2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 /** @file landscape.cpp Functions related to the landscape (slopes etc.). */
10 /** @defgroup SnowLineGroup Snowline functions and data structures */
13 #include "heightmap.h"
14 #include "clear_map.h"
15 #include "spritecache.h"
16 #include "viewport_func.h"
17 #include "command_func.h"
18 #include "landscape.h"
23 #include "date_func.h"
25 #include "effectvehicle_func.h"
26 #include "landscape_type.h"
27 #include "animated_tile_func.h"
28 #include "core/random_func.hpp"
29 #include "object_base.h"
30 #include "company_func.h"
31 #include "pathfinder/npf/aystar.h"
32 #include "saveload/saveload.h"
33 #include "framerate_type.h"
38 #include "table/strings.h"
39 #include "table/sprites.h"
41 #include "safeguards.h"
43 extern const TileTypeProcs
44 _tile_type_clear_procs
,
45 _tile_type_rail_procs
,
46 _tile_type_road_procs
,
47 _tile_type_town_procs
,
48 _tile_type_trees_procs
,
49 _tile_type_station_procs
,
50 _tile_type_water_procs
,
51 _tile_type_void_procs
,
52 _tile_type_industry_procs
,
53 _tile_type_tunnelbridge_procs
,
54 _tile_type_object_procs
;
57 * Tile callback functions for each type of tile.
58 * @ingroup TileCallbackGroup
61 const TileTypeProcs
* const _tile_type_procs
[16] = {
62 &_tile_type_clear_procs
, ///< Callback functions for MP_CLEAR tiles
63 &_tile_type_rail_procs
, ///< Callback functions for MP_RAILWAY tiles
64 &_tile_type_road_procs
, ///< Callback functions for MP_ROAD tiles
65 &_tile_type_town_procs
, ///< Callback functions for MP_HOUSE tiles
66 &_tile_type_trees_procs
, ///< Callback functions for MP_TREES tiles
67 &_tile_type_station_procs
, ///< Callback functions for MP_STATION tiles
68 &_tile_type_water_procs
, ///< Callback functions for MP_WATER tiles
69 &_tile_type_void_procs
, ///< Callback functions for MP_VOID tiles
70 &_tile_type_industry_procs
, ///< Callback functions for MP_INDUSTRY tiles
71 &_tile_type_tunnelbridge_procs
, ///< Callback functions for MP_TUNNELBRIDGE tiles
72 &_tile_type_object_procs
, ///< Callback functions for MP_OBJECT tiles
75 /** landscape slope => sprite */
76 extern const byte _slope_to_sprite_offset
[32] = {
77 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0,
78 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0,
82 * Description of the snow line throughout the year.
84 * If it is \c nullptr, a static snowline height is used, as set by \c _settings_game.game_creation.snow_line_height.
85 * Otherwise it points to a table loaded from a newGRF file that describes the variable snowline.
86 * @ingroup SnowLineGroup
87 * @see GetSnowLine() GameCreationSettings
89 static SnowLine
*_snow_line
= nullptr;
92 * Map 2D viewport or smallmap coordinate to 3D world or tile coordinate.
93 * Function takes into account height of tiles and foundations.
95 * @param x X viewport 2D coordinate.
96 * @param y Y viewport 2D coordinate.
97 * @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map.
98 * @param[out] clamped Whether coordinates were clamped.
99 * @return 3D world coordinate of point visible at the given screen coordinate (3D perspective).
101 * @note Inverse of #RemapCoords2 function. Smaller values may get rounded.
102 * @see InverseRemapCoords
104 Point
InverseRemapCoords2(int x
, int y
, bool clamp_to_map
, bool *clamped
)
106 if (clamped
!= nullptr) *clamped
= false; // Not clamping yet.
108 /* Initial x/y world coordinate is like if the landscape
109 * was completely flat on height 0. */
110 Point pt
= InverseRemapCoords(x
, y
);
112 const uint min_coord
= _settings_game
.construction
.freeform_edges
? TILE_SIZE
: 0;
113 const uint max_x
= MapMaxX() * TILE_SIZE
- 1;
114 const uint max_y
= MapMaxY() * TILE_SIZE
- 1;
117 /* Bring the coordinates near to a valid range. At the top we allow a number
118 * of extra tiles. This is mostly due to the tiles on the north side of
119 * the map possibly being drawn higher due to the extra height levels. */
120 int extra_tiles
= CeilDiv(_settings_game
.construction
.map_height_limit
* TILE_HEIGHT
, TILE_PIXELS
);
122 pt
.x
= Clamp(pt
.x
, -extra_tiles
* TILE_SIZE
, max_x
);
123 pt
.y
= Clamp(pt
.y
, -extra_tiles
* TILE_SIZE
, max_y
);
124 if (clamped
!= nullptr) *clamped
= (pt
.x
!= old_pt
.x
) || (pt
.y
!= old_pt
.y
);
127 /* Now find the Z-world coordinate by fix point iteration.
128 * This is a bit tricky because the tile height is non-continuous at foundations.
129 * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
130 * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
131 * So give it a z-malus of 4 in the first iterations. */
134 for (int i
= 0; i
< 5; i
++) z
= GetSlopePixelZ(Clamp(pt
.x
+ std::max(z
, 4) - 4, min_coord
, max_x
), Clamp(pt
.y
+ std::max(z
, 4) - 4, min_coord
, max_y
)) / 2;
135 for (int m
= 3; m
> 0; m
--) z
= GetSlopePixelZ(Clamp(pt
.x
+ std::max(z
, m
) - m
, min_coord
, max_x
), Clamp(pt
.y
+ std::max(z
, m
) - m
, min_coord
, max_y
)) / 2;
136 for (int i
= 0; i
< 5; i
++) z
= GetSlopePixelZ(Clamp(pt
.x
+ z
, min_coord
, max_x
), Clamp(pt
.y
+ z
, min_coord
, max_y
)) / 2;
138 for (int i
= 0; i
< 5; i
++) z
= GetSlopePixelZOutsideMap(pt
.x
+ std::max(z
, 4) - 4, pt
.y
+ std::max(z
, 4) - 4) / 2;
139 for (int m
= 3; m
> 0; m
--) z
= GetSlopePixelZOutsideMap(pt
.x
+ std::max(z
, m
) - m
, pt
.y
+ std::max(z
, m
) - m
) / 2;
140 for (int i
= 0; i
< 5; i
++) z
= GetSlopePixelZOutsideMap(pt
.x
+ z
, pt
.y
+ z
) / 2;
147 pt
.x
= Clamp(pt
.x
, min_coord
, max_x
);
148 pt
.y
= Clamp(pt
.y
, min_coord
, max_y
);
149 if (clamped
!= nullptr) *clamped
= *clamped
|| (pt
.x
!= old_pt
.x
) || (pt
.y
!= old_pt
.y
);
156 * Applies a foundation to a slope.
158 * @pre Foundation and slope must be valid combined.
159 * @param f The #Foundation.
160 * @param s The #Slope to modify.
161 * @return Increment to the tile Z coordinate.
163 uint
ApplyFoundationToSlope(Foundation f
, Slope
*s
)
165 if (!IsFoundation(f
)) return 0;
167 if (IsLeveledFoundation(f
)) {
168 uint dz
= 1 + (IsSteepSlope(*s
) ? 1 : 0);
173 if (f
!= FOUNDATION_STEEP_BOTH
&& IsNonContinuousFoundation(f
)) {
174 *s
= HalftileSlope(*s
, GetHalftileFoundationCorner(f
));
178 if (IsSpecialRailFoundation(f
)) {
179 *s
= SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f
)));
183 uint dz
= IsSteepSlope(*s
) ? 1 : 0;
184 Corner highest_corner
= GetHighestSlopeCorner(*s
);
187 case FOUNDATION_INCLINED_X
:
188 *s
= (((highest_corner
== CORNER_W
) || (highest_corner
== CORNER_S
)) ? SLOPE_SW
: SLOPE_NE
);
191 case FOUNDATION_INCLINED_Y
:
192 *s
= (((highest_corner
== CORNER_S
) || (highest_corner
== CORNER_E
)) ? SLOPE_SE
: SLOPE_NW
);
195 case FOUNDATION_STEEP_LOWER
:
196 *s
= SlopeWithOneCornerRaised(highest_corner
);
199 case FOUNDATION_STEEP_BOTH
:
200 *s
= HalftileSlope(SlopeWithOneCornerRaised(highest_corner
), highest_corner
);
203 default: NOT_REACHED();
210 * Determines height at given coordinate of a slope
211 * @param x x coordinate
212 * @param y y coordinate
213 * @param corners slope to examine
214 * @return height of given point of given slope
216 uint
GetPartialPixelZ(int x
, int y
, Slope corners
)
218 if (IsHalftileSlope(corners
)) {
219 switch (GetHalftileSlopeCorner(corners
)) {
221 if (x
- y
>= 0) return GetSlopeMaxPixelZ(corners
);
225 if (x
- (y
^ 0xF) >= 0) return GetSlopeMaxPixelZ(corners
);
229 if (y
- x
>= 0) return GetSlopeMaxPixelZ(corners
);
233 if ((y
^ 0xF) - x
>= 0) return GetSlopeMaxPixelZ(corners
);
236 default: NOT_REACHED();
242 switch (RemoveHalftileSlope(corners
)) {
322 z
= 1 + ((x
+ y
) >> 1);
326 z
= 1 + ((x
+ (y
^ 0xF)) >> 1);
330 z
= 1 + (((x
^ 0xF) + (y
^ 0xF)) >> 1);
334 z
= 1 + (((x
^ 0xF) + y
) >> 1);
343 int GetSlopePixelZ(int x
, int y
)
345 TileIndex tile
= TileVirtXY(x
, y
);
347 return _tile_type_procs
[GetTileType(tile
)]->get_slope_z_proc(tile
, x
, y
);
351 * Return world \c z coordinate of a given point of a tile,
352 * also for tiles outside the map (virtual "black" tiles).
354 * @param x World X coordinate in tile "units", may be outside the map.
355 * @param y World Y coordinate in tile "units", may be outside the map.
356 * @return World Z coordinate at tile ground level, including slopes and foundations.
358 int GetSlopePixelZOutsideMap(int x
, int y
)
360 if (IsInsideBS(x
, 0, MapSizeX() * TILE_SIZE
) && IsInsideBS(y
, 0, MapSizeY() * TILE_SIZE
)) {
361 return GetSlopePixelZ(x
, y
);
363 return _tile_type_procs
[MP_VOID
]->get_slope_z_proc(INVALID_TILE
, x
, y
);
368 * Determine the Z height of a corner relative to TileZ.
370 * @pre The slope must not be a halftile slope.
372 * @param tileh The slope.
373 * @param corner The corner.
374 * @return Z position of corner relative to TileZ.
376 int GetSlopeZInCorner(Slope tileh
, Corner corner
)
378 assert(!IsHalftileSlope(tileh
));
379 return ((tileh
& SlopeWithOneCornerRaised(corner
)) != 0 ? 1 : 0) + (tileh
== SteepSlope(corner
) ? 1 : 0);
383 * Determine the Z height of the corners of a specific tile edge
385 * @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. its edges.
387 * @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added.
389 * @param tileh The slope of the tile.
390 * @param edge The edge of interest.
391 * @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera)
392 * @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera)
394 void GetSlopePixelZOnEdge(Slope tileh
, DiagDirection edge
, int *z1
, int *z2
)
396 static const Slope corners
[4][4] = {
397 /* corner | steep slope
399 {SLOPE_E
, SLOPE_N
, SLOPE_STEEP_E
, SLOPE_STEEP_N
}, // DIAGDIR_NE, z1 = E, z2 = N
400 {SLOPE_S
, SLOPE_E
, SLOPE_STEEP_S
, SLOPE_STEEP_E
}, // DIAGDIR_SE, z1 = S, z2 = E
401 {SLOPE_S
, SLOPE_W
, SLOPE_STEEP_S
, SLOPE_STEEP_W
}, // DIAGDIR_SW, z1 = S, z2 = W
402 {SLOPE_W
, SLOPE_N
, SLOPE_STEEP_W
, SLOPE_STEEP_N
}, // DIAGDIR_NW, z1 = W, z2 = N
405 int halftile_test
= (IsHalftileSlope(tileh
) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh
)) : 0);
406 if (halftile_test
== corners
[edge
][0]) *z2
+= TILE_HEIGHT
; // The slope is non-continuous in z2. z2 is on the upper side.
407 if (halftile_test
== corners
[edge
][1]) *z1
+= TILE_HEIGHT
; // The slope is non-continuous in z1. z1 is on the upper side.
409 if ((tileh
& corners
[edge
][0]) != 0) *z1
+= TILE_HEIGHT
; // z1 is raised
410 if ((tileh
& corners
[edge
][1]) != 0) *z2
+= TILE_HEIGHT
; // z2 is raised
411 if (RemoveHalftileSlope(tileh
) == corners
[edge
][2]) *z1
+= TILE_HEIGHT
; // z1 is highest corner of a steep slope
412 if (RemoveHalftileSlope(tileh
) == corners
[edge
][3]) *z2
+= TILE_HEIGHT
; // z2 is highest corner of a steep slope
416 * Get slope of a tile on top of a (possible) foundation
417 * If a tile does not have a foundation, the function returns the same as GetTileSlope.
419 * @param tile The tile of interest.
420 * @param z returns the z of the foundation slope. (Can be nullptr, if not needed)
421 * @return The slope on top of the foundation.
423 Slope
GetFoundationSlope(TileIndex tile
, int *z
)
425 Slope tileh
= GetTileSlope(tile
, z
);
426 Foundation f
= _tile_type_procs
[GetTileType(tile
)]->get_foundation_proc(tile
, tileh
);
427 uint z_inc
= ApplyFoundationToSlope(f
, &tileh
);
428 if (z
!= nullptr) *z
+= z_inc
;
433 bool HasFoundationNW(TileIndex tile
, Slope slope_here
, uint z_here
)
437 int z_W_here
= z_here
;
438 int z_N_here
= z_here
;
439 GetSlopePixelZOnEdge(slope_here
, DIAGDIR_NW
, &z_W_here
, &z_N_here
);
441 Slope slope
= GetFoundationPixelSlope(TILE_ADDXY(tile
, 0, -1), &z
);
444 GetSlopePixelZOnEdge(slope
, DIAGDIR_SE
, &z_W
, &z_N
);
446 return (z_N_here
> z_N
) || (z_W_here
> z_W
);
450 bool HasFoundationNE(TileIndex tile
, Slope slope_here
, uint z_here
)
454 int z_E_here
= z_here
;
455 int z_N_here
= z_here
;
456 GetSlopePixelZOnEdge(slope_here
, DIAGDIR_NE
, &z_E_here
, &z_N_here
);
458 Slope slope
= GetFoundationPixelSlope(TILE_ADDXY(tile
, -1, 0), &z
);
461 GetSlopePixelZOnEdge(slope
, DIAGDIR_SW
, &z_E
, &z_N
);
463 return (z_N_here
> z_N
) || (z_E_here
> z_E
);
467 * Draw foundation \a f at tile \a ti. Updates \a ti.
468 * @param ti Tile to draw foundation on
469 * @param f Foundation to draw
471 void DrawFoundation(TileInfo
*ti
, Foundation f
)
473 if (!IsFoundation(f
)) return;
475 /* Two part foundations must be drawn separately */
476 assert(f
!= FOUNDATION_STEEP_BOTH
);
478 uint sprite_block
= 0;
480 Slope slope
= GetFoundationPixelSlope(ti
->tile
, &z
);
482 /* Select the needed block of foundations sprites
483 * Block 0: Walls at NW and NE edge
484 * Block 1: Wall at NE edge
485 * Block 2: Wall at NW edge
486 * Block 3: No walls at NW or NE edge
488 if (!HasFoundationNW(ti
->tile
, slope
, z
)) sprite_block
+= 1;
489 if (!HasFoundationNE(ti
->tile
, slope
, z
)) sprite_block
+= 2;
491 /* Use the original slope sprites if NW and NE borders should be visible */
492 SpriteID leveled_base
= (sprite_block
== 0 ? (int)SPR_FOUNDATION_BASE
: (SPR_SLOPES_VIRTUAL_BASE
+ sprite_block
* SPR_TRKFOUND_BLOCK_SIZE
));
493 SpriteID inclined_base
= SPR_SLOPES_VIRTUAL_BASE
+ SPR_SLOPES_INCLINED_OFFSET
+ sprite_block
* SPR_TRKFOUND_BLOCK_SIZE
;
494 SpriteID halftile_base
= SPR_HALFTILE_FOUNDATION_BASE
+ sprite_block
* SPR_HALFTILE_BLOCK_SIZE
;
496 if (IsSteepSlope(ti
->tileh
)) {
497 if (!IsNonContinuousFoundation(f
)) {
498 /* Lower part of foundation */
499 AddSortableSpriteToDraw(
500 leveled_base
+ (ti
->tileh
& ~SLOPE_STEEP
), PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
504 Corner highest_corner
= GetHighestSlopeCorner(ti
->tileh
);
505 ti
->z
+= ApplyPixelFoundationToSlope(f
, &ti
->tileh
);
507 if (IsInclinedFoundation(f
)) {
508 /* inclined foundation */
509 byte inclined
= highest_corner
* 2 + (f
== FOUNDATION_INCLINED_Y
? 1 : 0);
511 AddSortableSpriteToDraw(inclined_base
+ inclined
, PAL_NONE
, ti
->x
, ti
->y
,
512 f
== FOUNDATION_INCLINED_X
? 16 : 1,
513 f
== FOUNDATION_INCLINED_Y
? 16 : 1,
516 OffsetGroundSprite(31, 9);
517 } else if (IsLeveledFoundation(f
)) {
518 AddSortableSpriteToDraw(leveled_base
+ SlopeWithOneCornerRaised(highest_corner
), PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
- TILE_HEIGHT
);
519 OffsetGroundSprite(31, 1);
520 } else if (f
== FOUNDATION_STEEP_LOWER
) {
521 /* one corner raised */
522 OffsetGroundSprite(31, 1);
524 /* halftile foundation */
525 int x_bb
= (((highest_corner
== CORNER_W
) || (highest_corner
== CORNER_S
)) ? 8 : 0);
526 int y_bb
= (((highest_corner
== CORNER_S
) || (highest_corner
== CORNER_E
)) ? 8 : 0);
528 AddSortableSpriteToDraw(halftile_base
+ highest_corner
, PAL_NONE
, ti
->x
+ x_bb
, ti
->y
+ y_bb
, 8, 8, 7, ti
->z
+ TILE_HEIGHT
);
529 OffsetGroundSprite(31, 9);
532 if (IsLeveledFoundation(f
)) {
533 /* leveled foundation */
534 AddSortableSpriteToDraw(leveled_base
+ ti
->tileh
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
);
535 OffsetGroundSprite(31, 1);
536 } else if (IsNonContinuousFoundation(f
)) {
537 /* halftile foundation */
538 Corner halftile_corner
= GetHalftileFoundationCorner(f
);
539 int x_bb
= (((halftile_corner
== CORNER_W
) || (halftile_corner
== CORNER_S
)) ? 8 : 0);
540 int y_bb
= (((halftile_corner
== CORNER_S
) || (halftile_corner
== CORNER_E
)) ? 8 : 0);
542 AddSortableSpriteToDraw(halftile_base
+ halftile_corner
, PAL_NONE
, ti
->x
+ x_bb
, ti
->y
+ y_bb
, 8, 8, 7, ti
->z
);
543 OffsetGroundSprite(31, 9);
544 } else if (IsSpecialRailFoundation(f
)) {
545 /* anti-zig-zag foundation */
547 if (ti
->tileh
== SLOPE_NS
|| ti
->tileh
== SLOPE_EW
) {
548 /* half of leveled foundation under track corner */
549 spr
= leveled_base
+ SlopeWithThreeCornersRaised(GetRailFoundationCorner(f
));
551 /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
552 spr
= inclined_base
+ 2 * GetRailFoundationCorner(f
) + ((ti
->tileh
== SLOPE_SW
|| ti
->tileh
== SLOPE_NE
) ? 1 : 0);
554 AddSortableSpriteToDraw(spr
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
);
555 OffsetGroundSprite(31, 9);
557 /* inclined foundation */
558 byte inclined
= GetHighestSlopeCorner(ti
->tileh
) * 2 + (f
== FOUNDATION_INCLINED_Y
? 1 : 0);
560 AddSortableSpriteToDraw(inclined_base
+ inclined
, PAL_NONE
, ti
->x
, ti
->y
,
561 f
== FOUNDATION_INCLINED_X
? 16 : 1,
562 f
== FOUNDATION_INCLINED_Y
? 16 : 1,
565 OffsetGroundSprite(31, 9);
567 ti
->z
+= ApplyPixelFoundationToSlope(f
, &ti
->tileh
);
571 void DoClearSquare(TileIndex tile
)
573 /* If the tile can have animation and we clear it, delete it from the animated tile list. */
574 if (_tile_type_procs
[GetTileType(tile
)]->animate_tile_proc
!= nullptr) DeleteAnimatedTile(tile
);
576 MakeClear(tile
, CLEAR_GRASS
, _generating_world
? 3 : 0);
577 MarkTileDirtyByTile(tile
);
581 * Returns information about trackdirs and signal states.
582 * If there is any trackbit at 'side', return all trackdirbits.
583 * For TRANSPORT_ROAD, return no trackbits if there is no roadbit (of given subtype) at given side.
584 * @param tile tile to get info about
585 * @param mode transport type
586 * @param sub_mode for TRANSPORT_ROAD, roadtypes to check
587 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
588 * @return trackdirbits and other info depending on 'mode'
590 TrackStatus
GetTileTrackStatus(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
592 return _tile_type_procs
[GetTileType(tile
)]->get_tile_track_status_proc(tile
, mode
, sub_mode
, side
);
596 * Change the owner of a tile
597 * @param tile Tile to change
598 * @param old_owner Current owner of the tile
599 * @param new_owner New owner of the tile
601 void ChangeTileOwner(TileIndex tile
, Owner old_owner
, Owner new_owner
)
603 _tile_type_procs
[GetTileType(tile
)]->change_tile_owner_proc(tile
, old_owner
, new_owner
);
606 void GetTileDesc(TileIndex tile
, TileDesc
*td
)
608 _tile_type_procs
[GetTileType(tile
)]->get_tile_desc_proc(tile
, td
);
612 * Has a snow line table already been loaded.
613 * @return true if the table has been loaded already.
614 * @ingroup SnowLineGroup
618 return _snow_line
!= nullptr;
622 * Set a variable snow line, as loaded from a newgrf file.
623 * @param table the 12 * 32 byte table containing the snowline for each day
624 * @ingroup SnowLineGroup
626 void SetSnowLine(byte table
[SNOW_LINE_MONTHS
][SNOW_LINE_DAYS
])
628 _snow_line
= CallocT
<SnowLine
>(1);
629 _snow_line
->lowest_value
= 0xFF;
630 memcpy(_snow_line
->table
, table
, sizeof(_snow_line
->table
));
632 for (uint i
= 0; i
< SNOW_LINE_MONTHS
; i
++) {
633 for (uint j
= 0; j
< SNOW_LINE_DAYS
; j
++) {
634 _snow_line
->highest_value
= std::max(_snow_line
->highest_value
, table
[i
][j
]);
635 _snow_line
->lowest_value
= std::min(_snow_line
->lowest_value
, table
[i
][j
]);
641 * Get the current snow line, either variable or static.
642 * @return the snow line height.
643 * @ingroup SnowLineGroup
647 if (_snow_line
== nullptr) return _settings_game
.game_creation
.snow_line_height
;
650 ConvertDateToYMD(_date
, &ymd
);
651 return _snow_line
->table
[ymd
.month
][ymd
.day
];
655 * Get the highest possible snow line height, either variable or static.
656 * @return the highest snow line height.
657 * @ingroup SnowLineGroup
659 byte
HighestSnowLine()
661 return _snow_line
== nullptr ? _settings_game
.game_creation
.snow_line_height
: _snow_line
->highest_value
;
665 * Get the lowest possible snow line height, either variable or static.
666 * @return the lowest snow line height.
667 * @ingroup SnowLineGroup
669 byte
LowestSnowLine()
671 return _snow_line
== nullptr ? _settings_game
.game_creation
.snow_line_height
: _snow_line
->lowest_value
;
675 * Clear the variable snow line table and free the memory.
676 * @ingroup SnowLineGroup
681 _snow_line
= nullptr;
685 * Clear a piece of landscape
686 * @param tile tile to clear
687 * @param flags of operation to conduct
691 * @return the cost of this operation or an error
693 CommandCost
CmdLandscapeClear(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const std::string
&text
)
695 CommandCost
cost(EXPENSES_CONSTRUCTION
);
696 bool do_clear
= false;
697 /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
698 if ((flags
& DC_FORCE_CLEAR_TILE
) && HasTileWaterClass(tile
) && IsTileOnWater(tile
) && !IsWaterTile(tile
) && !IsCoastTile(tile
)) {
699 if ((flags
& DC_AUTO
) && GetWaterClass(tile
) == WATER_CLASS_CANAL
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST
);
701 cost
.AddCost(GetWaterClass(tile
) == WATER_CLASS_CANAL
? _price
[PR_CLEAR_CANAL
] : _price
[PR_CLEAR_WATER
]);
704 Company
*c
= (flags
& (DC_AUTO
| DC_BANKRUPT
)) ? nullptr : Company::GetIfValid(_current_company
);
705 if (c
!= nullptr && (int)GB(c
->clear_limit
, 16, 16) < 1) {
706 return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED
);
709 const ClearedObjectArea
*coa
= FindClearedObject(tile
);
711 /* If this tile was the first tile which caused object destruction, always
712 * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
713 if (coa
!= nullptr && coa
->first_tile
!= tile
) {
714 /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
716 * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
718 /* If a object is removed, it leaves either bare land or water. */
719 if ((flags
& DC_NO_WATER
) && HasTileWaterClass(tile
) && IsTileOnWater(tile
)) {
720 return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
723 cost
.AddCost(_tile_type_procs
[GetTileType(tile
)]->clear_tile_proc(tile
, flags
));
726 if (flags
& DC_EXEC
) {
727 if (c
!= nullptr) c
->clear_limit
-= 1 << 16;
728 if (do_clear
) DoClearSquare(tile
);
734 * Clear a big piece of landscape
735 * @param tile end tile of area dragging
736 * @param flags of operation to conduct
737 * @param p1 start tile of area dragging
738 * @param p2 various bitstuffed data.
739 * bit 0: Whether to use the Orthogonal (0) or Diagonal (1) iterator.
741 * @return the cost of this operation or an error
743 CommandCost
CmdClearArea(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const std::string
&text
)
745 if (p1
>= MapSize()) return CMD_ERROR
;
747 Money money
= GetAvailableMoneyForCommand();
748 CommandCost
cost(EXPENSES_CONSTRUCTION
);
749 CommandCost last_error
= CMD_ERROR
;
750 bool had_success
= false;
752 const Company
*c
= (flags
& (DC_AUTO
| DC_BANKRUPT
)) ? nullptr : Company::GetIfValid(_current_company
);
753 int limit
= (c
== nullptr ? INT32_MAX
: GB(c
->clear_limit
, 16, 16));
755 TileIterator
*iter
= HasBit(p2
, 0) ? (TileIterator
*)new DiagonalTileIterator(tile
, p1
) : new OrthogonalTileIterator(tile
, p1
);
756 for (; *iter
!= INVALID_TILE
; ++(*iter
)) {
758 CommandCost ret
= DoCommand(t
, 0, 0, flags
& ~DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
762 /* We may not clear more tiles. */
763 if (c
!= nullptr && GB(c
->clear_limit
, 16, 16) < 1) break;
768 if (flags
& DC_EXEC
) {
769 money
-= ret
.GetCost();
770 if (ret
.GetCost() > 0 && money
< 0) {
771 _additional_cash_required
= ret
.GetCost();
775 DoCommand(t
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
777 /* draw explosion animation...
778 * Disable explosions when game is paused. Looks silly and blocks the view. */
779 if ((t
== tile
|| t
== p1
) && _pause_mode
== PM_UNPAUSED
) {
780 /* big explosion in two corners, or small explosion for single tiles */
781 CreateEffectVehicleAbove(TileX(t
) * TILE_SIZE
+ TILE_SIZE
/ 2, TileY(t
) * TILE_SIZE
+ TILE_SIZE
/ 2, 2,
782 TileX(tile
) == TileX(p1
) && TileY(tile
) == TileY(p1
) ? EV_EXPLOSION_SMALL
: EV_EXPLOSION_LARGE
786 /* When we're at the clearing limit we better bail (unneed) testing as well. */
787 if (ret
.GetCost() != 0 && --limit
<= 0) break;
793 return had_success
? cost
: last_error
;
797 TileIndex _cur_tileloop_tile
;
800 * Gradually iterate over all tiles on the map, calling their TileLoopProcs once every 256 ticks.
804 PerformanceAccumulator
framerate(PFE_GL_LANDSCAPE
);
806 /* The pseudorandom sequence of tiles is generated using a Galois linear feedback
807 * shift register (LFSR). This allows a deterministic pseudorandom ordering, but
808 * still with minimal state and fast iteration. */
810 /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 24-bit (for 4096x4096 maps).
811 * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
812 static const uint32 feedbacks
[] = {
813 0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87
815 static_assert(lengthof(feedbacks
) == 2 * MAX_MAP_SIZE_BITS
- 2 * MIN_MAP_SIZE_BITS
+ 1);
816 const uint32 feedback
= feedbacks
[MapLogX() + MapLogY() - 2 * MIN_MAP_SIZE_BITS
];
818 /* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
819 uint count
= 1 << (MapLogX() + MapLogY() - 8);
821 TileIndex tile
= _cur_tileloop_tile
;
822 /* The LFSR cannot have a zeroed state. */
825 /* Manually update tile 0 every 256 ticks - the LFSR never iterates over it itself. */
826 if (_tick_counter
% 256 == 0) {
827 _tile_type_procs
[GetTileType(0)]->tile_loop_proc(0);
832 _tile_type_procs
[GetTileType(tile
)]->tile_loop_proc(tile
);
834 /* Get the next tile in sequence using a Galois LFSR. */
835 tile
= (tile
>> 1) ^ (-(int32
)(tile
& 1) & feedback
);
838 _cur_tileloop_tile
= tile
;
841 void InitializeLandscape()
843 for (uint y
= _settings_game
.construction
.freeform_edges
? 1 : 0; y
< MapMaxY(); y
++) {
844 for (uint x
= _settings_game
.construction
.freeform_edges
? 1 : 0; x
< MapMaxX(); x
++) {
845 MakeClear(TileXY(x
, y
), CLEAR_GRASS
, 3);
846 SetTileHeight(TileXY(x
, y
), 0);
847 SetTropicZone(TileXY(x
, y
), TROPICZONE_NORMAL
);
848 ClearBridgeMiddle(TileXY(x
, y
));
852 for (uint x
= 0; x
< MapSizeX(); x
++) MakeVoid(TileXY(x
, MapMaxY()));
853 for (uint y
= 0; y
< MapSizeY(); y
++) MakeVoid(TileXY(MapMaxX(), y
));
856 static const byte _genterrain_tbl_1
[5] = { 10, 22, 33, 37, 4 };
857 static const byte _genterrain_tbl_2
[5] = { 0, 0, 0, 0, 33 };
859 static void GenerateTerrain(int type
, uint flag
)
863 const Sprite
*templ
= GetSprite((((r
>> 24) * _genterrain_tbl_1
[type
]) >> 8) + _genterrain_tbl_2
[type
] + 4845, ST_MAPGEN
);
864 if (templ
== nullptr) usererror("Map generator sprites could not be loaded");
866 uint x
= r
& MapMaxX();
867 uint y
= (r
>> MapLogX()) & MapMaxY();
869 uint edge_distance
= 1 + (_settings_game
.construction
.freeform_edges
? 1 : 0);
870 if (x
<= edge_distance
|| y
<= edge_distance
) return;
872 DiagDirection direction
= (DiagDirection
)GB(r
, 22, 2);
873 uint w
= templ
->width
;
874 uint h
= templ
->height
;
876 if (DiagDirToAxis(direction
) == AXIS_Y
) Swap(w
, h
);
878 const byte
*p
= templ
->data
;
880 if ((flag
& 4) != 0) {
881 uint xw
= x
* MapSizeY();
882 uint yw
= y
* MapSizeX();
883 uint bias
= (MapSizeX() + MapSizeY()) * 16;
886 default: NOT_REACHED();
888 if (xw
+ yw
> MapSize() - bias
) return;
892 if (yw
< xw
+ bias
) return;
896 if (xw
+ yw
< MapSize() + bias
) return;
900 if (xw
< yw
+ bias
) return;
905 if (x
+ w
>= MapMaxX()) return;
906 if (y
+ h
>= MapMaxY()) return;
908 TileIndex tile
= TileXY(x
, y
);
911 default: NOT_REACHED();
914 TileIndex tile_cur
= tile
;
916 for (uint w_cur
= w
; w_cur
!= 0; --w_cur
) {
917 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
921 tile
+= TileDiffXY(0, 1);
927 TileIndex tile_cur
= tile
;
929 for (uint h_cur
= h
; h_cur
!= 0; --h_cur
) {
930 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
932 tile_cur
+= TileDiffXY(0, 1);
934 tile
+= TileDiffXY(1, 0);
939 tile
+= TileDiffXY(w
- 1, 0);
941 TileIndex tile_cur
= tile
;
943 for (uint w_cur
= w
; w_cur
!= 0; --w_cur
) {
944 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
948 tile
+= TileDiffXY(0, 1);
953 tile
+= TileDiffXY(0, h
- 1);
955 TileIndex tile_cur
= tile
;
957 for (uint h_cur
= h
; h_cur
!= 0; --h_cur
) {
958 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
960 tile_cur
-= TileDiffXY(0, 1);
962 tile
+= TileDiffXY(1, 0);
969 #include "table/genland.h"
971 static void CreateDesertOrRainForest(uint desert_tropic_line
)
973 TileIndex update_freq
= MapSize() / 4;
974 const TileIndexDiffC
*data
;
976 for (TileIndex tile
= 0; tile
!= MapSize(); ++tile
) {
977 if ((tile
% update_freq
) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
979 if (!IsValidTile(tile
)) continue;
981 for (data
= _make_desert_or_rainforest_data
;
982 data
!= endof(_make_desert_or_rainforest_data
); ++data
) {
983 TileIndex t
= AddTileIndexDiffCWrap(tile
, *data
);
984 if (t
!= INVALID_TILE
&& (TileHeight(t
) >= desert_tropic_line
|| IsTileType(t
, MP_WATER
))) break;
986 if (data
== endof(_make_desert_or_rainforest_data
)) {
987 SetTropicZone(tile
, TROPICZONE_DESERT
);
991 for (uint i
= 0; i
!= 256; i
++) {
992 if ((i
% 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
997 for (TileIndex tile
= 0; tile
!= MapSize(); ++tile
) {
998 if ((tile
% update_freq
) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1000 if (!IsValidTile(tile
)) continue;
1002 for (data
= _make_desert_or_rainforest_data
;
1003 data
!= endof(_make_desert_or_rainforest_data
); ++data
) {
1004 TileIndex t
= AddTileIndexDiffCWrap(tile
, *data
);
1005 if (t
!= INVALID_TILE
&& IsTileType(t
, MP_CLEAR
) && IsClearGround(t
, CLEAR_DESERT
)) break;
1007 if (data
== endof(_make_desert_or_rainforest_data
)) {
1008 SetTropicZone(tile
, TROPICZONE_RAINFOREST
);
1014 * Find the spring of a river.
1015 * @param tile The tile to consider for being the spring.
1016 * @param user_data Ignored data.
1017 * @return True iff it is suitable as a spring.
1019 static bool FindSpring(TileIndex tile
, void *user_data
)
1021 int referenceHeight
;
1022 if (!IsTileFlat(tile
, &referenceHeight
) || IsWaterTile(tile
)) return false;
1024 /* In the tropics rivers start in the rainforest. */
1025 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) != TROPICZONE_RAINFOREST
) return false;
1027 /* Are there enough higher tiles to warrant a 'spring'? */
1029 for (int dx
= -1; dx
<= 1; dx
++) {
1030 for (int dy
= -1; dy
<= 1; dy
++) {
1031 TileIndex t
= TileAddWrap(tile
, dx
, dy
);
1032 if (t
!= INVALID_TILE
&& GetTileMaxZ(t
) > referenceHeight
) num
++;
1036 if (num
< 4) return false;
1038 /* Are we near the top of a hill? */
1039 for (int dx
= -16; dx
<= 16; dx
++) {
1040 for (int dy
= -16; dy
<= 16; dy
++) {
1041 TileIndex t
= TileAddWrap(tile
, dx
, dy
);
1042 if (t
!= INVALID_TILE
&& GetTileMaxZ(t
) > referenceHeight
+ 2) return false;
1050 * Make a connected lake; fill all tiles in the circular tile search that are connected.
1051 * @param tile The tile to consider for lake making.
1052 * @param user_data The height of the lake.
1053 * @return Always false, so it continues searching.
1055 static bool MakeLake(TileIndex tile
, void *user_data
)
1057 uint height
= *(uint
*)user_data
;
1058 if (!IsValidTile(tile
) || TileHeight(tile
) != height
|| !IsTileFlat(tile
)) return false;
1059 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) == TROPICZONE_DESERT
) return false;
1061 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
1062 TileIndex t2
= tile
+ TileOffsByDiagDir(d
);
1063 if (IsWaterTile(t2
)) {
1064 MakeRiver(tile
, Random());
1065 MarkTileDirtyByTile(tile
);
1066 /* Remove desert directly around the river tile. */
1068 CircularTileSearch(&t
, RIVER_OFFSET_DESERT_DISTANCE
, RiverModifyDesertZone
, nullptr);
1077 * Check whether a river at begin could (logically) flow down to end.
1078 * @param begin The origin of the flow.
1079 * @param end The destination of the flow.
1080 * @return True iff the water can be flowing down.
1082 static bool FlowsDown(TileIndex begin
, TileIndex end
)
1084 assert(DistanceManhattan(begin
, end
) == 1);
1088 Slope slopeBegin
= GetTileSlope(begin
, &heightBegin
);
1089 Slope slopeEnd
= GetTileSlope(end
, &heightEnd
);
1091 return heightEnd
<= heightBegin
&&
1092 /* Slope either is inclined or flat; rivers don't support other slopes. */
1093 (slopeEnd
== SLOPE_FLAT
|| IsInclinedSlope(slopeEnd
)) &&
1094 /* Slope continues, then it must be lower... or either end must be flat. */
1095 ((slopeEnd
== slopeBegin
&& heightEnd
< heightBegin
) || slopeEnd
== SLOPE_FLAT
|| slopeBegin
== SLOPE_FLAT
);
1098 /* AyStar callback for checking whether we reached our destination. */
1099 static int32
River_EndNodeCheck(const AyStar
*aystar
, const OpenListNode
*current
)
1101 return current
->path
.node
.tile
== *(TileIndex
*)aystar
->user_target
? AYSTAR_FOUND_END_NODE
: AYSTAR_DONE
;
1104 /* AyStar callback for getting the cost of the current node. */
1105 static int32
River_CalculateG(AyStar
*aystar
, AyStarNode
*current
, OpenListNode
*parent
)
1107 return 1 + RandomRange(_settings_game
.game_creation
.river_route_random
);
1110 /* AyStar callback for getting the estimated cost to the destination. */
1111 static int32
River_CalculateH(AyStar
*aystar
, AyStarNode
*current
, OpenListNode
*parent
)
1113 return DistanceManhattan(*(TileIndex
*)aystar
->user_target
, current
->tile
);
1116 /* AyStar callback for getting the neighbouring nodes of the given node. */
1117 static void River_GetNeighbours(AyStar
*aystar
, OpenListNode
*current
)
1119 TileIndex tile
= current
->path
.node
.tile
;
1121 aystar
->num_neighbours
= 0;
1122 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
1123 TileIndex t2
= tile
+ TileOffsByDiagDir(d
);
1124 if (IsValidTile(t2
) && FlowsDown(tile
, t2
)) {
1125 aystar
->neighbours
[aystar
->num_neighbours
].tile
= t2
;
1126 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
1127 aystar
->num_neighbours
++;
1132 /* AyStar callback when an route has been found. */
1133 static void River_FoundEndNode(AyStar
*aystar
, OpenListNode
*current
)
1135 for (PathNode
*path
= ¤t
->path
; path
!= nullptr; path
= path
->parent
) {
1136 TileIndex tile
= path
->node
.tile
;
1137 if (!IsWaterTile(tile
)) {
1138 MakeRiver(tile
, Random());
1139 MarkTileDirtyByTile(tile
);
1140 /* Remove desert directly around the river tile. */
1141 CircularTileSearch(&tile
, RIVER_OFFSET_DESERT_DISTANCE
, RiverModifyDesertZone
, nullptr);
1146 static const uint RIVER_HASH_SIZE
= 8; ///< The number of bits the hash for river finding should have.
1149 * Simple hash function for river tiles to be used by AyStar.
1150 * @param tile The tile to hash.
1151 * @param dir The unused direction.
1152 * @return The hash for the tile.
1154 static uint
River_Hash(uint tile
, uint dir
)
1156 return GB(TileHash(TileX(tile
), TileY(tile
)), 0, RIVER_HASH_SIZE
);
1160 * Actually build the river between the begin and end tiles using AyStar.
1161 * @param begin The begin of the river.
1162 * @param end The end of the river.
1164 static void BuildRiver(TileIndex begin
, TileIndex end
)
1167 finder
.CalculateG
= River_CalculateG
;
1168 finder
.CalculateH
= River_CalculateH
;
1169 finder
.GetNeighbours
= River_GetNeighbours
;
1170 finder
.EndNodeCheck
= River_EndNodeCheck
;
1171 finder
.FoundEndNode
= River_FoundEndNode
;
1172 finder
.user_target
= &end
;
1174 finder
.Init(River_Hash
, 1 << RIVER_HASH_SIZE
);
1178 start
.direction
= INVALID_TRACKDIR
;
1179 finder
.AddStartNode(&start
, 0);
1185 * Try to flow the river down from a given begin.
1186 * @param spring The springing point of the river.
1187 * @param begin The begin point we are looking from; somewhere down hill from the spring.
1188 * @return True iff a river could/has been built, otherwise false.
1190 static bool FlowRiver(TileIndex spring
, TileIndex begin
)
1192 # define SET_MARK(x) marks.insert(x)
1193 # define IS_MARKED(x) (marks.find(x) != marks.end())
1195 uint height
= TileHeight(begin
);
1196 if (IsWaterTile(begin
)) return DistanceManhattan(spring
, begin
) > _settings_game
.game_creation
.min_river_length
;
1198 std::set
<TileIndex
> marks
;
1201 /* Breadth first search for the closest tile we can flow down to. */
1202 std::list
<TileIndex
> queue
;
1203 queue
.push_back(begin
);
1206 uint count
= 0; // Number of tiles considered; to be used for lake location guessing.
1209 end
= queue
.front();
1212 uint height2
= TileHeight(end
);
1213 if (IsTileFlat(end
) && (height2
< height
|| (height2
== height
&& IsWaterTile(end
)))) {
1218 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
1219 TileIndex t2
= end
+ TileOffsByDiagDir(d
);
1220 if (IsValidTile(t2
) && !IS_MARKED(t2
) && FlowsDown(end
, t2
)) {
1223 queue
.push_back(t2
);
1226 } while (!queue
.empty());
1229 /* Flow further down hill. */
1230 found
= FlowRiver(spring
, end
);
1231 } else if (count
> 32) {
1232 /* Maybe we can make a lake. Find the Nth of the considered tiles. */
1233 TileIndex lakeCenter
= 0;
1234 int i
= RandomRange(count
- 1) + 1;
1235 std::set
<TileIndex
>::const_iterator cit
= marks
.begin();
1239 if (IsValidTile(lakeCenter
) &&
1240 /* A river, or lake, can only be built on flat slopes. */
1241 IsTileFlat(lakeCenter
) &&
1242 /* We want the lake to be built at the height of the river. */
1243 TileHeight(begin
) == TileHeight(lakeCenter
) &&
1244 /* We don't want the lake at the entry of the valley. */
1245 lakeCenter
!= begin
&&
1246 /* We don't want lakes in the desert. */
1247 (_settings_game
.game_creation
.landscape
!= LT_TROPIC
|| GetTropicZone(lakeCenter
) != TROPICZONE_DESERT
) &&
1248 /* We only want a lake if the river is long enough. */
1249 DistanceManhattan(spring
, lakeCenter
) > _settings_game
.game_creation
.min_river_length
) {
1251 MakeRiver(lakeCenter
, Random());
1252 MarkTileDirtyByTile(lakeCenter
);
1253 /* Remove desert directly around the river tile. */
1254 CircularTileSearch(&lakeCenter
, RIVER_OFFSET_DESERT_DISTANCE
, RiverModifyDesertZone
, nullptr);
1256 uint range
= RandomRange(8) + 3;
1257 CircularTileSearch(&lakeCenter
, range
, MakeLake
, &height
);
1258 /* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
1260 CircularTileSearch(&lakeCenter
, range
, MakeLake
, &height
);
1266 if (found
) BuildRiver(begin
, end
);
1271 * Actually (try to) create some rivers.
1273 static void CreateRivers()
1275 int amount
= _settings_game
.game_creation
.amount_of_rivers
;
1276 if (amount
== 0) return;
1278 uint wells
= ScaleByMapSize(4 << _settings_game
.game_creation
.amount_of_rivers
);
1279 SetGeneratingWorldProgress(GWP_RIVER
, wells
+ 256 / 64); // Include the tile loop calls below.
1281 for (; wells
!= 0; wells
--) {
1282 IncreaseGeneratingWorldProgress(GWP_RIVER
);
1283 for (int tries
= 0; tries
< 128; tries
++) {
1284 TileIndex t
= RandomTile();
1285 if (!CircularTileSearch(&t
, 8, FindSpring
, nullptr)) continue;
1286 if (FlowRiver(t
, t
)) break;
1290 /* Run tile loop to update the ground density. */
1291 for (uint i
= 0; i
!= 256; i
++) {
1292 if (i
% 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER
);
1298 * Calculate what height would be needed to cover N% of the landmass.
1300 * The function allows both snow and desert/tropic line to be calculated. It
1301 * tries to find the closests height which covers N% of the landmass; it can
1302 * be below or above it.
1304 * Tropic has a mechanism where water and tropic tiles in mountains grow
1305 * inside the desert. To better approximate the requested coverage, this is
1306 * taken into account via an edge histogram, which tells how many neighbouring
1307 * tiles are lower than the tiles of that height. The multiplier indicates how
1308 * severe this has to be taken into account.
1310 * @param coverage A value between 0 and 100 indicating a percentage of landmass that should be covered.
1311 * @param edge_multiplier How much effect neighbouring tiles that are of a lower height level have on the score.
1312 * @return The estimated best height to use to cover N% of the landmass.
1314 static uint
CalculateCoverageLine(uint coverage
, uint edge_multiplier
)
1316 const DiagDirection neighbour_dir
[] = {
1323 /* Histogram of how many tiles per height level exist. */
1324 std::array
<int, MAX_TILE_HEIGHT
+ 1> histogram
= {};
1325 /* Histogram of how many neighbour tiles are lower than the tiles of the height level. */
1326 std::array
<int, MAX_TILE_HEIGHT
+ 1> edge_histogram
= {};
1328 /* Build a histogram of the map height. */
1329 for (TileIndex tile
= 0; tile
< MapSize(); tile
++) {
1330 uint h
= TileHeight(tile
);
1333 if (edge_multiplier
!= 0) {
1334 /* Check if any of our neighbours is below us. */
1335 for (auto dir
: neighbour_dir
) {
1336 TileIndex neighbour_tile
= AddTileIndexDiffCWrap(tile
, TileIndexDiffCByDiagDir(dir
));
1337 if (IsValidTile(neighbour_tile
) && TileHeight(neighbour_tile
) < h
) {
1338 edge_histogram
[h
]++;
1344 /* The amount of land we have is the map size minus the first (sea) layer. */
1345 uint land_tiles
= MapSizeX() * MapSizeY() - histogram
[0];
1346 int best_score
= land_tiles
;
1348 /* Our goal is the coverage amount of the land-mass. */
1349 int goal_tiles
= land_tiles
* coverage
/ 100;
1351 /* We scan from top to bottom. */
1352 uint h
= MAX_TILE_HEIGHT
;
1355 int current_tiles
= 0;
1356 for (; h
> 0; h
--) {
1357 current_tiles
+= histogram
[h
];
1358 int current_score
= goal_tiles
- current_tiles
;
1360 /* Tropic grows from water and mountains into the desert. This is a
1361 * great visual, but it also means we* need to take into account how
1362 * much less desert tiles are being created if we are on this
1363 * height-level. We estimate this based on how many neighbouring
1364 * tiles are below us for a given length, assuming that is where
1365 * tropic is growing from.
1367 if (edge_multiplier
!= 0 && h
> 1) {
1368 /* From water tropic tiles grow for a few tiles land inward. */
1369 current_score
-= edge_histogram
[1] * edge_multiplier
;
1370 /* Tropic tiles grow into the desert for a few tiles. */
1371 current_score
-= edge_histogram
[h
] * edge_multiplier
;
1374 if (std::abs(current_score
) < std::abs(best_score
)) {
1375 best_score
= current_score
;
1379 /* Always scan all height-levels, as h == 1 might give a better
1380 * score than any before. This is true for example with 0% desert
1388 * Calculate the line from which snow begins.
1390 static void CalculateSnowLine()
1392 /* We do not have snow sprites on coastal tiles, so never allow "1" as height. */
1393 _settings_game
.game_creation
.snow_line_height
= std::max(CalculateCoverageLine(_settings_game
.game_creation
.snow_coverage
, 0), 2u);
1397 * Calculate the line (in height) between desert and tropic.
1398 * @return The height of the line between desert and tropic.
1400 static uint8
CalculateDesertLine()
1402 /* CalculateCoverageLine() runs from top to bottom, so we need to invert the coverage. */
1403 return CalculateCoverageLine(100 - _settings_game
.game_creation
.desert_coverage
, 4);
1406 void GenerateLandscape(byte mode
)
1408 /** Number of steps of landscape generation */
1409 enum GenLandscapeSteps
{
1410 GLS_HEIGHTMAP
= 3, ///< Loading a heightmap
1411 GLS_TERRAGENESIS
= 5, ///< Terragenesis generator
1412 GLS_ORIGINAL
= 2, ///< Original generator
1413 GLS_TROPIC
= 12, ///< Extra steps needed for tropic landscape
1414 GLS_OTHER
= 0, ///< Extra steps for other landscapes
1416 uint steps
= (_settings_game
.game_creation
.landscape
== LT_TROPIC
) ? GLS_TROPIC
: GLS_OTHER
;
1418 if (mode
== GWM_HEIGHTMAP
) {
1419 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_HEIGHTMAP
);
1420 LoadHeightmap(_file_to_saveload
.detail_ftype
, _file_to_saveload
.name
.c_str());
1421 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1422 } else if (_settings_game
.game_creation
.land_generator
== LG_TERRAGENESIS
) {
1423 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_TERRAGENESIS
);
1424 GenerateTerrainPerlin();
1426 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_ORIGINAL
);
1427 if (_settings_game
.construction
.freeform_edges
) {
1428 for (uint x
= 0; x
< MapSizeX(); x
++) MakeVoid(TileXY(x
, 0));
1429 for (uint y
= 0; y
< MapSizeY(); y
++) MakeVoid(TileXY(0, y
));
1431 switch (_settings_game
.game_creation
.landscape
) {
1433 uint32 r
= Random();
1435 for (uint i
= ScaleByMapSize(GB(r
, 0, 7) + 950); i
!= 0; --i
) {
1436 GenerateTerrain(2, 0);
1439 uint flag
= GB(r
, 7, 2) | 4;
1440 for (uint i
= ScaleByMapSize(GB(r
, 9, 7) + 450); i
!= 0; --i
) {
1441 GenerateTerrain(4, flag
);
1447 uint32 r
= Random();
1449 for (uint i
= ScaleByMapSize(GB(r
, 0, 7) + 170); i
!= 0; --i
) {
1450 GenerateTerrain(0, 0);
1453 uint flag
= GB(r
, 7, 2) | 4;
1454 for (uint i
= ScaleByMapSize(GB(r
, 9, 8) + 1700); i
!= 0; --i
) {
1455 GenerateTerrain(0, flag
);
1460 for (uint i
= ScaleByMapSize(GB(r
, 17, 7) + 410); i
!= 0; --i
) {
1461 GenerateTerrain(3, flag
);
1467 uint32 r
= Random();
1469 assert(_settings_game
.difficulty
.quantity_sea_lakes
!= CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY
);
1470 uint i
= ScaleByMapSize(GB(r
, 0, 7) + (3 - _settings_game
.difficulty
.quantity_sea_lakes
) * 256 + 100);
1471 for (; i
!= 0; --i
) {
1472 /* Make sure we do not overflow. */
1473 GenerateTerrain(Clamp(_settings_game
.difficulty
.terrain_type
, 0, 3), 0);
1480 /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
1481 * it allows screen redraw. Drawing of broken slopes crashes the game */
1483 MarkWholeScreenDirty();
1484 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1486 ConvertGroundTilesIntoWaterTiles();
1487 MarkWholeScreenDirty();
1488 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1490 switch (_settings_game
.game_creation
.landscape
) {
1492 CalculateSnowLine();
1496 uint desert_tropic_line
= CalculateDesertLine();
1497 CreateDesertOrRainForest(desert_tropic_line
);
1509 void OnTick_Trees();
1510 void OnTick_Station();
1511 void OnTick_Industry();
1513 void OnTick_Companies();
1514 void OnTick_LinkGraph();
1516 void CallLandscapeTick()
1519 PerformanceAccumulator
framerate(PFE_GL_LANDSCAPE
);