landscape.c
author KUDr
Sun, 31 Dec 2006 02:53:23 +0000
branchcustombridgeheads
changeset 5611 11da6bafbfb9
parent 5593 3e0dd1f014ca
permissions -rw-r--r--
(svn r7687) [cbh] - Fix: trains can now enter the bridge from side. They still can't leave it from side (pathfinder will need to be invoked when the other ramp is entered). Also the code is not very clear and needs review. It is more proof of concept than final solution. I hope that somebody smarter (Celestar) can do it better.
/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "heightmap.h"
#include "clear_map.h"
#include "functions.h"
#include "map.h"
#include "player.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "tile.h"
#include <stdarg.h>
#include "viewport.h"
#include "command.h"
#include "vehicle.h"
#include "variables.h"
#include "void_map.h"
#include "water_map.h"
#include "tgp.h"
#include "genworld.h"
#include "heightmap.h"

extern const TileTypeProcs
	_tile_type_clear_procs,
	_tile_type_rail_procs,
	_tile_type_road_procs,
	_tile_type_town_procs,
	_tile_type_trees_procs,
	_tile_type_station_procs,
	_tile_type_water_procs,
	_tile_type_dummy_procs,
	_tile_type_industry_procs,
	_tile_type_tunnel_procs,
	_tile_type_unmovable_procs,
	_tile_type_bridge_procs,
	_tile_type_bridge_procs;

const TileTypeProcs * const _tile_type_procs[16] = {
	&_tile_type_clear_procs,
	&_tile_type_rail_procs,
	&_tile_type_road_procs,
	&_tile_type_town_procs,
	&_tile_type_trees_procs,
	&_tile_type_station_procs,
	&_tile_type_water_procs,
	&_tile_type_dummy_procs,
	&_tile_type_industry_procs,
	&_tile_type_tunnel_procs,
	&_tile_type_unmovable_procs,
	&_tile_type_bridge_procs,
	&_tile_type_bridge_procs,
	NULL,
	NULL,
	NULL
};

/* landscape slope => sprite */
const byte _tileh_to_sprite[32] = {
	0, 1, 2, 3, 4, 5, 6,  7, 8, 9, 10, 11, 12, 13, 14, 0,
	0, 0, 0, 0, 0, 0, 0, 16, 0, 0,  0, 17,  0, 15, 18, 0,
};

const byte _inclined_tileh[] = {
	SLOPE_SW,  SLOPE_NW,  SLOPE_SW,  SLOPE_SE, SLOPE_NE, SLOPE_SE, SLOPE_NE, SLOPE_NW,
	SLOPE_E,   SLOPE_N,   SLOPE_W,   SLOPE_S,
	SLOPE_NWS, SLOPE_WSE, SLOPE_SEN, SLOPE_ENW
};


uint GetPartialZ(int x, int y, Slope corners)
{
	int z = 0;

	switch (corners) {
	case SLOPE_W:
		if (x - y >= 0)
			z = (x - y) >> 1;
		break;

	case SLOPE_S:
		y^=0xF;
		if ( (x - y) >= 0)
			z = (x - y) >> 1;
		break;

	case SLOPE_SW:
		z = (x>>1) + 1;
		break;

	case SLOPE_E:
		if (y - x >= 0)
			z = (y - x) >> 1;
		break;

	case SLOPE_EW:
	case SLOPE_NS:
	case SLOPE_ELEVATED:
		z = 4;
		break;

	case SLOPE_SE:
		z = (y>>1) + 1;
		break;

	case SLOPE_WSE:
		z = 8;
		y^=0xF;
		if (x - y < 0)
			z += (x - y) >> 1;
		break;

	case SLOPE_N:
		y ^= 0xF;
		if (y - x >= 0)
			z = (y - x) >> 1;
		break;

	case SLOPE_NW:
		z = (y^0xF)>>1;
		break;

	case SLOPE_NWS:
		z = 8;
		if (x - y < 0)
			z += (x - y) >> 1;
		break;

	case SLOPE_NE:
		z = (x^0xF)>>1;
		break;

	case SLOPE_ENW:
		z = 8;
		y ^= 0xF;
		if (y - x < 0)
			z += (y - x) >> 1;
		break;

	case SLOPE_SEN:
		z = 8;
		if (y - x < 0)
			z += (y - x) >> 1;
		break;

	case SLOPE_STEEP_S:
		z = 1 + ((x+y)>>1);
		break;

	case SLOPE_STEEP_W:
		z = 1 + ((x+(y^0xF))>>1);
		break;

	case SLOPE_STEEP_N:
		z = 1 + (((x^0xF)+(y^0xF))>>1);
		break;

	case SLOPE_STEEP_E:
		z = 1 + (((x^0xF)+(y^0xF))>>1);
		break;

		default: break;
	}

	return z;
}

uint GetSlopeZ(int x, int y)
{
	TileIndex tile = TileVirtXY(x, y);

	return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y);
}


static Slope GetFoundationSlope(TileIndex tile, uint* z)
{
	Slope tileh = GetTileSlope(tile, z);
	Slope slope = _tile_type_procs[GetTileType(tile)]->get_slope_tileh_proc(tile, tileh);

	// Flatter slope -> higher base height
	if (slope < tileh) *z += TILE_HEIGHT;
	return slope;
}


static bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
{
	uint z;
	Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z);

	return
		(
			z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_N ? TILE_HEIGHT : 0) >
			z      + (slope      & SLOPE_E ? TILE_HEIGHT : 0) + (slope      == SLOPE_STEEP_E ? TILE_HEIGHT : 0)
		) || (
			z_here + (slope_here & SLOPE_W ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_W ? TILE_HEIGHT : 0) >
			z      + (slope      & SLOPE_S ? TILE_HEIGHT : 0) + (slope      == SLOPE_STEEP_S ? TILE_HEIGHT : 0)
		);
}


static bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
{
	uint z;
	Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z);

	return
		(
			z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_N ? TILE_HEIGHT : 0) >
			z      + (slope      & SLOPE_W ? TILE_HEIGHT : 0) + (slope      == SLOPE_STEEP_W ? TILE_HEIGHT : 0)
		) || (
			z_here + (slope_here & SLOPE_E ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_E ? TILE_HEIGHT : 0) >
			z      + (slope      & SLOPE_S ? TILE_HEIGHT : 0) + (slope      == SLOPE_STEEP_S ? TILE_HEIGHT : 0)
		);
}


void DrawFoundation(TileInfo *ti, uint f)
{
	uint32 sprite_base = SPR_SLOPES_BASE - 15;
	Slope slope;
	uint z;

	slope = GetFoundationSlope(ti->tile, &z);
	if (!HasFoundationNW(ti->tile, slope, z)) sprite_base += 22;
	if (!HasFoundationNE(ti->tile, slope, z)) sprite_base += 44;

	if (IsSteepSlope(ti->tileh)) {
		uint32 lower_base;

		// Lower part of foundation
		lower_base = sprite_base;
		if (lower_base == SPR_SLOPES_BASE - 15) lower_base = SPR_FOUNDATION_BASE;
		AddSortableSpriteToDraw(
			lower_base + (ti->tileh & ~SLOPE_STEEP), ti->x, ti->y, 16, 16, 7, ti->z
		);
		ti->z += TILE_HEIGHT;
		ti->tileh = _inclined_tileh[f - 15];
		if (f < 15 + 8) {
			// inclined
			AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 1, ti->z);
			OffsetGroundSprite(31, 9);
		} else if (f >= 15 + 8 + 4) {
			// three corners raised
			uint32 upper = sprite_base + 15 + (f - 15 - 8 - 4) * 2;

			AddSortableSpriteToDraw(upper, ti->x, ti->y, 16, 16, 1, ti->z);
			AddChildSpriteScreen(upper + 1, 31, 9);
			OffsetGroundSprite(31, 9);
		} else {
			// one corner raised
			OffsetGroundSprite(31, 1);
		}
	} else {
		if (f < 15) {
			// leveled foundation
			// Use the original slope sprites if NW and NE borders should be visible
			if (sprite_base  == SPR_SLOPES_BASE - 15) sprite_base = SPR_FOUNDATION_BASE;

			AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 7, ti->z);
			ti->z += TILE_HEIGHT;
			ti->tileh = SLOPE_FLAT;
			OffsetGroundSprite(31, 1);
		} else {
			// inclined foundation
			AddSortableSpriteToDraw(sprite_base + f, ti->x, ti->y, 16, 16, 1, ti->z);
			ti->tileh = _inclined_tileh[f - 15];
			OffsetGroundSprite(31, 9);
		}
	}
}

void DoClearSquare(TileIndex tile)
{
	MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
	MarkTileDirtyByTile(tile);
}

uint32 GetTileTrackStatus(TileIndex tile, TransportType mode)
{
	return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode);
}

void ChangeTileOwner(TileIndex tile, byte old_player, byte new_player)
{
	_tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_player, new_player);
}

void GetAcceptedCargo(TileIndex tile, AcceptedCargo ac)
{
	memset(ac, 0, sizeof(AcceptedCargo));
	_tile_type_procs[GetTileType(tile)]->get_accepted_cargo_proc(tile, ac);
}

void AnimateTile(TileIndex tile)
{
	_tile_type_procs[GetTileType(tile)]->animate_tile_proc(tile);
}

void ClickTile(TileIndex tile)
{
	_tile_type_procs[GetTileType(tile)]->click_tile_proc(tile);
}

void GetTileDesc(TileIndex tile, TileDesc *td)
{
	_tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
}

/** Clear a piece of landscape
 * @param tile tile to clear
 * @param p1 unused
 * @param p2 unused
 */
int32 CmdLandscapeClear(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);

	return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags);
}

/** Clear a big piece of landscape
 * @param tile end tile of area dragging
 * @param p1 start tile of area dragging
 * @param p2 unused
 */
int32 CmdClearArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	int32 cost, ret, money;
	int ex;
	int ey;
	int sx,sy;
	int x,y;
	bool success = false;

	if (p1 >= MapSize()) return CMD_ERROR;

	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);

	// make sure sx,sy are smaller than ex,ey
	ex = TileX(tile);
	ey = TileY(tile);
	sx = TileX(p1);
	sy = TileY(p1);
	if (ex < sx) intswap(ex, sx);
	if (ey < sy) intswap(ey, sy);

	money = GetAvailableMoneyForCommand();
	cost = 0;

	for (x = sx; x <= ex; ++x) {
		for (y = sy; y <= ey; ++y) {
			ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
			if (CmdFailed(ret)) continue;
			cost += ret;
			success = true;

			if (flags & DC_EXEC) {
				if (ret > 0 && (money -= ret) < 0) {
					_additional_cash_required = ret;
					return cost - ret;
				}
				DoCommand(TileXY(x, y), 0, 0, flags, CMD_LANDSCAPE_CLEAR);

				// draw explosion animation...
				if ((x == sx || x == ex) && (y == sy || y == ey)) {
					// big explosion in each corner, or small explosion for single tiles
					CreateEffectVehicleAbove(x * TILE_SIZE + TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE / 2, 2,
						sy == ey && sx == ex ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
					);
				}
			}
		}
	}

	return (success) ? cost : CMD_ERROR;
}


#define TILELOOP_BITS 4
#define TILELOOP_SIZE (1 << TILELOOP_BITS)
#define TILELOOP_ASSERTMASK ((TILELOOP_SIZE-1) + ((TILELOOP_SIZE-1) << MapLogX()))
#define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS)

void RunTileLoop(void)
{
	TileIndex tile;
	uint count;

	tile = _cur_tileloop_tile;

	assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
	count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
	do {
		_tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);

		if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) {
			tile += TILELOOP_SIZE; /* no overflow */
		} else {
			tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); /* x would overflow, also increase y */
		}
	} while (--count);
	assert( (tile & ~TILELOOP_ASSERTMASK) == 0);

	tile += 9;
	if (tile & TILELOOP_CHKMASK)
		tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK;
	_cur_tileloop_tile = tile;
}

void InitializeLandscape(void)
{
	uint maxx = MapMaxX();
	uint maxy = MapMaxY();
	uint sizex = MapSizeX();
	uint x;
	uint y;

	for (y = 0; y < maxy; y++) {
		for (x = 0; x < maxx; x++) {
			MakeClear(sizex * y + x, CLEAR_GRASS, 3);
			SetTileHeight(sizex * y + x, 0);
			_m[sizex * y + x].extra = 0;
			ClearBridgeMiddle(sizex * y + x);
		}
		MakeVoid(sizex * y + x);
	}
	for (x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
}

void ConvertGroundTilesIntoWaterTiles(void)
{
	TileIndex tile;
	uint z;
	Slope slope;

	for (tile = 0; tile < MapSize(); ++tile) {
		slope = GetTileSlope(tile, &z);
		if (IsTileType(tile, MP_CLEAR) && z == 0) {
			/* Make both water for tiles at level 0
			 * and make shore, as that looks much better
			 * during the generation. */
			switch (slope) {
				case SLOPE_FLAT:
					MakeWater(tile);
					break;

				case SLOPE_N:
				case SLOPE_E:
				case SLOPE_S:
				case SLOPE_W:
				case SLOPE_NW:
				case SLOPE_SW:
				case SLOPE_SE:
				case SLOPE_NE:
					MakeShore(tile);
					break;

				default:
					break;
			}
		}
	}
}

static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4  };
static const byte _genterrain_tbl_2[5] = {  0,  0,  0,  0, 33 };

static void GenerateTerrain(int type, int flag)
{
	uint32 r;
	uint x;
	uint y;
	uint w;
	uint h;
	const Sprite* template;
	const byte *p;
	Tile* tile;
	byte direction;

	r = Random();
	template = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845);

	x = r & MapMaxX();
	y = (r >> MapLogX()) & MapMaxY();


	if (x < 2 || y < 2) return;

	direction = GB(r, 22, 2);
	if (direction & 1) {
		w = template->height;
		h = template->width;
	} else {
		w = template->width;
		h = template->height;
	}
	p = template->data;

	if (flag & 4) {
		uint xw = x * MapSizeY();
		uint yw = y * MapSizeX();
		uint bias = (MapSizeX() + MapSizeY()) * 16;

		switch (flag & 3) {
			case 0:
				if (xw + yw > MapSize() - bias) return;
				break;

			case 1:
				if (yw < xw + bias) return;
				break;

			case 2:
				if (xw + yw < MapSize() + bias) return;
				break;

			case 3:
				if (xw < yw + bias) return;
				break;
		}
	}

	if (x + w >= MapMaxX() - 1) return;
	if (y + h >= MapMaxY() - 1) return;

	tile = &_m[TileXY(x, y)];

	switch (direction) {
		case 0:
			do {
				Tile* tile_cur = tile;
				uint w_cur;

				for (w_cur = w; w_cur != 0; --w_cur) {
					if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
					p++;
					tile_cur++;
				}
				tile += TileDiffXY(0, 1);
			} while (--h != 0);
			break;

		case 1:
			do {
				Tile* tile_cur = tile;
				uint h_cur;

				for (h_cur = h; h_cur != 0; --h_cur) {
					if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
					p++;
					tile_cur += TileDiffXY(0, 1);
				}
				tile++;
			} while (--w != 0);
			break;

		case 2:
			tile += TileDiffXY(w - 1, 0);
			do {
				Tile* tile_cur = tile;
				uint w_cur;

				for (w_cur = w; w_cur != 0; --w_cur) {
					if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
					p++;
					tile_cur--;
				}
				tile += TileDiffXY(0, 1);
			} while (--h != 0);
			break;

		case 3:
			tile += TileDiffXY(0, h - 1);
			do {
				Tile* tile_cur = tile;
				uint h_cur;

				for (h_cur = h; h_cur != 0; --h_cur) {
					if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
					p++;
					tile_cur -= TileDiffXY(0, 1);
				}
				tile++;
			} while (--w != 0);
			break;
	}
}


#include "table/genland.h"

static void CreateDesertOrRainForest(void)
{
	TileIndex tile;
	TileIndex update_freq = MapSize() / 4;
	const TileIndexDiffC *data;
	uint i;

	for (tile = 0; tile != MapSize(); ++tile) {
		if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

		for (data = _make_desert_or_rainforest_data;
				data != endof(_make_desert_or_rainforest_data); ++data) {
			TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data));
			if (TileHeight(t) >= 4 || IsTileType(t, MP_WATER)) break;
		}
		if (data == endof(_make_desert_or_rainforest_data))
			SetTropicZone(tile, TROPICZONE_DESERT);
	}

	for (i = 0; i != 256; i++) {
		if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

		RunTileLoop();
	}

	for (tile = 0; tile != MapSize(); ++tile) {
		if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

		for (data = _make_desert_or_rainforest_data;
				data != endof(_make_desert_or_rainforest_data); ++data) {
			TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data));
			if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
		}
		if (data == endof(_make_desert_or_rainforest_data))
			SetTropicZone(tile, TROPICZONE_RAINFOREST);
	}
}

void GenerateLandscape(byte mode)
{
	const int gwp_desert_amount = 4 + 8;
	uint i;
	uint flag;
	uint32 r;

	if (mode == GW_HEIGHTMAP) {
		SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_DESERT) ? 1 + gwp_desert_amount : 1);
		LoadHeightmap(_file_to_saveload.name);
		IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
	} else if (_patches.land_generator == LG_TERRAGENESIS) {
		SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_DESERT) ? 3 + gwp_desert_amount : 3);
		GenerateTerrainPerlin();
	} else {
		switch (_opt.landscape) {
			case LT_HILLY:
				SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);

				for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) {
					GenerateTerrain(2, 0);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

				r = Random();
				flag = GB(r, 0, 2) | 4;
				for (i = ScaleByMapSize(GB(r, 16, 7) + 450); i != 0; --i) {
					GenerateTerrain(4, flag);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
				break;

			case LT_DESERT:
				SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount);

				for (i = ScaleByMapSize((Random() & 0x7F) + 170); i != 0; --i) {
					GenerateTerrain(0, 0);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

				r = Random();
				flag = GB(r, 0, 2) | 4;
				for (i = ScaleByMapSize(GB(r, 16, 8) + 1700); i != 0; --i) {
					GenerateTerrain(0, flag);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

				flag ^= 2;

				for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) {
					GenerateTerrain(3, flag);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
				break;

			default:
				SetGeneratingWorldProgress(GWP_LANDSCAPE, 1);

				i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100);
				for (; i != 0; --i) {
					GenerateTerrain(_opt.diff.terrain_type, 0);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
				break;
		}
	}

	ConvertGroundTilesIntoWaterTiles();

	if (_opt.landscape == LT_DESERT) CreateDesertOrRainForest();
}

void OnTick_Town(void);
void OnTick_Trees(void);
void OnTick_Station(void);
void OnTick_Industry(void);

void OnTick_Players(void);
void OnTick_Train(void);

void CallLandscapeTick(void)
{
	OnTick_Town();
	OnTick_Trees();
	OnTick_Station();
	OnTick_Industry();

	OnTick_Players();
	OnTick_Train();
}

TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng)
{
	int rn = rng;
	uint32 r = Random();

	return TILE_MASK(TileXY(
		TileX(a) + (GB(r, 0, 8) * rn * 2 >> 8) - rn,
		TileY(a) + (GB(r, 8, 8) * rn * 2 >> 8) - rn
	));
}

bool IsValidTile(TileIndex tile)
{
	return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX());
}