flowing down.
1026 static bool FlowsDown(TileIndex begin
, TileIndex end
)
1028 assert(DistanceManhattan(begin
, end
) == 1);
1032 Slope slopeBegin
= GetTileSlope(begin
, &heightBegin
);
1033 Slope slopeEnd
= GetTileSlope(end
, &heightEnd
);
1035 /* Slope is either inclined or flat; rivers don't support other slopes. */
1036 if (slopeEnd
== SLOPE_FLAT
) {
1037 return heightEnd
<= heightBegin
;
1038 } else if (slopeBegin
== SLOPE_FLAT
) {
1039 return heightEnd
<= heightBegin
&& IsInclinedSlope(slopeEnd
);
1041 /* Slope continues, then it must be lower. */
1042 assert (IsInclinedSlope(slopeBegin
));
1043 return heightEnd
< heightBegin
&& slopeEnd
== slopeBegin
;
1047 /** River node struct for Astar. */
1048 struct RiverNode
: AstarNodeBase
<RiverNode
> {
1049 typedef AstarNodeBase
<RiverNode
> Base
;
1050 typedef RiverNode Key
; // we are our own key
1054 void Set (RiverNode
*parent
, TileIndex t
)
1060 bool operator == (const RiverNode
&other
) const
1062 return tile
== other
.tile
;
1065 const Key
& GetKey() const
1070 int CalcHash() const
1072 return TileHash (TileX(tile
), TileY(tile
));
1076 /** River pathfinder. */
1077 struct RiverAstar
: Astar
<RiverNode
, 8, 8>
1079 const TileIndex target
;
1081 RiverAstar (TileIndex target
) : target(target
) { }
1085 * River neighbour finder for the A-star algorithm
1087 static void RiverFollow (RiverAstar
*a
, RiverNode
*n
)
1089 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
1090 TileIndex tile
= TileAddByDiagDir (n
->tile
, d
);
1091 if (IsValidTile(tile
) && FlowsDown(n
->tile
, tile
)) {
1092 RiverNode
*m
= a
->CreateNewNode (n
, tile
);
1093 m
->m_cost
= n
->m_cost
+ 1 + RandomRange(_settings_game
.game_creation
.river_route_random
);
1094 if (tile
== a
->target
) {
1095 m
->m_estimate
= m
->m_cost
;
1098 m
->m_estimate
= m
->m_cost
+ DistanceManhattan(tile
, a
->target
);
1106 * Actually build the river between the begin and end tiles using AyStar.
1107 * @param begin The begin of the river.
1108 * @param end The end of the river.
1110 static void BuildRiver(TileIndex begin
, TileIndex end
)
1112 RiverAstar
finder (end
);
1113 finder
.InsertInitialNode (finder
.CreateNewNode (NULL
, begin
));
1115 if (finder
.FindPath(&RiverFollow
)) {
1116 for (RiverNode
*n
= finder
.best
; n
!= NULL
; n
= n
->m_parent
) {
1117 TileIndex tile
= n
->tile
;
1118 if (!IsPlainWaterTile(tile
)) {
1119 MakeRiver(tile
, Random());
1120 /* Remove desert directly around the river tile. */
1121 CircularTileSearch(&tile
, 5, RiverModifyDesertZone
, NULL
);
1128 * Try to flow the river down from a given begin.
1129 * @param marks Array for temporary of iterated tiles.
1130 * @param spring The springing point of the river.
1131 * @param begin The begin point we are looking from; somewhere down hill from the spring.
1132 * @return True iff a river could/has been built, otherwise false.
1134 static bool FlowRiver(bool *marks
, TileIndex spring
, TileIndex begin
)
1136 uint height
= TileHeight(begin
);
1137 if (IsPlainWaterTile(begin
)) return DistanceManhattan(spring
, begin
) > _settings_game
.game_creation
.min_river_length
;
1139 MemSetT(marks
, 0, MapSize());
1140 marks
[begin
] = true;
1142 /* Breadth first search for the closest tile we can flow down to. */
1143 std::list
<TileIndex
> queue
;
1144 queue
.push_back(begin
);
1147 uint count
= 0; // Number of tiles considered; to be used for lake location guessing.
1150 end
= queue
.front();
1153 uint height2
= TileHeight(end
);
1154 if (IsTileFlat(end
) && (height2
< height
|| (height2
== height
&& IsPlainWaterTile(end
)))) {
1159 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
1160 TileIndex t2
= end
+ TileOffsByDiagDir(d
);
1161 if (IsValidTile(t2
) && !marks
[t2
] && FlowsDown(end
, t2
)) {
1164 queue
.push_back(t2
);
1167 } while (!queue
.empty());
1170 /* Flow further down hill. */
1171 found
= FlowRiver(marks
, spring
, end
);
1172 } else if (count
> 32) {
1173 /* Maybe we can make a lake. Find the Nth of the considered tiles. */
1174 TileIndex lakeCenter
= 0;
1175 for (int i
= RandomRange(count
- 1); i
!= 0; lakeCenter
++) {
1176 if (marks
[lakeCenter
]) i
--;
1179 if (IsValidTile(lakeCenter
) &&
1180 /* A river, or lake, can only be built on flat slopes. */
1181 IsTileFlat(lakeCenter
) &&
1182 /* We want the lake to be built at the height of the river. */
1183 TileHeight(begin
) == TileHeight(lakeCenter
) &&
1184 /* We don't want the lake at the entry of the valley. */
1185 lakeCenter
!= begin
&&
1186 /* We don't want lakes in the desert. */
1187 (_settings_game
.game_creation
.landscape
!= LT_TROPIC
|| GetTropicZone(lakeCenter
) != TROPICZONE_DESERT
) &&
1188 /* We only want a lake if the river is long enough. */
1189 DistanceManhattan(spring
, lakeCenter
) > _settings_game
.game_creation
.min_river_length
) {
1191 MakeRiver(lakeCenter
, Random());
1192 uint range
= RandomRange(8) + 3;
1193 CircularTileSearch(&lakeCenter
, range
, MakeLake
, &height
);
1194 /* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
1196 CircularTileSearch(&lakeCenter
, range
, MakeLake
, &height
);
1201 if (found
) BuildRiver(begin
, end
);
1206 * Actually (try to) create some rivers.
1208 static void CreateRivers()
1210 int amount
= _settings_game
.game_creation
.amount_of_rivers
;
1211 if (amount
== 0) return;
1213 uint wells
= ScaleByMapSize(4 << _settings_game
.game_creation
.amount_of_rivers
);
1214 SetGeneratingWorldProgress(GWP_RIVER
, wells
+ 256 / 64); // Include the tile loop calls below.
1215 bool *marks
= CallocT
<bool>(MapSize());
1217 for (; wells
!= 0; wells
--) {
1218 IncreaseGeneratingWorldProgress(GWP_RIVER
);
1219 for (int tries
= 0; tries
< 128; tries
++) {
1220 TileIndex t
= RandomTile();
1221 if (!CircularTileSearch(&t
, 8, FindSpring
, NULL
)) continue;
1222 if (FlowRiver(marks
, t
, t
)) break;
1228 /* Run tile loop to update the ground density. */
1229 for (uint i
= 0; i
!= 256; i
++) {
1230 if (i
% 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER
);
1235 void GenerateLandscape(byte mode
)
1237 /** Number of steps of landscape generation */
1238 enum GenLandscapeSteps
{
1239 GLS_HEIGHTMAP
= 3, ///< Loading a heightmap
1240 GLS_TERRAGENESIS
= 5, ///< Terragenesis generator
1241 GLS_ORIGINAL
= 2, ///< Original generator
1242 GLS_TROPIC
= 12, ///< Extra steps needed for tropic landscape
1243 GLS_OTHER
= 0, ///< Extra steps for other landscapes
1245 uint steps
= (_settings_game
.game_creation
.landscape
== LT_TROPIC
) ? GLS_TROPIC
: GLS_OTHER
;
1247 if (mode
== GWM_HEIGHTMAP
) {
1248 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_HEIGHTMAP
);
1249 LoadHeightmap(_file_to_saveload
.name
);
1250 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1251 } else if (_settings_game
.game_creation
.land_generator
== LG_TERRAGENESIS
) {
1252 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_TERRAGENESIS
);
1253 GenerateTerrainPerlin();
1255 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_ORIGINAL
);
1256 if (_settings_game
.construction
.freeform_edges
) {
1257 for (uint x
= 0; x
< MapSizeX(); x
++) MakeVoid(TileXY(x
, 0));
1258 for (uint y
= 0; y
< MapSizeY(); y
++) MakeVoid(TileXY(0, y
));
1260 switch (_settings_game
.game_creation
.landscape
) {
1262 uint32 r
= Random();
1264 for (uint i
= ScaleByMapSize(GB(r
, 0, 7) + 950); i
!= 0; --i
) {
1265 GenerateTerrain(2, 0);
1268 uint flag
= GB(r
, 7, 2) | 4;
1269 for (uint i
= ScaleByMapSize(GB(r
, 9, 7) + 450); i
!= 0; --i
) {
1270 GenerateTerrain(4, flag
);
1276 uint32 r
= Random();
1278 for (uint i
= ScaleByMapSize(GB(r
, 0, 7) + 170); i
!= 0; --i
) {
1279 GenerateTerrain(0, 0);
1282 uint flag
= GB(r
, 7, 2) | 4;
1283 for (uint i
= ScaleByMapSize(GB(r
, 9, 8) + 1700); i
!= 0; --i
) {
1284 GenerateTerrain(0, flag
);
1289 for (uint i
= ScaleByMapSize(GB(r
, 17, 7) + 410); i
!= 0; --i
) {
1290 GenerateTerrain(3, flag
);
1296 uint32 r
= Random();
1298 assert(_settings_game
.difficulty
.quantity_sea_lakes
!= CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY
);
1299 uint i
= ScaleByMapSize(GB(r
, 0, 7) + (3 - _settings_game
.difficulty
.quantity_sea_lakes
) * 256 + 100);
1300 for (; i
!= 0; --i
) {
1301 GenerateTerrain(_settings_game
.difficulty
.terrain_type
, 0);
1308 /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
1309 * it allows screen redraw. Drawing of broken slopes crashes the game */
1311 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1312 ConvertGroundTilesIntoWaterTiles();
1313 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1315 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) CreateDesertOrRainForest();
1321 void OnTick_Trees();
1322 void OnTick_Station();
1323 void OnTick_Industry();
1325 void OnTick_Companies();
1326 void OnTick_LinkGraph();
1328 void CallLandscapeTick()