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 "heightmap.h"
16 #include "clear_map.h"
17 #include "spritecache.h"
18 #include "viewport_func.h"
19 #include "command_func.h"
20 #include "tunnelbridge_map.h"
21 #include "landscape.h"
26 #include "date_func.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/npf/aystar.h"
35 #include "saveload/saveload.h"
36 #include "3rdparty/cpp-btree/btree_set.h"
40 #include "table/strings.h"
41 #include "table/sprites.h"
43 #include "safeguards.h"
45 extern const TileTypeProcs
46 _tile_type_clear_procs
,
47 _tile_type_rail_procs
,
48 _tile_type_road_procs
,
49 _tile_type_town_procs
,
50 _tile_type_trees_procs
,
51 _tile_type_station_procs
,
52 _tile_type_water_procs
,
53 _tile_type_void_procs
,
54 _tile_type_industry_procs
,
55 _tile_type_tunnelbridge_procs
,
56 _tile_type_object_procs
;
59 * Tile callback functions for each type of tile.
60 * @ingroup TileCallbackGroup
63 const TileTypeProcs
* const _tile_type_procs
[16] = {
64 &_tile_type_clear_procs
, ///< Callback functions for MP_CLEAR tiles
65 &_tile_type_rail_procs
, ///< Callback functions for MP_RAILWAY tiles
66 &_tile_type_road_procs
, ///< Callback functions for MP_ROAD tiles
67 &_tile_type_town_procs
, ///< Callback functions for MP_HOUSE tiles
68 &_tile_type_trees_procs
, ///< Callback functions for MP_TREES tiles
69 &_tile_type_station_procs
, ///< Callback functions for MP_STATION tiles
70 &_tile_type_water_procs
, ///< Callback functions for MP_WATER tiles
71 &_tile_type_void_procs
, ///< Callback functions for MP_VOID tiles
72 &_tile_type_industry_procs
, ///< Callback functions for MP_INDUSTRY tiles
73 &_tile_type_tunnelbridge_procs
, ///< Callback functions for MP_TUNNELBRIDGE tiles
74 &_tile_type_object_procs
, ///< Callback functions for MP_OBJECT tiles
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,
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 static const int LONG_RIVER_LENGTH
= 512;
94 static TileIndex _current_spring
= INVALID_TILE
;
95 static TileIndex _current_estuary
= INVALID_TILE
;
96 static bool _is_main_river
= false;
99 * Applies a foundation to a slope.
101 * @pre Foundation and slope must be valid combined.
102 * @param f The #Foundation.
103 * @param s The #Slope to modify.
104 * @return Increment to the tile Z coordinate.
106 uint
ApplyFoundationToSlope(Foundation f
, Slope
*s
)
108 if (!IsFoundation(f
)) return 0;
110 if (IsLeveledFoundation(f
)) {
111 uint dz
= 1 + (IsSteepSlope(*s
) ? 1 : 0);
116 if (f
!= FOUNDATION_STEEP_BOTH
&& IsNonContinuousFoundation(f
)) {
117 *s
= HalftileSlope(*s
, GetHalftileFoundationCorner(f
));
121 if (IsSpecialRailFoundation(f
)) {
122 *s
= SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f
)));
126 uint dz
= IsSteepSlope(*s
) ? 1 : 0;
127 Corner highest_corner
= GetHighestSlopeCorner(*s
);
130 case FOUNDATION_INCLINED_X
:
131 *s
= (((highest_corner
== CORNER_W
) || (highest_corner
== CORNER_S
)) ? SLOPE_SW
: SLOPE_NE
);
134 case FOUNDATION_INCLINED_Y
:
135 *s
= (((highest_corner
== CORNER_S
) || (highest_corner
== CORNER_E
)) ? SLOPE_SE
: SLOPE_NW
);
138 case FOUNDATION_STEEP_LOWER
:
139 *s
= SlopeWithOneCornerRaised(highest_corner
);
142 case FOUNDATION_STEEP_BOTH
:
143 *s
= HalftileSlope(SlopeWithOneCornerRaised(highest_corner
), highest_corner
);
146 default: NOT_REACHED();
153 * Determines height at given coordinate of a slope
154 * @param x x coordinate
155 * @param y y coordinate
156 * @param corners slope to examine
157 * @return height of given point of given slope
159 uint
GetPartialPixelZ(int x
, int y
, Slope corners
)
161 if (IsHalftileSlope(corners
)) {
162 switch (GetHalftileSlopeCorner(corners
)) {
164 if (x
- y
>= 0) return GetSlopeMaxPixelZ(corners
);
168 if (x
- (y
^ 0xF) >= 0) return GetSlopeMaxPixelZ(corners
);
172 if (y
- x
>= 0) return GetSlopeMaxPixelZ(corners
);
176 if ((y
^ 0xF) - x
>= 0) return GetSlopeMaxPixelZ(corners
);
179 default: NOT_REACHED();
185 switch (RemoveHalftileSlope(corners
)) {
265 z
= 1 + ((x
+ y
) >> 1);
269 z
= 1 + ((x
+ (y
^ 0xF)) >> 1);
273 z
= 1 + (((x
^ 0xF) + (y
^ 0xF)) >> 1);
277 z
= 1 + (((x
^ 0xF) + y
) >> 1);
286 int GetSlopePixelZ(int x
, int y
)
288 TileIndex tile
= TileVirtXY(x
, y
);
290 return _tile_type_procs
[GetTileType(tile
)]->get_slope_z_proc(tile
, x
, y
);
294 * Determine the Z height of a corner relative to TileZ.
296 * @pre The slope must not be a halftile slope.
298 * @param tileh The slope.
299 * @param corner The corner.
300 * @return Z position of corner relative to TileZ.
302 int GetSlopeZInCorner(Slope tileh
, Corner corner
)
304 assert(!IsHalftileSlope(tileh
));
305 return ((tileh
& SlopeWithOneCornerRaised(corner
)) != 0 ? 1 : 0) + (tileh
== SteepSlope(corner
) ? 1 : 0);
309 * Determine the Z height of the corners of a specific tile edge
311 * @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. its edges.
313 * @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added.
315 * @param tileh The slope of the tile.
316 * @param edge The edge of interest.
317 * @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera)
318 * @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera)
320 void GetSlopePixelZOnEdge(Slope tileh
, DiagDirection edge
, int *z1
, int *z2
)
322 static const Slope corners
[4][4] = {
323 /* corner | steep slope
325 {SLOPE_E
, SLOPE_N
, SLOPE_STEEP_E
, SLOPE_STEEP_N
}, // DIAGDIR_NE, z1 = E, z2 = N
326 {SLOPE_S
, SLOPE_E
, SLOPE_STEEP_S
, SLOPE_STEEP_E
}, // DIAGDIR_SE, z1 = S, z2 = E
327 {SLOPE_S
, SLOPE_W
, SLOPE_STEEP_S
, SLOPE_STEEP_W
}, // DIAGDIR_SW, z1 = S, z2 = W
328 {SLOPE_W
, SLOPE_N
, SLOPE_STEEP_W
, SLOPE_STEEP_N
}, // DIAGDIR_NW, z1 = W, z2 = N
331 int halftile_test
= (IsHalftileSlope(tileh
) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh
)) : 0);
332 if (halftile_test
== corners
[edge
][0]) *z2
+= TILE_HEIGHT
; // The slope is non-continuous in z2. z2 is on the upper side.
333 if (halftile_test
== corners
[edge
][1]) *z1
+= TILE_HEIGHT
; // The slope is non-continuous in z1. z1 is on the upper side.
335 if ((tileh
& corners
[edge
][0]) != 0) *z1
+= TILE_HEIGHT
; // z1 is raised
336 if ((tileh
& corners
[edge
][1]) != 0) *z2
+= TILE_HEIGHT
; // z2 is raised
337 if (RemoveHalftileSlope(tileh
) == corners
[edge
][2]) *z1
+= TILE_HEIGHT
; // z1 is highest corner of a steep slope
338 if (RemoveHalftileSlope(tileh
) == corners
[edge
][3]) *z2
+= TILE_HEIGHT
; // z2 is highest corner of a steep slope
342 * Get slope of a tile on top of a (possible) foundation
343 * If a tile does not have a foundation, the function returns the same as GetTileSlope.
345 * @param tile The tile of interest.
346 * @param z returns the z of the foundation slope. (Can be NULL, if not needed)
347 * @return The slope on top of the foundation.
349 Slope
GetFoundationSlope(TileIndex tile
, int *z
)
351 Slope tileh
= GetTileSlope(tile
, z
);
352 Foundation f
= _tile_type_procs
[GetTileType(tile
)]->get_foundation_proc(tile
, tileh
);
353 uint z_inc
= ApplyFoundationToSlope(f
, &tileh
);
354 if (z
!= NULL
) *z
+= z_inc
;
359 bool HasFoundationNW(TileIndex tile
, Slope slope_here
, uint z_here
)
361 if (IsRoadCustomBridgeHeadTile(tile
) && GetTunnelBridgeDirection(tile
) == DIAGDIR_NW
) return false;
365 int z_W_here
= z_here
;
366 int z_N_here
= z_here
;
367 GetSlopePixelZOnEdge(slope_here
, DIAGDIR_NW
, &z_W_here
, &z_N_here
);
369 Slope slope
= GetFoundationPixelSlope(TILE_ADDXY(tile
, 0, -1), &z
);
372 GetSlopePixelZOnEdge(slope
, DIAGDIR_SE
, &z_W
, &z_N
);
374 return (z_N_here
> z_N
) || (z_W_here
> z_W
);
378 bool HasFoundationNE(TileIndex tile
, Slope slope_here
, uint z_here
)
380 if (IsRoadCustomBridgeHeadTile(tile
) && GetTunnelBridgeDirection(tile
) == DIAGDIR_NE
) return false;
384 int z_E_here
= z_here
;
385 int z_N_here
= z_here
;
386 GetSlopePixelZOnEdge(slope_here
, DIAGDIR_NE
, &z_E_here
, &z_N_here
);
388 Slope slope
= GetFoundationPixelSlope(TILE_ADDXY(tile
, -1, 0), &z
);
391 GetSlopePixelZOnEdge(slope
, DIAGDIR_SW
, &z_E
, &z_N
);
393 return (z_N_here
> z_N
) || (z_E_here
> z_E
);
397 * Draw foundation \a f at tile \a ti. Updates \a ti.
398 * @param ti Tile to draw foundation on
399 * @param f Foundation to draw
401 void DrawFoundation(TileInfo
*ti
, Foundation f
)
403 if (!IsFoundation(f
)) return;
405 /* Two part foundations must be drawn separately */
406 assert(f
!= FOUNDATION_STEEP_BOTH
);
408 uint sprite_block
= 0;
410 Slope slope
= GetFoundationPixelSlope(ti
->tile
, &z
);
412 /* Select the needed block of foundations sprites
413 * Block 0: Walls at NW and NE edge
414 * Block 1: Wall at NE edge
415 * Block 2: Wall at NW edge
416 * Block 3: No walls at NW or NE edge
418 if (!HasFoundationNW(ti
->tile
, slope
, z
)) sprite_block
+= 1;
419 if (!HasFoundationNE(ti
->tile
, slope
, z
)) sprite_block
+= 2;
421 /* Use the original slope sprites if NW and NE borders should be visible */
422 SpriteID leveled_base
= (sprite_block
== 0 ? (int)SPR_FOUNDATION_BASE
: (SPR_SLOPES_VIRTUAL_BASE
+ sprite_block
* SPR_TRKFOUND_BLOCK_SIZE
));
423 SpriteID inclined_base
= SPR_SLOPES_VIRTUAL_BASE
+ SPR_SLOPES_INCLINED_OFFSET
+ sprite_block
* SPR_TRKFOUND_BLOCK_SIZE
;
424 SpriteID halftile_base
= SPR_HALFTILE_FOUNDATION_BASE
+ sprite_block
* SPR_HALFTILE_BLOCK_SIZE
;
426 if (IsSteepSlope(ti
->tileh
)) {
427 if (!IsNonContinuousFoundation(f
)) {
428 /* Lower part of foundation */
429 AddSortableSpriteToDraw(
430 leveled_base
+ (ti
->tileh
& ~SLOPE_STEEP
), PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
434 Corner highest_corner
= GetHighestSlopeCorner(ti
->tileh
);
435 ti
->z
+= ApplyPixelFoundationToSlope(f
, &ti
->tileh
);
437 if (IsInclinedFoundation(f
)) {
438 /* inclined foundation */
439 byte inclined
= highest_corner
* 2 + (f
== FOUNDATION_INCLINED_Y
? 1 : 0);
441 AddSortableSpriteToDraw(inclined_base
+ inclined
, PAL_NONE
, ti
->x
, ti
->y
,
442 f
== FOUNDATION_INCLINED_X
? 16 : 1,
443 f
== FOUNDATION_INCLINED_Y
? 16 : 1,
446 OffsetGroundSprite(31, 9);
447 } else if (IsLeveledFoundation(f
)) {
448 AddSortableSpriteToDraw(leveled_base
+ SlopeWithOneCornerRaised(highest_corner
), PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
- TILE_HEIGHT
);
449 OffsetGroundSprite(31, 1);
450 } else if (f
== FOUNDATION_STEEP_LOWER
) {
451 /* one corner raised */
452 OffsetGroundSprite(31, 1);
454 /* halftile foundation */
455 int x_bb
= (((highest_corner
== CORNER_W
) || (highest_corner
== CORNER_S
)) ? 8 : 0);
456 int y_bb
= (((highest_corner
== CORNER_S
) || (highest_corner
== CORNER_E
)) ? 8 : 0);
458 AddSortableSpriteToDraw(halftile_base
+ highest_corner
, PAL_NONE
, ti
->x
+ x_bb
, ti
->y
+ y_bb
, 8, 8, 7, ti
->z
+ TILE_HEIGHT
);
459 OffsetGroundSprite(31, 9);
462 if (IsLeveledFoundation(f
)) {
463 /* leveled foundation */
464 AddSortableSpriteToDraw(leveled_base
+ ti
->tileh
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
);
465 OffsetGroundSprite(31, 1);
466 } else if (IsNonContinuousFoundation(f
)) {
467 /* halftile foundation */
468 Corner halftile_corner
= GetHalftileFoundationCorner(f
);
469 int x_bb
= (((halftile_corner
== CORNER_W
) || (halftile_corner
== CORNER_S
)) ? 8 : 0);
470 int y_bb
= (((halftile_corner
== CORNER_S
) || (halftile_corner
== CORNER_E
)) ? 8 : 0);
472 AddSortableSpriteToDraw(halftile_base
+ halftile_corner
, PAL_NONE
, ti
->x
+ x_bb
, ti
->y
+ y_bb
, 8, 8, 7, ti
->z
);
473 OffsetGroundSprite(31, 9);
474 } else if (IsSpecialRailFoundation(f
)) {
475 /* anti-zig-zag foundation */
477 if (ti
->tileh
== SLOPE_NS
|| ti
->tileh
== SLOPE_EW
) {
478 /* half of leveled foundation under track corner */
479 spr
= leveled_base
+ SlopeWithThreeCornersRaised(GetRailFoundationCorner(f
));
481 /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
482 spr
= inclined_base
+ 2 * GetRailFoundationCorner(f
) + ((ti
->tileh
== SLOPE_SW
|| ti
->tileh
== SLOPE_NE
) ? 1 : 0);
484 AddSortableSpriteToDraw(spr
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 7, ti
->z
);
485 OffsetGroundSprite(31, 9);
487 /* inclined foundation */
488 byte inclined
= GetHighestSlopeCorner(ti
->tileh
) * 2 + (f
== FOUNDATION_INCLINED_Y
? 1 : 0);
490 AddSortableSpriteToDraw(inclined_base
+ inclined
, PAL_NONE
, ti
->x
, ti
->y
,
491 f
== FOUNDATION_INCLINED_X
? 16 : 1,
492 f
== FOUNDATION_INCLINED_Y
? 16 : 1,
495 OffsetGroundSprite(31, 9);
497 ti
->z
+= ApplyPixelFoundationToSlope(f
, &ti
->tileh
);
501 void DoClearSquare(TileIndex tile
)
503 /* If the tile can have animation and we clear it, delete it from the animated tile list. */
504 if (_tile_type_procs
[GetTileType(tile
)]->animate_tile_proc
!= NULL
) DeleteAnimatedTile(tile
);
506 MakeClear(tile
, CLEAR_GRASS
, _generating_world
? 3 : 0);
507 MarkTileDirtyByTile(tile
);
511 * Returns information about trackdirs and signal states.
512 * If there is any trackbit at 'side', return all trackdirbits.
513 * For TRANSPORT_ROAD, return no trackbits if there is no roadbit (of given subtype) at given side.
514 * @param tile tile to get info about
515 * @param mode transport type
516 * @param sub_mode for TRANSPORT_ROAD, roadtypes to check
517 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
518 * @return trackdirbits and other info depending on 'mode'
520 TrackStatus
GetTileTrackStatus(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
522 return _tile_type_procs
[GetTileType(tile
)]->get_tile_track_status_proc(tile
, mode
, sub_mode
, side
);
526 * Change the owner of a tile
527 * @param tile Tile to change
528 * @param old_owner Current owner of the tile
529 * @param new_owner New owner of the tile
531 void ChangeTileOwner(TileIndex tile
, Owner old_owner
, Owner new_owner
)
533 _tile_type_procs
[GetTileType(tile
)]->change_tile_owner_proc(tile
, old_owner
, new_owner
);
536 void GetTileDesc(TileIndex tile
, TileDesc
*td
)
538 _tile_type_procs
[GetTileType(tile
)]->get_tile_desc_proc(tile
, td
);
542 * Has a snow line table already been loaded.
543 * @return true if the table has been loaded already.
544 * @ingroup SnowLineGroup
548 return _snow_line
!= NULL
;
552 * Set a variable snow line, as loaded from a newgrf file.
553 * @param table the 12 * 32 byte table containing the snowline for each day
554 * @ingroup SnowLineGroup
556 void SetSnowLine(byte table
[SNOW_LINE_MONTHS
][SNOW_LINE_DAYS
])
558 _snow_line
= CallocT
<SnowLine
>(1);
559 _snow_line
->lowest_value
= 0xFF;
560 memcpy(_snow_line
->table
, table
, sizeof(_snow_line
->table
));
562 for (uint i
= 0; i
< SNOW_LINE_MONTHS
; i
++) {
563 for (uint j
= 0; j
< SNOW_LINE_DAYS
; j
++) {
564 _snow_line
->highest_value
= max(_snow_line
->highest_value
, table
[i
][j
]);
565 _snow_line
->lowest_value
= min(_snow_line
->lowest_value
, table
[i
][j
]);
571 * Get the current snow line, either variable or static.
572 * @return the snow line height.
573 * @ingroup SnowLineGroup
577 if (_snow_line
== NULL
) return _settings_game
.game_creation
.snow_line_height
;
579 return _snow_line
->table
[_cur_date_ymd
.month
][_cur_date_ymd
.day
];
583 * Get the highest possible snow line height, either variable or static.
584 * @return the highest snow line height.
585 * @ingroup SnowLineGroup
587 uint16
HighestSnowLine()
589 return _snow_line
== NULL
? _settings_game
.game_creation
.snow_line_height
: _snow_line
->highest_value
;
593 * Get the lowest possible snow line height, either variable or static.
594 * @return the lowest snow line height.
595 * @ingroup SnowLineGroup
597 uint16
LowestSnowLine()
599 return _snow_line
== NULL
? _settings_game
.game_creation
.snow_line_height
: _snow_line
->lowest_value
;
603 * Clear the variable snow line table and free the memory.
604 * @ingroup SnowLineGroup
613 * Clear a piece of landscape
614 * @param tile tile to clear
615 * @param flags of operation to conduct
619 * @return the cost of this operation or an error
621 CommandCost
CmdLandscapeClear(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
623 CommandCost
cost(EXPENSES_CONSTRUCTION
);
624 bool do_clear
= false;
625 /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
626 if ((flags
& DC_FORCE_CLEAR_TILE
) && HasTileWaterClass(tile
) && IsTileOnWater(tile
) && !IsWaterTile(tile
) && !IsCoastTile(tile
)) {
627 if ((flags
& DC_AUTO
) && GetWaterClass(tile
) == WATER_CLASS_CANAL
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST
);
629 cost
.AddCost(GetWaterClass(tile
) == WATER_CLASS_CANAL
? _price
[PR_CLEAR_CANAL
] : _price
[PR_CLEAR_WATER
]);
632 Company
*c
= (flags
& (DC_AUTO
| DC_BANKRUPT
)) ? NULL
: Company::GetIfValid(_current_company
);
633 if (c
!= NULL
&& (int)GB(c
->clear_limit
, 16, 16) < 1) {
634 return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED
);
637 const ClearedObjectArea
*coa
= FindClearedObject(tile
);
639 /* If this tile was the first tile which caused object destruction, always
640 * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
641 if (coa
!= NULL
&& coa
->first_tile
!= tile
) {
642 /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
644 * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
646 /* If a object is removed, it leaves either bare land or water. */
647 if ((flags
& DC_NO_WATER
) && HasTileWaterClass(tile
) && IsTileOnWater(tile
)) {
648 return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
651 cost
.AddCost(_tile_type_procs
[GetTileType(tile
)]->clear_tile_proc(tile
, flags
));
654 if (flags
& DC_EXEC
) {
655 if (c
!= NULL
) c
->clear_limit
-= 1 << 16;
656 if (do_clear
) DoClearSquare(tile
);
662 * Clear a big piece of landscape
663 * @param tile end tile of area dragging
664 * @param flags of operation to conduct
665 * @param p1 start tile of area dragging
666 * @param p2 various bitstuffed data.
667 * bit 0: Whether to use the Orthogonal (0) or Diagonal (1) iterator.
669 * @return the cost of this operation or an error
671 CommandCost
CmdClearArea(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
673 if (p1
>= MapSize()) return CMD_ERROR
;
675 Money money
= GetAvailableMoneyForCommand();
676 CommandCost
cost(EXPENSES_CONSTRUCTION
);
677 CommandCost last_error
= CMD_ERROR
;
678 bool had_success
= false;
680 const Company
*c
= (flags
& (DC_AUTO
| DC_BANKRUPT
)) ? NULL
: Company::GetIfValid(_current_company
);
681 int limit
= (c
== NULL
? INT32_MAX
: GB(c
->clear_limit
, 16, 16));
683 TileIterator
*iter
= HasBit(p2
, 0) ? (TileIterator
*)new DiagonalTileIterator(tile
, p1
) : new OrthogonalTileIterator(tile
, p1
);
684 for (; *iter
!= INVALID_TILE
; ++(*iter
)) {
686 CommandCost ret
= DoCommand(t
, 0, 0, flags
& ~DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
690 /* We may not clear more tiles. */
691 if (c
!= NULL
&& GB(c
->clear_limit
, 16, 16) < 1) break;
696 if (flags
& DC_EXEC
) {
697 money
-= ret
.GetCost();
698 if (ret
.GetCost() > 0 && money
< 0) {
699 _additional_cash_required
= ret
.GetCost();
703 DoCommand(t
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
705 /* draw explosion animation...
706 * Disable explosions when game is paused. Looks silly and blocks the view. */
707 if ((t
== tile
|| t
== p1
) && _pause_mode
== PM_UNPAUSED
) {
708 /* big explosion in two corners, or small explosion for single tiles */
709 CreateEffectVehicleAbove(TileX(t
) * TILE_SIZE
+ TILE_SIZE
/ 2, TileY(t
) * TILE_SIZE
+ TILE_SIZE
/ 2, 2,
710 TileX(tile
) == TileX(p1
) && TileY(tile
) == TileY(p1
) ? EV_EXPLOSION_SMALL
: EV_EXPLOSION_LARGE
714 /* When we're at the clearing limit we better bail (unneed) testing as well. */
715 if (ret
.GetCost() != 0 && --limit
<= 0) break;
721 return had_success
? cost
: last_error
;
725 TileIndex _cur_tileloop_tile
;
728 * Gradually iterate over all tiles on the map, calling their TileLoopProcs once every 256 ticks.
732 /* The pseudorandom sequence of tiles is generated using a Galois linear feedback
733 * shift register (LFSR). This allows a deterministic pseudorandom ordering, but
734 * still with minimal state and fast iteration. */
736 /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 24-bit (for 4096x4096 maps).
737 * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
738 static const uint32 feedbacks
[] = {
739 0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87
741 assert_compile(lengthof(feedbacks
) == 2 * MAX_MAP_SIZE_BITS
- 2 * MIN_MAP_SIZE_BITS
+ 1);
742 const uint32 feedback
= feedbacks
[MapLogX() + MapLogY() - 2 * MIN_MAP_SIZE_BITS
];
744 /* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
745 uint count
= 1 << (MapLogX() + MapLogY() - 8);
747 TileIndex tile
= _cur_tileloop_tile
;
748 /* The LFSR cannot have a zeroed state. */
751 /* Manually update tile 0 every 256 ticks - the LFSR never iterates over it itself. */
752 if (_tick_counter
% 256 == 0) {
753 _tile_type_procs
[GetTileType(0)]->tile_loop_proc(0);
758 _tile_type_procs
[GetTileType(tile
)]->tile_loop_proc(tile
);
760 /* Get the next tile in sequence using a Galois LFSR. */
761 tile
= (tile
>> 1) ^ (-(int32
)(tile
& 1) & feedback
);
764 _cur_tileloop_tile
= tile
;
767 void InitializeLandscape()
769 uint maxx
= MapMaxX();
770 uint maxy
= MapMaxY();
771 uint sizex
= MapSizeX();
774 for (y
= _settings_game
.construction
.freeform_edges
? 1 : 0; y
< maxy
; y
++) {
776 for (x
= _settings_game
.construction
.freeform_edges
? 1 : 0; x
< maxx
; x
++) {
777 MakeClear(sizex
* y
+ x
, CLEAR_GRASS
, 3);
778 SetTileHeight(sizex
* y
+ x
, 0);
779 SetTropicZone(sizex
* y
+ x
, TROPICZONE_NORMAL
);
780 ClearBridgeMiddle(sizex
* y
+ x
);
782 MakeVoid(sizex
* y
+ x
);
784 for (uint x
= 0; x
< sizex
; x
++) MakeVoid(sizex
* y
+ x
);
787 static const byte _genterrain_tbl_1
[5] = { 10, 22, 33, 37, 4 };
788 static const byte _genterrain_tbl_2
[5] = { 0, 0, 0, 0, 33 };
790 static void GenerateTerrain(int type
, uint flag
)
794 const Sprite
*templ
= GetSprite((((r
>> 24) * _genterrain_tbl_1
[type
]) >> 8) + _genterrain_tbl_2
[type
] + 4845, ST_MAPGEN
);
795 if (templ
== NULL
) usererror("Map generator sprites could not be loaded");
797 uint x
= r
& MapMaxX();
798 uint y
= (r
>> MapLogX()) & MapMaxY();
800 if (x
< 2 || y
< 2) return;
802 DiagDirection direction
= (DiagDirection
)GB(r
, 22, 2);
803 uint w
= templ
->width
;
804 uint h
= templ
->height
;
806 if (DiagDirToAxis(direction
) == AXIS_Y
) Swap(w
, h
);
808 const byte
*p
= templ
->data
;
810 if ((flag
& 4) != 0) {
811 uint xw
= x
* MapSizeY();
812 uint yw
= y
* MapSizeX();
813 uint bias
= (MapSizeX() + MapSizeY()) * 16;
816 default: NOT_REACHED();
818 if (xw
+ yw
> MapSize() - bias
) return;
822 if (yw
< xw
+ bias
) return;
826 if (xw
+ yw
< MapSize() + bias
) return;
830 if (xw
< yw
+ bias
) return;
835 if (x
+ w
>= MapMaxX() - 1) return;
836 if (y
+ h
>= MapMaxY() - 1) return;
838 TileIndex tile
= TileXY(x
, y
);
841 default: NOT_REACHED();
844 TileIndex tile_cur
= tile
;
846 for (uint w_cur
= w
; w_cur
!= 0; --w_cur
) {
847 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
851 tile
+= TileDiffXY(0, 1);
857 TileIndex tile_cur
= tile
;
859 for (uint h_cur
= h
; h_cur
!= 0; --h_cur
) {
860 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
862 tile_cur
+= TileDiffXY(0, 1);
864 tile
+= TileDiffXY(1, 0);
869 tile
+= TileDiffXY(w
- 1, 0);
871 TileIndex tile_cur
= tile
;
873 for (uint w_cur
= w
; w_cur
!= 0; --w_cur
) {
874 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
878 tile
+= TileDiffXY(0, 1);
883 tile
+= TileDiffXY(0, h
- 1);
885 TileIndex tile_cur
= tile
;
887 for (uint h_cur
= h
; h_cur
!= 0; --h_cur
) {
888 if (GB(*p
, 0, 4) >= TileHeight(tile_cur
)) SetTileHeight(tile_cur
, GB(*p
, 0, 4));
890 tile_cur
-= TileDiffXY(0, 1);
892 tile
+= TileDiffXY(1, 0);
899 #include "table/genland.h"
901 static void CreateDesertOrRainForest()
903 TileIndex update_freq
= MapSize() / 4;
904 const TileIndexDiffC
*data
;
905 uint max_desert_height
= CeilDiv(_settings_game
.construction
.max_heightlevel
, 4);
907 for (TileIndex tile
= 0; tile
!= MapSize(); ++tile
) {
908 if ((tile
% update_freq
) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
910 if (!IsValidTile(tile
)) continue;
912 /* Amount of tiles that become desert, excluding those too close to watertiles.*/
913 for (data
= _make_desert_or_rainforest_data
;
914 data
!= endof(_make_desert_or_rainforest_data
); ++data
) {
915 TileIndex t
= AddTileIndexDiffCWrap(tile
, *data
);
916 if (t
!= INVALID_TILE
&& (TileHeight(t
) >= _settings_newgame
.game_creation
.desert_amount
|| IsTileType(t
, MP_WATER
))) break;
918 if (data
== endof(_make_desert_or_rainforest_data
)) {
919 SetTropicZone(tile
, TROPICZONE_DESERT
);
923 for (uint i
= 0; i
!= 256; i
++) {
924 if ((i
% 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
929 for (TileIndex tile
= 0; tile
!= MapSize(); ++tile
) {
930 if ((tile
% update_freq
) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
932 if (!IsValidTile(tile
)) continue;
934 /* All "land" tiles that are not assigned as desert above become rainforest here. */
935 for (data
= _make_desert_or_rainforest_data
;
936 data
!= endof(_make_desert_or_rainforest_data
); ++data
) {
937 TileIndex t
= AddTileIndexDiffCWrap(tile
, *data
);
938 if (t
!= INVALID_TILE
&& IsTileType(t
, MP_CLEAR
) && IsClearGround(t
, CLEAR_DESERT
)) break;
940 if (data
== endof(_make_desert_or_rainforest_data
)) {
941 SetTropicZone(tile
, TROPICZONE_RAINFOREST
);
947 * Find the spring of a river.
948 * @param tile The tile to consider for being the spring.
949 * @param user_data Ignored data.
950 * @return True iff it is suitable as a spring.
952 static bool FindSpring(TileIndex tile
, void *user_data
)
955 if (!IsTileFlat(tile
, &referenceHeight
) || IsWaterTile(tile
)) return false;
957 /* In the tropics rivers start in the rainforest. */
958 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) != TROPICZONE_RAINFOREST
) return false;
960 /* Are there enough higher tiles to warrant a 'spring'? */
962 for (int dx
= -1; dx
<= 1; dx
++) {
963 for (int dy
= -1; dy
<= 1; dy
++) {
964 TileIndex t
= TileAddWrap(tile
, dx
, dy
);
965 if (t
!= INVALID_TILE
&& GetTileMaxZ(t
) > referenceHeight
) num
++;
969 if (num
< 4) return false;
971 /* Are we near the top of a hill? */
972 for (int dx
= -16; dx
<= 16; dx
++) {
973 for (int dy
= -16; dy
<= 16; dy
++) {
974 TileIndex t
= TileAddWrap(tile
, dx
, dy
);
975 if (t
!= INVALID_TILE
&& GetTileMaxZ(t
) > referenceHeight
+ 2) return false;
983 * Make a connected lake; fill all tiles in the circular tile search that are connected.
984 * @param tile The tile to consider for lake making.
985 * @param user_data The height of the lake.
986 * @return Always false, so it continues searching.
988 static bool MakeLake(TileIndex tile
, void *user_data
)
990 uint height
= *(uint
*)user_data
;
991 if (!IsValidTile(tile
) || TileHeight(tile
) != height
|| !IsTileFlat(tile
)) return false;
992 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
&& GetTropicZone(tile
) == TROPICZONE_DESERT
) return false;
994 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
995 TileIndex t2
= tile
+ TileOffsByDiagDir(d
);
996 if (IsWaterTile(t2
)) {
997 MakeRiver(tile
, Random());
1006 * Check whether a river at begin could (logically) flow down to end.
1007 * @param begin The origin of the flow.
1008 * @param end The destination of the flow.
1009 * @return True iff the water can be flowing down.
1011 static bool FlowsDown(TileIndex begin
, TileIndex end
)
1013 assert(DistanceManhattan(begin
, end
) == 1);
1017 Slope slopeBegin
= GetTileSlope(begin
, &heightBegin
);
1018 Slope slopeEnd
= GetTileSlope(end
, &heightEnd
);
1020 return heightEnd
<= heightBegin
&&
1021 /* Slope either is inclined or flat; rivers don't support other slopes. */
1022 (slopeEnd
== SLOPE_FLAT
|| IsInclinedSlope(slopeEnd
)) &&
1023 /* Slope continues, then it must be lower... or either end must be flat. */
1024 ((slopeEnd
== slopeBegin
&& heightEnd
< heightBegin
) || slopeEnd
== SLOPE_FLAT
|| slopeBegin
== SLOPE_FLAT
);
1027 /* AyStar callback for checking whether we reached our destination. */
1028 static int32
River_EndNodeCheck(AyStar
*aystar
, OpenListNode
*current
)
1030 return current
->path
.node
.tile
== *(TileIndex
*)aystar
->user_target
? AYSTAR_FOUND_END_NODE
: AYSTAR_DONE
;
1033 /* AyStar callback for getting the cost of the current node. */
1034 static int32
River_CalculateG(AyStar
*aystar
, AyStarNode
*current
, OpenListNode
*parent
)
1036 return 1 + RandomRange(_settings_game
.game_creation
.river_route_random
);
1039 /* AyStar callback for getting the estimated cost to the destination. */
1040 static int32
River_CalculateH(AyStar
*aystar
, AyStarNode
*current
, OpenListNode
*parent
)
1042 return DistanceManhattan(*(TileIndex
*)aystar
->user_target
, current
->tile
);
1045 /* AyStar callback for getting the neighbouring nodes of the given node. */
1046 static void River_GetNeighbours(AyStar
*aystar
, OpenListNode
*current
)
1048 TileIndex tile
= current
->path
.node
.tile
;
1050 aystar
->num_neighbours
= 0;
1051 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
1052 TileIndex t2
= tile
+ TileOffsByDiagDir(d
);
1053 if (IsValidTile(t2
) && FlowsDown(tile
, t2
)) {
1054 aystar
->neighbours
[aystar
->num_neighbours
].tile
= t2
;
1055 aystar
->neighbours
[aystar
->num_neighbours
].direction
= INVALID_TRACKDIR
;
1056 aystar
->num_neighbours
++;
1061 /** Callback to widen a river tile. */
1062 static bool RiverMakeWider(TileIndex tile
, void *data
)
1064 if (IsValidTile(tile
) && !IsWaterTile(tile
) && GetTileSlope(tile
) == GetTileSlope(*(TileIndex
*)data
)) {
1065 MakeRiver(tile
, Random());
1066 /* Remove desert directly around the river tile. */
1067 TileIndex cur_tile
= tile
;
1068 CircularTileSearch(&cur_tile
, 5, RiverModifyDesertZone
, NULL
);
1073 /* AyStar callback when an route has been found. */
1074 static void River_FoundEndNode(AyStar
*aystar
, OpenListNode
*current
)
1076 /* Count river length. */
1079 for (PathNode
*path
= ¤t
->path
; path
!= NULL
; path
= path
->parent
) {
1084 for (PathNode
*path
= ¤t
->path
; path
!= NULL
; path
= path
->parent
, cur_pos
++) {
1085 TileIndex tile
= path
->node
.tile
;
1086 if (!IsWaterTile(tile
)) {
1087 MakeRiver(tile
, Random());
1088 /* Widen river depending on how far we are away from the source. */
1089 uint current_river_length
= DistanceManhattan(_current_spring
, path
->node
.tile
);
1090 uint radius
= std::min(3u, (current_river_length
/ (LONG_RIVER_LENGTH
/ 3u)) + 1u);
1092 if (_is_main_river
&& (radius
> 1)) {
1093 CircularTileSearch(&tile
, radius
+ RandomRange(1), RiverMakeWider
, (void *)&path
->node
.tile
);
1095 /* Remove desert directly around the river tile. */
1096 CircularTileSearch(&tile
, 5, RiverModifyDesertZone
, NULL
);
1102 static const uint RIVER_HASH_SIZE
= 8; ///< The number of bits the hash for river finding should have.
1105 * Simple hash function for river tiles to be used by AyStar.
1106 * @param tile The tile to hash.
1107 * @param dir The unused direction.
1108 * @return The hash for the tile.
1110 static uint
River_Hash(uint tile
, uint dir
)
1112 return GB(TileHash(TileX(tile
), TileY(tile
)), 0, RIVER_HASH_SIZE
);
1116 * Actually build the river between the begin and end tiles using AyStar.
1117 * @param begin The begin of the river.
1118 * @param end The end of the river.
1120 static void BuildRiver(TileIndex begin
, TileIndex end
)
1123 finder
.CalculateG
= River_CalculateG
;
1124 finder
.CalculateH
= River_CalculateH
;
1125 finder
.GetNeighbours
= River_GetNeighbours
;
1126 finder
.EndNodeCheck
= River_EndNodeCheck
;
1127 finder
.FoundEndNode
= River_FoundEndNode
;
1128 finder
.user_target
= &end
;
1130 finder
.Init(River_Hash
, 1 << RIVER_HASH_SIZE
);
1134 start
.direction
= INVALID_TRACKDIR
;
1135 finder
.AddStartNode(&start
, 0);
1141 * Try to flow the river down from a given begin.
1142 * @param spring The springing point of the river.
1143 * @param begin The begin point we are looking from; somewhere down hill from the spring.
1144 * @param min_river_length The minimum length for the river.
1145 * @return True iff a river could/has been built, otherwise false.
1147 static bool FlowRiver(TileIndex spring
, TileIndex begin
, uint min_river_length
)
1149 #define SET_MARK(x) marks.insert(x)
1150 #define IS_MARKED(x) (marks.find(x) != marks.end())
1152 uint height
= TileHeight(begin
);
1153 if (IsWaterTile(begin
))
1155 if (GetTileZ(begin
) == 0) {
1156 _current_estuary
= begin
;
1157 _is_main_river
= true;
1160 return DistanceManhattan(spring
, begin
) > min_river_length
;
1163 btree::btree_set
<TileIndex
> marks
;
1166 /* Breadth first search for the closest tile we can flow down to. */
1167 std::deque
<TileIndex
> queue
;
1168 queue
.push_back(begin
);
1173 end
= queue
.front();
1176 uint height2
= TileHeight(end
);
1177 if (IsTileFlat(end
) && (height2
< height
|| (height2
== height
&& IsWaterTile(end
)))) {
1182 for (DiagDirection d
= DIAGDIR_BEGIN
; d
< DIAGDIR_END
; d
++) {
1183 TileIndex t2
= end
+ TileOffsByDiagDir(d
);
1184 if (IsValidTile(t2
) && !IS_MARKED(t2
) && FlowsDown(end
, t2
)) {
1186 queue
.push_back(t2
);
1189 } while (!queue
.empty());
1192 /* Flow further down hill. */
1193 found
= FlowRiver(spring
, end
, min_river_length
);
1198 if (found
) BuildRiver(begin
, end
);
1204 * Actually (try to) create some rivers.
1206 static void CreateRivers()
1208 int amount
= _settings_game
.game_creation
.amount_of_rivers
;
1209 if (amount
== 0) return;
1211 bool has_water_tiles
= false;
1212 for (TileIndex t
= 0; t
< MapSize(); t
++) {
1215 has_water_tiles
= true;
1220 // No end points for rivers. Bail.
1221 if (!has_water_tiles
) return;
1223 uint wells
= ScaleByMapSize(1 << _settings_game
.game_creation
.amount_of_rivers
);
1224 uint num_short_rivers
= wells
- std::max(1u, wells
/ 10);
1225 SetGeneratingWorldProgress(GWP_RIVER
, wells
+ 256 / 64); // Include the tile loop calls below.
1227 for (; wells
> num_short_rivers
; wells
--) {
1228 IncreaseGeneratingWorldProgress(GWP_RIVER
);
1229 for (int tries
= 0; tries
< 2048; tries
++) {
1230 TileIndex t
= RandomTile();
1231 if (!CircularTileSearch(&t
, 8, FindSpring
, NULL
)) continue;
1232 _current_spring
= t
;
1233 _is_main_river
= false;
1234 if (FlowRiver(t
, t
, LONG_RIVER_LENGTH
)) break;
1238 for (; wells
!= 0; wells
--) {
1239 IncreaseGeneratingWorldProgress(GWP_RIVER
);
1240 for (int tries
= 0; tries
< 128; tries
++) {
1241 TileIndex t
= RandomTile();
1242 if (!CircularTileSearch(&t
, 8, FindSpring
, NULL
)) continue;
1243 _current_spring
= t
;
1244 _is_main_river
= false;
1245 if (FlowRiver(t
, t
, _settings_game
.game_creation
.min_river_length
)) break;
1249 /* Run tile loop to update the ground density. */
1250 for (uint i
= 0; i
!= 256; i
++) {
1251 if (i
% 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER
);
1256 void GenerateLandscape(byte mode
)
1258 /** Number of steps of landscape generation */
1259 enum GenLandscapeSteps
{
1260 GLS_HEIGHTMAP
= 3, ///< Loading a heightmap
1261 GLS_TERRAGENESIS
= 5, ///< Terragenesis generator
1262 GLS_ORIGINAL
= 2, ///< Original generator
1263 GLS_TROPIC
= 12, ///< Extra steps needed for tropic landscape
1264 GLS_OTHER
= 0, ///< Extra steps for other landscapes
1266 uint steps
= (_settings_game
.game_creation
.landscape
== LT_TROPIC
) ? GLS_TROPIC
: GLS_OTHER
;
1268 if (mode
== GWM_HEIGHTMAP
) {
1269 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_HEIGHTMAP
);
1270 LoadHeightmap(_file_to_saveload
.detail_ftype
, _file_to_saveload
.name
);
1271 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1272 } else if (_settings_game
.game_creation
.land_generator
== LG_TERRAGENESIS
) {
1273 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_TERRAGENESIS
);
1274 GenerateTerrainPerlin();
1276 SetGeneratingWorldProgress(GWP_LANDSCAPE
, steps
+ GLS_ORIGINAL
);
1277 if (_settings_game
.construction
.freeform_edges
) {
1278 for (uint x
= 0; x
< MapSizeX(); x
++) MakeVoid(TileXY(x
, 0));
1279 for (uint y
= 0; y
< MapSizeY(); y
++) MakeVoid(TileXY(0, y
));
1281 switch (_settings_game
.game_creation
.landscape
) {
1283 uint32 r
= Random();
1285 for (uint i
= ScaleByMapSize(GB(r
, 0, 7) + 950); i
!= 0; --i
) {
1286 GenerateTerrain(2, 0);
1289 uint flag
= GB(r
, 7, 2) | 4;
1290 for (uint i
= ScaleByMapSize(GB(r
, 9, 7) + 450); i
!= 0; --i
) {
1291 GenerateTerrain(4, flag
);
1297 uint32 r
= Random();
1299 for (uint i
= ScaleByMapSize(GB(r
, 0, 7) + 170); i
!= 0; --i
) {
1300 GenerateTerrain(0, 0);
1303 uint flag
= GB(r
, 7, 2) | 4;
1304 for (uint i
= ScaleByMapSize(GB(r
, 9, 8) + 1700); i
!= 0; --i
) {
1305 GenerateTerrain(0, flag
);
1310 for (uint i
= ScaleByMapSize(GB(r
, 17, 7) + 410); i
!= 0; --i
) {
1311 GenerateTerrain(3, flag
);
1317 uint32 r
= Random();
1319 assert(_settings_game
.difficulty
.quantity_sea_lakes
!= CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY
);
1320 uint i
= ScaleByMapSize(GB(r
, 0, 7) + (3 - _settings_game
.difficulty
.quantity_sea_lakes
) * 256 + 100);
1321 for (; i
!= 0; --i
) {
1322 /* Make sure we do not overflow. */
1323 GenerateTerrain(Clamp(_settings_game
.difficulty
.terrain_type
, 0, 3), 0);
1330 /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
1331 * it allows screen redraw. Drawing of broken slopes crashes the game */
1333 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1334 ConvertGroundTilesIntoWaterTiles();
1335 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE
);
1337 if (_settings_game
.game_creation
.landscape
== LT_TROPIC
) CreateDesertOrRainForest();
1343 void OnTick_Trees();
1344 void OnTick_Station();
1345 void OnTick_Industry();
1347 void OnTick_Companies();
1348 void OnTick_LinkGraph();
1350 void CallLandscapeTick()