OpenTTD Source  20240915-master-g3784a3d3d6
landscape.cpp
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1 /*
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/>.
6  */
7 
12 #include "stdafx.h"
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"
19 #include "void_map.h"
20 #include "tgp.h"
21 #include "genworld.h"
22 #include "fios.h"
23 #include "error_func.h"
25 #include "timer/timer_game_tick.h"
26 #include "water.h"
27 #include "effectvehicle_func.h"
28 #include "landscape_type.h"
29 #include "animated_tile_func.h"
30 #include "core/random_func.hpp"
31 #include "object_base.h"
32 #include "company_func.h"
33 #include "company_gui.h"
34 #include "pathfinder/aystar.h"
35 #include "saveload/saveload.h"
36 #include "framerate_type.h"
37 #include "landscape_cmd.h"
38 #include "terraform_cmd.h"
39 #include "station_func.h"
41 
42 #include "table/strings.h"
43 #include "table/sprites.h"
44 
45 #include "safeguards.h"
46 
47 extern const TileTypeProcs
48  _tile_type_clear_procs,
49  _tile_type_rail_procs,
52  _tile_type_trees_procs,
53  _tile_type_station_procs,
54  _tile_type_water_procs,
55  _tile_type_void_procs,
56  _tile_type_industry_procs,
57  _tile_type_tunnelbridge_procs,
58  _tile_type_object_procs;
59 
65 const TileTypeProcs * const _tile_type_procs[16] = {
66  &_tile_type_clear_procs,
67  &_tile_type_rail_procs,
70  &_tile_type_trees_procs,
71  &_tile_type_station_procs,
72  &_tile_type_water_procs,
73  &_tile_type_void_procs,
74  &_tile_type_industry_procs,
75  &_tile_type_tunnelbridge_procs,
76  &_tile_type_object_procs,
77 };
78 
80 extern const uint8_t _slope_to_sprite_offset[32] = {
81  0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0,
82  0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0,
83 };
84 
85 static const uint TILE_UPDATE_FREQUENCY_LOG = 8;
87 
96 static SnowLine *_snow_line = nullptr;
97 
111 Point InverseRemapCoords2(int x, int y, bool clamp_to_map, bool *clamped)
112 {
113  if (clamped != nullptr) *clamped = false; // Not clamping yet.
114 
115  /* Initial x/y world coordinate is like if the landscape
116  * was completely flat on height 0. */
117  Point pt = InverseRemapCoords(x, y);
118 
119  const uint min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
120  const uint max_x = Map::MaxX() * TILE_SIZE - 1;
121  const uint max_y = Map::MaxY() * TILE_SIZE - 1;
122 
123  if (clamp_to_map) {
124  /* Bring the coordinates near to a valid range. At the top we allow a number
125  * of extra tiles. This is mostly due to the tiles on the north side of
126  * the map possibly being drawn higher due to the extra height levels. */
128  Point old_pt = pt;
129  pt.x = Clamp(pt.x, -extra_tiles * TILE_SIZE, max_x);
130  pt.y = Clamp(pt.y, -extra_tiles * TILE_SIZE, max_y);
131  if (clamped != nullptr) *clamped = (pt.x != old_pt.x) || (pt.y != old_pt.y);
132  }
133 
134  /* Now find the Z-world coordinate by fix point iteration.
135  * This is a bit tricky because the tile height is non-continuous at foundations.
136  * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
137  * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
138  * So give it a z-malus of 4 in the first iterations. */
139  int z = 0;
140  if (clamp_to_map) {
141  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;
142  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;
143  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;
144  } else {
145  for (int i = 0; i < 5; i++) z = GetSlopePixelZOutsideMap(pt.x + std::max(z, 4) - 4, pt.y + std::max(z, 4) - 4) / 2;
146  for (int m = 3; m > 0; m--) z = GetSlopePixelZOutsideMap(pt.x + std::max(z, m) - m, pt.y + std::max(z, m) - m) / 2;
147  for (int i = 0; i < 5; i++) z = GetSlopePixelZOutsideMap(pt.x + z, pt.y + z ) / 2;
148  }
149 
150  pt.x += z;
151  pt.y += z;
152  if (clamp_to_map) {
153  Point old_pt = pt;
154  pt.x = Clamp(pt.x, min_coord, max_x);
155  pt.y = Clamp(pt.y, min_coord, max_y);
156  if (clamped != nullptr) *clamped = *clamped || (pt.x != old_pt.x) || (pt.y != old_pt.y);
157  }
158 
159  return pt;
160 }
161 
171 {
172  if (!IsFoundation(f)) return 0;
173 
174  if (IsLeveledFoundation(f)) {
175  uint dz = 1 + (IsSteepSlope(s) ? 1 : 0);
176  s = SLOPE_FLAT;
177  return dz;
178  }
179 
182  return 0;
183  }
184 
185  if (IsSpecialRailFoundation(f)) {
187  return 0;
188  }
189 
190  uint dz = IsSteepSlope(s) ? 1 : 0;
191  Corner highest_corner = GetHighestSlopeCorner(s);
192 
193  switch (f) {
195  s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
196  break;
197 
199  s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
200  break;
201 
203  s = SlopeWithOneCornerRaised(highest_corner);
204  break;
205 
207  s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
208  break;
209 
210  default: NOT_REACHED();
211  }
212  return dz;
213 }
214 
215 
228 uint GetPartialPixelZ(int x, int y, Slope corners)
229 {
230  if (IsHalftileSlope(corners)) {
231  /* A foundation is placed on half the tile at a specific corner. This means that,
232  * depending on the corner, that one half of the tile is at the maximum height. */
233  switch (GetHalftileSlopeCorner(corners)) {
234  case CORNER_W:
235  if (x > y) return GetSlopeMaxPixelZ(corners);
236  break;
237 
238  case CORNER_S:
239  if (x + y >= (int)TILE_SIZE) return GetSlopeMaxPixelZ(corners);
240  break;
241 
242  case CORNER_E:
243  if (x <= y) return GetSlopeMaxPixelZ(corners);
244  break;
245 
246  case CORNER_N:
247  if (x + y < (int)TILE_SIZE) return GetSlopeMaxPixelZ(corners);
248  break;
249 
250  default: NOT_REACHED();
251  }
252  }
253 
254  switch (RemoveHalftileSlope(corners)) {
255  case SLOPE_FLAT: return 0;
256 
257  /* One corner is up.*/
258  case SLOPE_N: return x + y <= (int)TILE_SIZE ? (TILE_SIZE - x - y) >> 1 : 0;
259  case SLOPE_E: return y >= x ? (1 + y - x) >> 1 : 0;
260  case SLOPE_S: return x + y >= (int)TILE_SIZE ? (1 + x + y - TILE_SIZE) >> 1 : 0;
261  case SLOPE_W: return x >= y ? (x - y) >> 1 : 0;
262 
263  /* Two corners next to eachother are up. */
264  case SLOPE_NE: return (TILE_SIZE - x) >> 1;
265  case SLOPE_SE: return (y + 1) >> 1;
266  case SLOPE_SW: return (x + 1) >> 1;
267  case SLOPE_NW: return (TILE_SIZE - y) >> 1;
268 
269  /* Three corners are up on the same level. */
270  case SLOPE_ENW: return x + y >= (int)TILE_SIZE ? TILE_HEIGHT - ((1 + x + y - TILE_SIZE) >> 1) : TILE_HEIGHT;
271  case SLOPE_SEN: return y < x ? TILE_HEIGHT - ((x - y) >> 1) : TILE_HEIGHT;
272  case SLOPE_WSE: return x + y <= (int)TILE_SIZE ? TILE_HEIGHT - ((TILE_SIZE - x - y) >> 1) : TILE_HEIGHT;
273  case SLOPE_NWS: return x < y ? TILE_HEIGHT - ((1 + y - x) >> 1) : TILE_HEIGHT;
274 
275  /* Two corners at opposite sides are up. */
276  case SLOPE_NS: return x + y < (int)TILE_SIZE ? (TILE_SIZE - x - y) >> 1 : (1 + x + y - TILE_SIZE) >> 1;
277  case SLOPE_EW: return x >= y ? (x - y) >> 1 : (1 + y - x) >> 1;
278 
279  /* Very special cases. */
280  case SLOPE_ELEVATED: return TILE_HEIGHT;
281 
282  /* Steep slopes. The top is at 2 * TILE_HEIGHT. */
283  case SLOPE_STEEP_N: return (TILE_SIZE - x + TILE_SIZE - y) >> 1;
284  case SLOPE_STEEP_E: return (TILE_SIZE + 1 + y - x) >> 1;
285  case SLOPE_STEEP_S: return (1 + x + y) >> 1;
286  case SLOPE_STEEP_W: return (TILE_SIZE + x - y) >> 1;
287 
288  default: NOT_REACHED();
289  }
290 }
291 
303 int GetSlopePixelZ(int x, int y, bool ground_vehicle)
304 {
305  TileIndex tile = TileVirtXY(x, y);
306 
307  return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y, ground_vehicle);
308 }
309 
318 int GetSlopePixelZOutsideMap(int x, int y)
319 {
320  if (IsInsideBS(x, 0, Map::SizeX() * TILE_SIZE) && IsInsideBS(y, 0, Map::SizeY() * TILE_SIZE)) {
321  return GetSlopePixelZ(x, y, false);
322  } else {
323  return _tile_type_procs[MP_VOID]->get_slope_z_proc(INVALID_TILE, x, y, false);
324  }
325 }
326 
336 int GetSlopeZInCorner(Slope tileh, Corner corner)
337 {
338  assert(!IsHalftileSlope(tileh));
339  return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? 1 : 0) + (tileh == SteepSlope(corner) ? 1 : 0);
340 }
341 
354 void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int &z1, int &z2)
355 {
356  static const Slope corners[4][4] = {
357  /* corner | steep slope
358  * z1 z2 | z1 z2 */
359  {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
360  {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
361  {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
362  {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
363  };
364 
365  int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
366  if (halftile_test == corners[edge][0]) z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
367  if (halftile_test == corners[edge][1]) z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.
368 
369  if ((tileh & corners[edge][0]) != 0) z1 += TILE_HEIGHT; // z1 is raised
370  if ((tileh & corners[edge][1]) != 0) z2 += TILE_HEIGHT; // z2 is raised
371  if (RemoveHalftileSlope(tileh) == corners[edge][2]) z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
372  if (RemoveHalftileSlope(tileh) == corners[edge][3]) z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
373 }
374 
382 std::tuple<Slope, int> GetFoundationSlope(TileIndex tile)
383 {
384  auto [tileh, z] = GetTileSlopeZ(tile);
385  Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
386  z += ApplyFoundationToSlope(f, tileh);
387  return {tileh, z};
388 }
389 
390 
391 bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
392 {
393  int z_W_here = z_here;
394  int z_N_here = z_here;
395  GetSlopePixelZOnEdge(slope_here, DIAGDIR_NW, z_W_here, z_N_here);
396 
397  auto [slope, z] = GetFoundationPixelSlope(TileAddXY(tile, 0, -1));
398  int z_W = z;
399  int z_N = z;
400  GetSlopePixelZOnEdge(slope, DIAGDIR_SE, z_W, z_N);
401 
402  return (z_N_here > z_N) || (z_W_here > z_W);
403 }
404 
405 
406 bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
407 {
408  int z_E_here = z_here;
409  int z_N_here = z_here;
410  GetSlopePixelZOnEdge(slope_here, DIAGDIR_NE, z_E_here, z_N_here);
411 
412  auto [slope, z] = GetFoundationPixelSlope(TileAddXY(tile, -1, 0));
413  int z_E = z;
414  int z_N = z;
415  GetSlopePixelZOnEdge(slope, DIAGDIR_SW, z_E, z_N);
416 
417  return (z_N_here > z_N) || (z_E_here > z_E);
418 }
419 
426 {
427  if (!IsFoundation(f)) return;
428 
429  /* Two part foundations must be drawn separately */
430  assert(f != FOUNDATION_STEEP_BOTH);
431 
432  uint sprite_block = 0;
433  auto [slope, z] = GetFoundationPixelSlope(ti->tile);
434 
435  /* Select the needed block of foundations sprites
436  * Block 0: Walls at NW and NE edge
437  * Block 1: Wall at NE edge
438  * Block 2: Wall at NW edge
439  * Block 3: No walls at NW or NE edge
440  */
441  if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
442  if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
443 
444  /* Use the original slope sprites if NW and NE borders should be visible */
445  SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
446  SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
447  SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;
448 
449  if (IsSteepSlope(ti->tileh)) {
450  if (!IsNonContinuousFoundation(f)) {
451  /* Lower part of foundation */
453  leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, TILE_SIZE, TILE_SIZE, TILE_HEIGHT - 1, ti->z
454  );
455  }
456 
457  Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
458  ti->z += ApplyPixelFoundationToSlope(f, ti->tileh);
459 
460  if (IsInclinedFoundation(f)) {
461  /* inclined foundation */
462  uint8_t inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
463 
464  AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
465  f == FOUNDATION_INCLINED_X ? TILE_SIZE : 1,
466  f == FOUNDATION_INCLINED_Y ? TILE_SIZE : 1,
467  TILE_HEIGHT, ti->z
468  );
469  OffsetGroundSprite(0, 0);
470  } else if (IsLeveledFoundation(f)) {
471  AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, TILE_SIZE, TILE_SIZE, TILE_HEIGHT - 1, ti->z - TILE_HEIGHT);
473  } else if (f == FOUNDATION_STEEP_LOWER) {
474  /* one corner raised */
476  } else {
477  /* halftile foundation */
478  int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? TILE_SIZE / 2 : 0);
479  int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? TILE_SIZE / 2 : 0);
480 
481  AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, TILE_SIZE / 2, TILE_SIZE / 2, TILE_HEIGHT - 1, ti->z + TILE_HEIGHT);
482  /* Reposition ground sprite back to original position after bounding box change above. This is similar to
483  * RemapCoords() but without zoom scaling. */
484  Point pt = {(y_bb - x_bb) * 2, y_bb + x_bb};
485  OffsetGroundSprite(-pt.x, -pt.y);
486  }
487  } else {
488  if (IsLeveledFoundation(f)) {
489  /* leveled foundation */
490  AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, TILE_SIZE, TILE_SIZE, TILE_HEIGHT - 1, ti->z);
492  } else if (IsNonContinuousFoundation(f)) {
493  /* halftile foundation */
494  Corner halftile_corner = GetHalftileFoundationCorner(f);
495  int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? TILE_SIZE / 2 : 0);
496  int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? TILE_SIZE / 2 : 0);
497 
498  AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, TILE_SIZE / 2, TILE_SIZE / 2, TILE_HEIGHT - 1, ti->z);
499  /* Reposition ground sprite back to original position after bounding box change above. This is similar to
500  * RemapCoords() but without zoom scaling. */
501  Point pt = {(y_bb - x_bb) * 2, y_bb + x_bb};
502  OffsetGroundSprite(-pt.x, -pt.y);
503  } else if (IsSpecialRailFoundation(f)) {
504  /* anti-zig-zag foundation */
505  SpriteID spr;
506  if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) {
507  /* half of leveled foundation under track corner */
508  spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f));
509  } else {
510  /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
511  spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0);
512  }
513  AddSortableSpriteToDraw(spr, PAL_NONE, ti->x, ti->y, TILE_SIZE, TILE_SIZE, TILE_HEIGHT - 1, ti->z);
514  OffsetGroundSprite(0, 0);
515  } else {
516  /* inclined foundation */
517  uint8_t inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
518 
519  AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
520  f == FOUNDATION_INCLINED_X ? TILE_SIZE : 1,
521  f == FOUNDATION_INCLINED_Y ? TILE_SIZE : 1,
522  TILE_HEIGHT, ti->z
523  );
524  OffsetGroundSprite(0, 0);
525  }
526  ti->z += ApplyPixelFoundationToSlope(f, ti->tileh);
527  }
528 }
529 
530 void DoClearSquare(TileIndex tile)
531 {
532  /* If the tile can have animation and we clear it, delete it from the animated tile list. */
533  if (_tile_type_procs[GetTileType(tile)]->animate_tile_proc != nullptr) DeleteAnimatedTile(tile);
534 
535  bool remove = IsDockingTile(tile);
536  MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
537  MarkTileDirtyByTile(tile);
538  if (remove) RemoveDockingTile(tile);
539 
540  InvalidateWaterRegion(tile);
541 }
542 
553 TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
554 {
555  return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode, side);
556 }
557 
564 void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
565 {
566  _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_owner, new_owner);
567 }
568 
569 void GetTileDesc(TileIndex tile, TileDesc *td)
570 {
572 }
573 
580 {
581  return _snow_line != nullptr;
582 }
583 
590 {
591  _snow_line = CallocT<SnowLine>(1);
592  _snow_line->lowest_value = 0xFF;
593  memcpy(_snow_line->table, table, sizeof(_snow_line->table));
594 
595  for (uint i = 0; i < SNOW_LINE_MONTHS; i++) {
596  for (uint j = 0; j < SNOW_LINE_DAYS; j++) {
597  _snow_line->highest_value = std::max(_snow_line->highest_value, table[i][j]);
598  _snow_line->lowest_value = std::min(_snow_line->lowest_value, table[i][j]);
599  }
600  }
601 }
602 
608 uint8_t GetSnowLine()
609 {
611 
612  TimerGameCalendar::YearMonthDay ymd = TimerGameCalendar::ConvertDateToYMD(TimerGameCalendar::date);
613  return _snow_line->table[ymd.month][ymd.day];
614 }
615 
622 {
624 }
625 
631 uint8_t LowestSnowLine()
632 {
634 }
635 
641 {
642  free(_snow_line);
643  _snow_line = nullptr;
644 }
645 
653 {
655  bool do_clear = false;
656  /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
657  if ((flags & DC_FORCE_CLEAR_TILE) && HasTileWaterClass(tile) && IsTileOnWater(tile) && !IsWaterTile(tile) && !IsCoastTile(tile)) {
658  if ((flags & DC_AUTO) && GetWaterClass(tile) == WATER_CLASS_CANAL) return_cmd_error(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
659  do_clear = true;
660  cost.AddCost(GetWaterClass(tile) == WATER_CLASS_CANAL ? _price[PR_CLEAR_CANAL] : _price[PR_CLEAR_WATER]);
661  }
662 
663  Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? nullptr : Company::GetIfValid(_current_company);
664  if (c != nullptr && (int)GB(c->clear_limit, 16, 16) < 1) {
665  return_cmd_error(STR_ERROR_CLEARING_LIMIT_REACHED);
666  }
667 
668  const ClearedObjectArea *coa = FindClearedObject(tile);
669 
670  /* If this tile was the first tile which caused object destruction, always
671  * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
672  if (coa != nullptr && coa->first_tile != tile) {
673  /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
674  * already removed.
675  * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
676 
677  /* If a object is removed, it leaves either bare land or water. */
678  if ((flags & DC_NO_WATER) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
679  return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
680  }
681  } else {
682  cost.AddCost(_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags));
683  }
684 
685  if (flags & DC_EXEC) {
686  if (c != nullptr) c->clear_limit -= 1 << 16;
687  if (do_clear) {
688  if (IsWaterTile(tile) && IsCanal(tile)) {
689  Owner owner = GetTileOwner(tile);
690  if (Company::IsValidID(owner)) {
691  Company::Get(owner)->infrastructure.water--;
693  }
694  }
695  DoClearSquare(tile);
696  }
697  }
698  return cost;
699 }
700 
709 std::tuple<CommandCost, Money> CmdClearArea(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, bool diagonal)
710 {
711  if (start_tile >= Map::Size()) return { CMD_ERROR, 0 };
712 
715  CommandCost last_error = CMD_ERROR;
716  bool had_success = false;
717 
718  const Company *c = (flags & (DC_AUTO | DC_BANKRUPT)) ? nullptr : Company::GetIfValid(_current_company);
719  int limit = (c == nullptr ? INT32_MAX : GB(c->clear_limit, 16, 16));
720 
721  if (tile != start_tile) flags |= DC_FORCE_CLEAR_TILE;
722 
723  std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
724  for (; *iter != INVALID_TILE; ++(*iter)) {
725  TileIndex t = *iter;
727  if (ret.Failed()) {
728  last_error = ret;
729 
730  /* We may not clear more tiles. */
731  if (c != nullptr && GB(c->clear_limit, 16, 16) < 1) break;
732  continue;
733  }
734 
735  had_success = true;
736  if (flags & DC_EXEC) {
737  money -= ret.GetCost();
738  if (ret.GetCost() > 0 && money < 0) {
739  return { cost, ret.GetCost() };
740  }
742 
743  /* draw explosion animation...
744  * Disable explosions when game is paused. Looks silly and blocks the view. */
745  if ((t == tile || t == start_tile) && _pause_mode == PM_UNPAUSED) {
746  /* big explosion in two corners, or small explosion for single tiles */
748  TileX(tile) == TileX(start_tile) && TileY(tile) == TileY(start_tile) ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
749  );
750  }
751  } else {
752  /* When we're at the clearing limit we better bail (unneed) testing as well. */
753  if (ret.GetCost() != 0 && --limit <= 0) break;
754  }
755  cost.AddCost(ret);
756  }
757 
758  return { had_success ? cost : last_error, 0 };
759 }
760 
761 
762 TileIndex _cur_tileloop_tile;
763 
768 {
770 
771  /* The pseudorandom sequence of tiles is generated using a Galois linear feedback
772  * shift register (LFSR). This allows a deterministic pseudorandom ordering, but
773  * still with minimal state and fast iteration. */
774 
775  /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 24-bit (for 4096x4096 maps).
776  * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
777  static const uint32_t feedbacks[] = {
778  0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87
779  };
780  static_assert(lengthof(feedbacks) == 2 * MAX_MAP_SIZE_BITS - 2 * MIN_MAP_SIZE_BITS + 1);
781  const uint32_t feedback = feedbacks[Map::LogX() + Map::LogY() - 2 * MIN_MAP_SIZE_BITS];
782 
783  /* We update every tile every TILE_UPDATE_FREQUENCY ticks, so divide the map size by 2^TILE_UPDATE_FREQUENCY_LOG = TILE_UPDATE_FREQUENCY */
784  static_assert(2 * MIN_MAP_SIZE_BITS >= TILE_UPDATE_FREQUENCY_LOG);
785  uint count = 1 << (Map::LogX() + Map::LogY() - TILE_UPDATE_FREQUENCY_LOG);
786 
787  TileIndex tile = _cur_tileloop_tile;
788  /* The LFSR cannot have a zeroed state. */
789  assert(tile != 0);
790 
791  /* Manually update tile 0 every TILE_UPDATE_FREQUENCY ticks - the LFSR never iterates over it itself. */
793  _tile_type_procs[GetTileType(0)]->tile_loop_proc(0);
794  count--;
795  }
796 
797  while (count--) {
798  _tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
799 
800  /* Get the next tile in sequence using a Galois LFSR. */
801  tile = (tile.base() >> 1) ^ (-(int32_t)(tile.base() & 1) & feedback);
802  }
803 
804  _cur_tileloop_tile = tile;
805 }
806 
807 void InitializeLandscape()
808 {
809  for (uint y = _settings_game.construction.freeform_edges ? 1 : 0; y < Map::MaxY(); y++) {
810  for (uint x = _settings_game.construction.freeform_edges ? 1 : 0; x < Map::MaxX(); x++) {
811  MakeClear(TileXY(x, y), CLEAR_GRASS, 3);
812  SetTileHeight(TileXY(x, y), 0);
814  ClearBridgeMiddle(TileXY(x, y));
815  }
816  }
817 
818  for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, Map::MaxY()));
819  for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(Map::MaxX(), y));
820 }
821 
822 static const uint8_t _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 };
823 static const uint8_t _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 };
824 
825 static void GenerateTerrain(int type, uint flag)
826 {
827  uint32_t r = Random();
828 
829  /* Choose one of the templates from the graphics file. */
830  const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + SPR_MAPGEN_BEGIN, SpriteType::MapGen);
831  if (templ == nullptr) UserError("Map generator sprites could not be loaded");
832 
833  /* Chose a random location to apply the template to. */
834  uint x = r & Map::MaxX();
835  uint y = (r >> Map::LogX()) & Map::MaxY();
836 
837  /* Make sure the template is not too close to the upper edges; bottom edges are checked later. */
838  uint edge_distance = 1 + (_settings_game.construction.freeform_edges ? 1 : 0);
839  if (x <= edge_distance || y <= edge_distance) return;
840 
841  DiagDirection direction = (DiagDirection)GB(r, 22, 2);
842  uint w = templ->width;
843  uint h = templ->height;
844 
845  if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h);
846 
847  const uint8_t *p = templ->data;
848 
849  if ((flag & 4) != 0) {
850  /* This is only executed in secondary/tertiary loops to generate the terrain for arctic and tropic.
851  * It prevents the templates to be applied to certain parts of the map based on the flags, thus
852  * creating regions with different elevations/topography. */
853  uint xw = x * Map::SizeY();
854  uint yw = y * Map::SizeX();
855  uint bias = (Map::SizeX() + Map::SizeY()) * 16;
856 
857  switch (flag & 3) {
858  default: NOT_REACHED();
859  case 0:
860  if (xw + yw > Map::Size() - bias) return;
861  break;
862 
863  case 1:
864  if (yw < xw + bias) return;
865  break;
866 
867  case 2:
868  if (xw + yw < Map::Size() + bias) return;
869  break;
870 
871  case 3:
872  if (xw < yw + bias) return;
873  break;
874  }
875  }
876 
877  /* Ensure the template does not overflow at the bottom edges of the map; upper edges were checked before. */
878  if (x + w >= Map::MaxX()) return;
879  if (y + h >= Map::MaxY()) return;
880 
881  TileIndex tile = TileXY(x, y);
882 
883  /* Get the template and overlay in a particular direction over the map's height from the given
884  * origin point (tile), and update the map's height everywhere where the height from the template
885  * is higher than the height of the map. In other words, this only raises the tile heights. */
886  switch (direction) {
887  default: NOT_REACHED();
888  case DIAGDIR_NE:
889  do {
890  TileIndex tile_cur = tile;
891 
892  for (uint w_cur = w; w_cur != 0; --w_cur) {
893  if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
894  p++;
895  tile_cur++;
896  }
897  tile += TileDiffXY(0, 1);
898  } while (--h != 0);
899  break;
900 
901  case DIAGDIR_SE:
902  do {
903  TileIndex tile_cur = tile;
904 
905  for (uint h_cur = h; h_cur != 0; --h_cur) {
906  if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
907  p++;
908  tile_cur += TileDiffXY(0, 1);
909  }
910  tile += TileDiffXY(1, 0);
911  } while (--w != 0);
912  break;
913 
914  case DIAGDIR_SW:
915  tile += TileDiffXY(w - 1, 0);
916  do {
917  TileIndex tile_cur = tile;
918 
919  for (uint w_cur = w; w_cur != 0; --w_cur) {
920  if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
921  p++;
922  tile_cur--;
923  }
924  tile += TileDiffXY(0, 1);
925  } while (--h != 0);
926  break;
927 
928  case DIAGDIR_NW:
929  tile += TileDiffXY(0, h - 1);
930  do {
931  TileIndex tile_cur = tile;
932 
933  for (uint h_cur = h; h_cur != 0; --h_cur) {
934  if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
935  p++;
936  tile_cur -= TileDiffXY(0, 1);
937  }
938  tile += TileDiffXY(1, 0);
939  } while (--w != 0);
940  break;
941  }
942 }
943 
944 
945 #include "table/genland.h"
946 
947 static void CreateDesertOrRainForest(uint desert_tropic_line)
948 {
949  uint update_freq = Map::Size() / 4;
950 
951  for (TileIndex tile = 0; tile != Map::Size(); ++tile) {
952  if ((tile.base() % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
953 
954  if (!IsValidTile(tile)) continue;
955 
956  auto allows_desert = [tile, desert_tropic_line](auto &offset) {
957  TileIndex t = AddTileIndexDiffCWrap(tile, offset);
958  return t == INVALID_TILE || (TileHeight(t) < desert_tropic_line && !IsTileType(t, MP_WATER));
959  };
960  if (std::all_of(std::begin(_make_desert_or_rainforest_data), std::end(_make_desert_or_rainforest_data), allows_desert)) {
962  }
963  }
964 
965  for (uint i = 0; i != TILE_UPDATE_FREQUENCY; i++) {
967 
968  RunTileLoop();
969  }
970 
971  for (TileIndex tile = 0; tile != Map::Size(); ++tile) {
972  if ((tile.base() % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
973 
974  if (!IsValidTile(tile)) continue;
975 
976  auto allows_rainforest = [tile](auto &offset) {
977  TileIndex t = AddTileIndexDiffCWrap(tile, offset);
978  return t == INVALID_TILE || !IsTileType(t, MP_CLEAR) || !IsClearGround(t, CLEAR_DESERT);
979  };
980  if (std::all_of(std::begin(_make_desert_or_rainforest_data), std::end(_make_desert_or_rainforest_data), allows_rainforest)) {
982  }
983  }
984 }
985 
991 static bool FindSpring(TileIndex tile, void *)
992 {
993  int referenceHeight;
994  if (!IsTileFlat(tile, &referenceHeight) || IsWaterTile(tile)) return false;
995 
996  /* In the tropics rivers start in the rainforest. */
997  if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
998 
999  /* Are there enough higher tiles to warrant a 'spring'? */
1000  uint num = 0;
1001  for (int dx = -1; dx <= 1; dx++) {
1002  for (int dy = -1; dy <= 1; dy++) {
1003  TileIndex t = TileAddWrap(tile, dx, dy);
1004  if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
1005  }
1006  }
1007 
1008  if (num < 4) return false;
1009 
1010  /* Are we near the top of a hill? */
1011  for (int dx = -16; dx <= 16; dx++) {
1012  for (int dy = -16; dy <= 16; dy++) {
1013  TileIndex t = TileAddWrap(tile, dx, dy);
1014  if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2) return false;
1015  }
1016  }
1017 
1018  return true;
1019 }
1020 
1027 static bool MakeLake(TileIndex tile, void *user_data)
1028 {
1029  uint height = *(uint*)user_data;
1030  if (!IsValidTile(tile) || TileHeight(tile) != height || !IsTileFlat(tile)) return false;
1031  if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
1032 
1033  for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1034  TileIndex t2 = tile + TileOffsByDiagDir(d);
1035  if (IsWaterTile(t2)) {
1037  return false;
1038  }
1039  }
1040 
1041  return false;
1042 }
1043 
1050 static bool RiverMakeWider(TileIndex tile, void *data)
1051 {
1052  /* Don't expand into void tiles. */
1053  if (!IsValidTile(tile)) return false;
1054 
1055  /* If the tile is already sea or river, don't expand. */
1056  if (IsWaterTile(tile)) return false;
1057 
1058  /* If the tile is at height 0 after terraforming but the ocean hasn't flooded yet, don't build river. */
1059  if (GetTileMaxZ(tile) == 0) return false;
1060 
1061  TileIndex origin_tile = *(TileIndex *)data;
1062  Slope cur_slope = GetTileSlope(tile);
1063  Slope desired_slope = GetTileSlope(origin_tile); // Initialize matching the origin tile as a shortcut if no terraforming is needed.
1064 
1065  /* Never flow uphill. */
1066  if (GetTileMaxZ(tile) > GetTileMaxZ(origin_tile)) return false;
1067 
1068  /* If the new tile can't hold a river tile, try terraforming. */
1069  if (!IsTileFlat(tile) && !IsInclinedSlope(cur_slope)) {
1070  /* Don't try to terraform steep slopes. */
1071  if (IsSteepSlope(cur_slope)) return false;
1072 
1073  bool flat_river_found = false;
1074  bool sloped_river_found = false;
1075 
1076  /* There are two common possibilities:
1077  * 1. River flat, adjacent tile has one corner lowered.
1078  * 2. River descending, adjacent tile has either one or three corners raised.
1079  */
1080 
1081  /* First, determine the desired slope based on adjacent river tiles. This doesn't necessarily match the origin tile for the CircularTileSearch. */
1082  for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1083  TileIndex other_tile = TileAddByDiagDir(tile, d);
1084  Slope other_slope = GetTileSlope(other_tile);
1085 
1086  /* Only consider river tiles. */
1087  if (IsWaterTile(other_tile) && IsRiver(other_tile)) {
1088  /* If the adjacent river tile flows downhill, we need to check where we are relative to the slope. */
1089  if (IsInclinedSlope(other_slope) && GetTileMaxZ(tile) == GetTileMaxZ(other_tile)) {
1090  /* Check for a parallel slope. If we don't find one, we're above or below the slope instead. */
1093  desired_slope = other_slope;
1094  sloped_river_found = true;
1095  break;
1096  }
1097  }
1098  /* If we find an adjacent river tile, remember it. We'll terraform to match it later if we don't find a slope. */
1099  if (IsTileFlat(other_tile)) flat_river_found = true;
1100  }
1101  }
1102  /* We didn't find either an inclined or flat river, so we're climbing the wrong slope. Bail out. */
1103  if (!sloped_river_found && !flat_river_found) return false;
1104 
1105  /* We didn't find an inclined river, but there is a flat river. */
1106  if (!sloped_river_found && flat_river_found) desired_slope = SLOPE_FLAT;
1107 
1108  /* Now that we know the desired slope, it's time to terraform! */
1109 
1110  /* If the river is flat and the adjacent tile has one corner lowered, we want to raise it. */
1111  if (desired_slope == SLOPE_FLAT && IsSlopeWithThreeCornersRaised(cur_slope)) {
1112  /* Make sure we're not affecting an existing river slope tile. */
1113  for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1114  TileIndex other_tile = TileAddByDiagDir(tile, d);
1115  if (IsInclinedSlope(GetTileSlope(other_tile)) && IsWaterTile(other_tile)) return false;
1116  }
1118 
1119  /* If the river is descending and the adjacent tile has either one or three corners raised, we want to make it match the slope. */
1120  } else if (IsInclinedSlope(desired_slope)) {
1121  /* Don't break existing flat river tiles by terraforming under them. */
1122  DiagDirection river_direction = ReverseDiagDir(GetInclinedSlopeDirection(desired_slope));
1123 
1124  for (DiagDirDiff d = DIAGDIRDIFF_BEGIN; d < DIAGDIRDIFF_END; d++) {
1125  /* We don't care about downstream or upstream tiles, just the riverbanks. */
1126  if (d == DIAGDIRDIFF_SAME || d == DIAGDIRDIFF_REVERSE) continue;
1127 
1128  TileIndex other_tile = (TileAddByDiagDir(tile, ChangeDiagDir(river_direction, d)));
1129  if (IsWaterTile(other_tile) && IsRiver(other_tile) && IsTileFlat(other_tile)) return false;
1130  }
1131 
1132  /* Get the corners which are different between the current and desired slope. */
1133  Slope to_change = cur_slope ^ desired_slope;
1134 
1135  /* Lower unwanted corners first. If only one corner is raised, no corners need lowering. */
1136  if (!IsSlopeWithOneCornerRaised(cur_slope)) {
1137  to_change = to_change & ComplementSlope(desired_slope);
1138  Command<CMD_TERRAFORM_LAND>::Do(DC_EXEC | DC_AUTO, tile, to_change, false);
1139  }
1140 
1141  /* Now check the match and raise any corners needed. */
1142  cur_slope = GetTileSlope(tile);
1143  if (cur_slope != desired_slope && IsSlopeWithOneCornerRaised(cur_slope)) {
1144  to_change = cur_slope ^ desired_slope;
1145  Command<CMD_TERRAFORM_LAND>::Do(DC_EXEC | DC_AUTO, tile, to_change, true);
1146  }
1147  }
1148  /* Update cur_slope after possibly terraforming. */
1149  cur_slope = GetTileSlope(tile);
1150  }
1151 
1152  /* Sloped rivers need water both upstream and downstream. */
1153  if (IsInclinedSlope(cur_slope)) {
1154  DiagDirection slope_direction = GetInclinedSlopeDirection(cur_slope);
1155 
1156  TileIndex upstream_tile = TileAddByDiagDir(tile, slope_direction);
1157  TileIndex downstream_tile = TileAddByDiagDir(tile, ReverseDiagDir(slope_direction));
1158 
1159  /* Don't look outside the map. */
1160  if (!IsValidTile(upstream_tile) || !IsValidTile(downstream_tile)) return false;
1161 
1162  /* Downstream might be new ocean created by our terraforming, and it hasn't flooded yet. */
1163  bool downstream_is_ocean = GetTileZ(downstream_tile) == 0 && (GetTileSlope(downstream_tile) == SLOPE_FLAT || IsSlopeWithOneCornerRaised(GetTileSlope(downstream_tile)));
1164 
1165  /* If downstream is dry, flat, and not ocean, try making it a river tile. */
1166  if (!IsWaterTile(downstream_tile) && !downstream_is_ocean) {
1167  /* If the tile upstream isn't flat, don't bother. */
1168  if (GetTileSlope(downstream_tile) != SLOPE_FLAT) return false;
1169 
1170  MakeRiverAndModifyDesertZoneAround(downstream_tile);
1171  }
1172 
1173  /* If upstream is dry and flat, try making it a river tile. */
1174  if (!IsWaterTile(upstream_tile)) {
1175  /* If the tile upstream isn't flat, don't bother. */
1176  if (GetTileSlope(upstream_tile) != SLOPE_FLAT) return false;
1177 
1178  MakeRiverAndModifyDesertZoneAround(upstream_tile);
1179  }
1180  }
1181 
1182  /* If the tile slope matches the desired slope, add a river tile. */
1183  if (cur_slope == desired_slope) {
1185  }
1186 
1187  /* Always return false to keep searching. */
1188  return false;
1189 }
1190 
1197 static bool FlowsDown(TileIndex begin, TileIndex end)
1198 {
1199  assert(DistanceManhattan(begin, end) == 1);
1200 
1201  auto [slopeBegin, heightBegin] = GetTileSlopeZ(begin);
1202  auto [slopeEnd, heightEnd] = GetTileSlopeZ(end);
1203 
1204  return heightEnd <= heightBegin &&
1205  /* Slope either is inclined or flat; rivers don't support other slopes. */
1206  (slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
1207  /* Slope continues, then it must be lower... or either end must be flat. */
1208  ((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
1209 }
1210 
1214  bool main_river;
1215 };
1216 
1217 /* AyStar callback for checking whether we reached our destination. */
1218 static int32_t River_EndNodeCheck(const AyStar *aystar, const PathNode *current)
1219 {
1220  return current->GetTile() == *(TileIndex*)aystar->user_target ? AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
1221 }
1222 
1223 /* AyStar callback for getting the cost of the current node. */
1224 static int32_t River_CalculateG(AyStar *, AyStarNode *, PathNode *)
1225 {
1227 }
1228 
1229 /* AyStar callback for getting the estimated cost to the destination. */
1230 static int32_t River_CalculateH(AyStar *aystar, AyStarNode *current, PathNode *)
1231 {
1232  return DistanceManhattan(*(TileIndex*)aystar->user_target, current->m_tile);
1233 }
1234 
1235 /* AyStar callback for getting the neighbouring nodes of the given node. */
1236 static void River_GetNeighbours(AyStar *aystar, PathNode *current)
1237 {
1238  TileIndex tile = current->GetTile();
1239 
1240  aystar->neighbours.clear();
1241  for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1242  TileIndex t2 = tile + TileOffsByDiagDir(d);
1243  if (IsValidTile(t2) && FlowsDown(tile, t2)) {
1244  auto &neighbour = aystar->neighbours.emplace_back();
1245  neighbour.m_tile = t2;
1246  neighbour.m_td = INVALID_TRACKDIR;
1247  }
1248  }
1249 }
1250 
1251 /* AyStar callback when an route has been found. */
1252 static void River_FoundEndNode(AyStar *aystar, PathNode *current)
1253 {
1254  River_UserData *data = (River_UserData *)aystar->user_data;
1255 
1256  /* First, build the river without worrying about its width. */
1257  uint cur_pos = 0;
1258  for (PathNode *path = current->m_parent; path != nullptr; path = path->m_parent, cur_pos++) {
1259  TileIndex tile = path->GetTile();
1260  if (!IsWaterTile(tile)) {
1262  }
1263  }
1264 
1265  /* If the river is a main river, go back along the path to widen it.
1266  * Don't make wide rivers if we're using the original landscape generator.
1267  */
1269  const uint long_river_length = _settings_game.game_creation.min_river_length * 4;
1270  uint current_river_length;
1271  uint radius;
1272 
1273  cur_pos = 0;
1274  for (PathNode *path = current->m_parent; path != nullptr; path = path->m_parent, cur_pos++) {
1275  TileIndex tile = path->GetTile();
1276 
1277  /* Check if we should widen river depending on how far we are away from the source. */
1278  current_river_length = DistanceManhattan(data->spring, tile);
1279  radius = std::min(3u, (current_river_length / (long_river_length / 3u)) + 1u);
1280 
1281  if (radius > 1) CircularTileSearch(&tile, radius, RiverMakeWider, (void *)&path->m_key.m_tile);
1282  }
1283  }
1284 }
1285 
1293 static void BuildRiver(TileIndex begin, TileIndex end, TileIndex spring, bool main_river)
1294 {
1295  River_UserData user_data = { spring, main_river };
1296 
1297  AyStar finder = {};
1298  finder.CalculateG = River_CalculateG;
1299  finder.CalculateH = River_CalculateH;
1300  finder.GetNeighbours = River_GetNeighbours;
1301  finder.EndNodeCheck = River_EndNodeCheck;
1302  finder.FoundEndNode = River_FoundEndNode;
1303  finder.user_target = &end;
1304  finder.user_data = &user_data;
1305 
1306  AyStarNode start;
1307  start.m_tile = begin;
1308  start.m_td = INVALID_TRACKDIR;
1309  finder.AddStartNode(&start, 0);
1310  finder.Main();
1311 }
1312 
1320 static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint min_river_length)
1321 {
1322 # define SET_MARK(x) marks.insert(x)
1323 # define IS_MARKED(x) (marks.find(x) != marks.end())
1324 
1325  uint height = TileHeight(begin);
1326 
1327  if (IsWaterTile(begin)) {
1328  return { DistanceManhattan(spring, begin) > min_river_length, GetTileZ(begin) == 0 };
1329  }
1330 
1331  std::set<TileIndex> marks;
1332  SET_MARK(begin);
1333 
1334  /* Breadth first search for the closest tile we can flow down to. */
1335  std::list<TileIndex> queue;
1336  queue.push_back(begin);
1337 
1338  bool found = false;
1339  uint count = 0; // Number of tiles considered; to be used for lake location guessing.
1340  TileIndex end;
1341  do {
1342  end = queue.front();
1343  queue.pop_front();
1344 
1345  uint height2 = TileHeight(end);
1346  if (IsTileFlat(end) && (height2 < height || (height2 == height && IsWaterTile(end)))) {
1347  found = true;
1348  break;
1349  }
1350 
1351  for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1352  TileIndex t2 = end + TileOffsByDiagDir(d);
1353  if (IsValidTile(t2) && !IS_MARKED(t2) && FlowsDown(end, t2)) {
1354  SET_MARK(t2);
1355  count++;
1356  queue.push_back(t2);
1357  }
1358  }
1359  } while (!queue.empty());
1360 
1361  bool main_river = false;
1362  if (found) {
1363  /* Flow further down hill. */
1364  std::tie(found, main_river) = FlowRiver(spring, end, min_river_length);
1365  } else if (count > 32) {
1366  /* Maybe we can make a lake. Find the Nth of the considered tiles. */
1367  std::set<TileIndex>::const_iterator cit = marks.cbegin();
1368  std::advance(cit, RandomRange(count - 1));
1369  TileIndex lakeCenter = *cit;
1370 
1371  if (IsValidTile(lakeCenter) &&
1372  /* A river, or lake, can only be built on flat slopes. */
1373  IsTileFlat(lakeCenter) &&
1374  /* We want the lake to be built at the height of the river. */
1375  TileHeight(begin) == TileHeight(lakeCenter) &&
1376  /* We don't want the lake at the entry of the valley. */
1377  lakeCenter != begin &&
1378  /* We don't want lakes in the desert. */
1379  (_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
1380  /* We only want a lake if the river is long enough. */
1381  DistanceManhattan(spring, lakeCenter) > min_river_length) {
1382  end = lakeCenter;
1384  uint range = RandomRange(8) + 3;
1385  CircularTileSearch(&lakeCenter, range, MakeLake, &height);
1386  /* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
1387  lakeCenter = end;
1388  CircularTileSearch(&lakeCenter, range, MakeLake, &height);
1389  found = true;
1390  }
1391  }
1392 
1393  marks.clear();
1394  if (found) BuildRiver(begin, end, spring, main_river);
1395  return { found, main_river };
1396 }
1397 
1401 static void CreateRivers()
1402 {
1404  if (amount == 0) return;
1405 
1407  const uint num_short_rivers = wells - std::max(1u, wells / 10);
1408  SetGeneratingWorldProgress(GWP_RIVER, wells + TILE_UPDATE_FREQUENCY / 64); // Include the tile loop calls below.
1409 
1410  /* Try to create long rivers. */
1411  for (; wells > num_short_rivers; wells--) {
1413  for (int tries = 0; tries < 512; tries++) {
1414  TileIndex t = RandomTile();
1415  if (!CircularTileSearch(&t, 8, FindSpring, nullptr)) continue;
1416  if (std::get<0>(FlowRiver(t, t, _settings_game.game_creation.min_river_length * 4))) break;
1417  }
1418  }
1419 
1420  /* Try to create short rivers. */
1421  for (; wells != 0; wells--) {
1423  for (int tries = 0; tries < 128; tries++) {
1424  TileIndex t = RandomTile();
1425  if (!CircularTileSearch(&t, 8, FindSpring, nullptr)) continue;
1426  if (std::get<0>(FlowRiver(t, t, _settings_game.game_creation.min_river_length))) break;
1427  }
1428  }
1429 
1430  /* Widening rivers may have left some tiles requiring to be watered. */
1431  ConvertGroundTilesIntoWaterTiles();
1432 
1433  /* Run tile loop to update the ground density. */
1434  for (uint i = 0; i != TILE_UPDATE_FREQUENCY; i++) {
1435  if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
1436  RunTileLoop();
1437  }
1438 }
1439 
1457 static uint CalculateCoverageLine(uint coverage, uint edge_multiplier)
1458 {
1459  const DiagDirection neighbour_dir[] = {
1460  DIAGDIR_NE,
1461  DIAGDIR_SE,
1462  DIAGDIR_SW,
1463  DIAGDIR_NW,
1464  };
1465 
1466  /* Histogram of how many tiles per height level exist. */
1467  std::array<int, MAX_TILE_HEIGHT + 1> histogram = {};
1468  /* Histogram of how many neighbour tiles are lower than the tiles of the height level. */
1469  std::array<int, MAX_TILE_HEIGHT + 1> edge_histogram = {};
1470 
1471  /* Build a histogram of the map height. */
1472  for (TileIndex tile = 0; tile < Map::Size(); tile++) {
1473  uint h = TileHeight(tile);
1474  histogram[h]++;
1475 
1476  if (edge_multiplier != 0) {
1477  /* Check if any of our neighbours is below us. */
1478  for (auto dir : neighbour_dir) {
1479  TileIndex neighbour_tile = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDiagDir(dir));
1480  if (IsValidTile(neighbour_tile) && TileHeight(neighbour_tile) < h) {
1481  edge_histogram[h]++;
1482  }
1483  }
1484  }
1485  }
1486 
1487  /* The amount of land we have is the map size minus the first (sea) layer. */
1488  uint land_tiles = Map::Size() - histogram[0];
1489  int best_score = land_tiles;
1490 
1491  /* Our goal is the coverage amount of the land-mass. */
1492  int goal_tiles = land_tiles * coverage / 100;
1493 
1494  /* We scan from top to bottom. */
1495  uint h = MAX_TILE_HEIGHT;
1496  uint best_h = h;
1497 
1498  int current_tiles = 0;
1499  for (; h > 0; h--) {
1500  current_tiles += histogram[h];
1501  int current_score = goal_tiles - current_tiles;
1502 
1503  /* Tropic grows from water and mountains into the desert. This is a
1504  * great visual, but it also means we* need to take into account how
1505  * much less desert tiles are being created if we are on this
1506  * height-level. We estimate this based on how many neighbouring
1507  * tiles are below us for a given length, assuming that is where
1508  * tropic is growing from.
1509  */
1510  if (edge_multiplier != 0 && h > 1) {
1511  /* From water tropic tiles grow for a few tiles land inward. */
1512  current_score -= edge_histogram[1] * edge_multiplier;
1513  /* Tropic tiles grow into the desert for a few tiles. */
1514  current_score -= edge_histogram[h] * edge_multiplier;
1515  }
1516 
1517  if (std::abs(current_score) < std::abs(best_score)) {
1518  best_score = current_score;
1519  best_h = h;
1520  }
1521 
1522  /* Always scan all height-levels, as h == 1 might give a better
1523  * score than any before. This is true for example with 0% desert
1524  * coverage. */
1525  }
1526 
1527  return best_h;
1528 }
1529 
1533 static void CalculateSnowLine()
1534 {
1535  /* We do not have snow sprites on coastal tiles, so never allow "1" as height. */
1537 }
1538 
1543 static uint8_t CalculateDesertLine()
1544 {
1545  /* CalculateCoverageLine() runs from top to bottom, so we need to invert the coverage. */
1547 }
1548 
1549 bool GenerateLandscape(uint8_t mode)
1550 {
1552  enum GenLandscapeSteps {
1553  GLS_HEIGHTMAP = 3,
1554  GLS_TERRAGENESIS = 5,
1555  GLS_ORIGINAL = 2,
1556  GLS_TROPIC = 12,
1557  GLS_OTHER = 0,
1558  };
1559  uint steps = (_settings_game.game_creation.landscape == LT_TROPIC) ? GLS_TROPIC : GLS_OTHER;
1560 
1561  if (mode == GWM_HEIGHTMAP) {
1562  SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
1564  return false;
1565  }
1568  SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
1570  } else {
1571  SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
1573  for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, 0));
1574  for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(0, y));
1575  }
1577  case LT_ARCTIC: {
1578  uint32_t r = Random();
1579 
1580  for (uint i = Map::ScaleBySize(GB(r, 0, 7) + 950); i != 0; --i) {
1581  GenerateTerrain(2, 0);
1582  }
1583 
1584  uint flag = GB(r, 7, 2) | 4;
1585  for (uint i = Map::ScaleBySize(GB(r, 9, 7) + 450); i != 0; --i) {
1586  GenerateTerrain(4, flag);
1587  }
1588  break;
1589  }
1590 
1591  case LT_TROPIC: {
1592  uint32_t r = Random();
1593 
1594  for (uint i = Map::ScaleBySize(GB(r, 0, 7) + 170); i != 0; --i) {
1595  GenerateTerrain(0, 0);
1596  }
1597 
1598  uint flag = GB(r, 7, 2) | 4;
1599  for (uint i = Map::ScaleBySize(GB(r, 9, 8) + 1700); i != 0; --i) {
1600  GenerateTerrain(0, flag);
1601  }
1602 
1603  flag ^= 2;
1604 
1605  for (uint i = Map::ScaleBySize(GB(r, 17, 7) + 410); i != 0; --i) {
1606  GenerateTerrain(3, flag);
1607  }
1608  break;
1609  }
1610 
1611  default: {
1612  uint32_t r = Random();
1613 
1615  uint i = Map::ScaleBySize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
1616  for (; i != 0; --i) {
1617  /* Make sure we do not overflow. */
1618  GenerateTerrain(Clamp(_settings_game.difficulty.terrain_type, 0, 3), 0);
1619  }
1620  break;
1621  }
1622  }
1623  }
1624 
1625  /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
1626  * it allows screen redraw. Drawing of broken slopes crashes the game */
1627  FixSlopes();
1630 
1631  ConvertGroundTilesIntoWaterTiles();
1634 
1636  case LT_ARCTIC:
1638  break;
1639 
1640  case LT_TROPIC: {
1641  uint desert_tropic_line = CalculateDesertLine();
1642  CreateDesertOrRainForest(desert_tropic_line);
1643  break;
1644  }
1645 
1646  default:
1647  break;
1648  }
1649 
1650  CreateRivers();
1651  return true;
1652 }
1653 
1654 void OnTick_Town();
1655 void OnTick_Trees();
1656 void OnTick_Station();
1657 void OnTick_Industry();
1658 
1659 void OnTick_Companies();
1660 void OnTick_LinkGraph();
1661 
1662 void CallLandscapeTick()
1663 {
1664  {
1666 
1667  OnTick_Town();
1668  OnTick_Trees();
1669  OnTick_Station();
1670  OnTick_Industry();
1671  }
1672 
1673  OnTick_Companies();
1674  OnTick_LinkGraph();
1675 }
Sprite::height
uint16_t height
Height of the sprite.
Definition: spritecache.h:18
SnowLine::highest_value
uint8_t highest_value
Highest snow line of the year.
Definition: landscape.h:25
SLOPE_E
@ SLOPE_E
the east corner of the tile is raised
Definition: slope_type.h:52
GenerateTerrainPerlin
void GenerateTerrainPerlin()
The main new land generator using Perlin noise.
Definition: tgp.cpp:978
FindSpring
static bool FindSpring(TileIndex tile, void *)
Find the spring of a river.
Definition: landscape.cpp:991
IsFoundation
bool IsFoundation(Foundation f)
Tests for FOUNDATION_NONE.
Definition: slope_func.h:287
SLOPE_SE
@ SLOPE_SE
south and east corner are raised
Definition: slope_type.h:57
TileY
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition: map_func.h:437
TileIndexDiffCByDiagDir
TileIndexDiffC TileIndexDiffCByDiagDir(DiagDirection dir)
Returns the TileIndexDiffC offset from a DiagDirection.
Definition: map_func.h:492
TileInfo::z
int z
Height.
Definition: tile_cmd.h:48
MP_CLEAR
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition: tile_type.h:48
IsTileFlat
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition: tile_map.cpp:95
HalftileSlope
static constexpr Slope HalftileSlope(Slope s, Corner corner)
Adds a halftile slope to a slope.
Definition: slope_func.h:274
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:78
CompanyProperties::clear_limit
uint32_t clear_limit
Amount of tiles we can (still) clear (times 65536).
Definition: company_base.h:104
DIAGDIR_NE
@ DIAGDIR_NE
Northeast, upper right on your monitor.
Definition: direction_type.h:75
IsInclinedSlope
bool IsInclinedSlope(Slope s)
Tests if a specific slope is an inclined slope.
Definition: slope_func.h:228
IsCoastTile
bool IsCoastTile(Tile t)
Is it a coast tile.
Definition: water_map.h:214
AYSTAR_DONE
@ AYSTAR_DONE
Not an end-tile, or wrong direction.
Definition: aystar.h:37
IsClearGround
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition: clear_map.h:71
Pool::PoolItem<&_company_pool >::Get
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:339
TimerGameTick::counter
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Definition: timer_game_tick.h:60
CalculateSnowLine
static void CalculateSnowLine()
Calculate the line from which snow begins.
Definition: landscape.cpp:1533
FixSlopes
void FixSlopes()
This function takes care of the fact that land in OpenTTD can never differ more than 1 in height.
Definition: heightmap.cpp:405
water.h
SNOW_LINE_DAYS
static const uint SNOW_LINE_DAYS
Number of days in each month in the snow line table.
Definition: landscape.h:17
GetTileMaxZ
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition: tile_map.cpp:136
IsHalftileSlope
static constexpr bool IsHalftileSlope(Slope s)
Checks for non-continuous slope on halftile foundations.
Definition: slope_func.h:47
GetFoundationPixelSlope
std::tuple< Slope, int > GetFoundationPixelSlope(TileIndex tile)
Get slope of a tile on top of a (possible) foundation If a tile does not have a foundation,...
Definition: landscape.h:65
tgp.h
landscape_type.h
BuildRiver
static void BuildRiver(TileIndex begin, TileIndex end, TileIndex spring, bool main_river)
Actually build the river between the begin and end tiles using AyStar.
Definition: landscape.cpp:1293
command_func.h
_tile_type_procs
const TileTypeProcs *const _tile_type_procs[16]
Tile callback functions for each type of tile.
Definition: landscape.cpp:65
Swap
constexpr void Swap(T &a, T &b)
Type safe swap operation.
Definition: math_func.hpp:283
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:350
CMD_ERROR
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition: command_func.h:28
AddTileIndexDiffCWrap
TileIndex AddTileIndexDiffCWrap(TileIndex tile, TileIndexDiffC diff)
Add a TileIndexDiffC to a TileIndex and returns the new one.
Definition: map_func.h:524
TileInfo
Tile information, used while rendering the tile.
Definition: tile_cmd.h:43
GetWaterClass
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition: water_map.h:115
TILE_UPDATE_FREQUENCY_LOG
static const uint TILE_UPDATE_FREQUENCY_LOG
The logarithm of how many ticks it takes between tile updates (log base 2).
Definition: landscape.cpp:85
Map::MaxX
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition: map_func.h:297
terraform_cmd.h
Map::LogX
static debug_inline uint LogX()
Logarithm of the map size along the X side.
Definition: map_func.h:251
SnowLine::table
uint8_t table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS]
Height of the snow line each day of the year.
Definition: landscape.h:24
timer_game_calendar.h
SLOPE_NE
@ SLOPE_NE
north and east corner are raised
Definition: slope_type.h:58
CreateRivers
static void CreateRivers()
Actually (try to) create some rivers.
Definition: landscape.cpp:1401
AyStar::AddStartNode
void AddStartNode(AyStarNode *start_node, int g)
Adds a node from where to start an algorithm.
Definition: aystar.cpp:168
company_gui.h
GetTileSlope
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition: tile_map.h:279
RemoveHalftileSlope
static constexpr Slope RemoveHalftileSlope(Slope s)
Removes a halftile slope from a slope.
Definition: slope_func.h:60
DiagDirDiff
DiagDirDiff
Enumeration for the difference between to DiagDirection.
Definition: direction_type.h:95
GameCreationSettings::snow_line_height
uint8_t snow_line_height
the configured snow line height (deduced from "snow_coverage")
Definition: settings_type.h:359
SLOPE_FLAT
@ SLOPE_FLAT
a flat tile
Definition: slope_type.h:49
MIN_MAP_SIZE_BITS
static const uint MIN_MAP_SIZE_BITS
Minimal and maximal map width and height.
Definition: map_type.h:37
FileToSaveLoad::name
std::string name
Name of the file.
Definition: saveload.h:406
GameCreationSettings::desert_coverage
uint8_t desert_coverage
the amount of desert coverage on the map
Definition: settings_type.h:361
SLOPE_ENW
@ SLOPE_ENW
east, north and west corner are raised
Definition: slope_type.h:65
GB
constexpr static debug_inline uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
Definition: bitmath_func.hpp:32
GetSlopeZInCorner
int GetSlopeZInCorner(Slope tileh, Corner corner)
Determine the Z height of a corner relative to TileZ.
Definition: landscape.cpp:336
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
DiagDirToAxis
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
Definition: direction_func.h:214
TileAddXY
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition: map_func.h:479
CalculateDesertLine
static uint8_t CalculateDesertLine()
Calculate the line (in height) between desert and tropic.
Definition: landscape.cpp:1543
SetTileHeight
void SetTileHeight(Tile tile, uint height)
Sets the height of a tile.
Definition: tile_map.h:57
TROPICZONE_RAINFOREST
@ TROPICZONE_RAINFOREST
Rainforest tile.
Definition: tile_type.h:79
LG_ORIGINAL
@ LG_ORIGINAL
The original landscape generator.
Definition: genworld.h:20
GameSettings::difficulty
DifficultySettings difficulty
settings related to the difficulty
Definition: settings_type.h:593
GetTileZ
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition: tile_map.cpp:116
CLEAR_GRASS
@ CLEAR_GRASS
0-3
Definition: clear_map.h:20
INVALID_TILE
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:95
void_map.h
TileIterator::Create
static std::unique_ptr< TileIterator > Create(TileIndex corner1, TileIndex corner2, bool diagonal)
Create either an OrthogonalTileIterator or DiagonalTileIterator given the diagonal parameter.
Definition: tilearea.cpp:291
DifficultySettings::terrain_type
uint8_t terrain_type
the mountainousness of the landscape
Definition: settings_type.h:111
DIAGDIRDIFF_90LEFT
@ DIAGDIRDIFF_90LEFT
90 degrees left
Definition: direction_type.h:100
IsSteepSlope
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition: slope_func.h:36
SPR_HALFTILE_FOUNDATION_BASE
static const SpriteID SPR_HALFTILE_FOUNDATION_BASE
Halftile foundations.
Definition: sprites.h:210
GetPartialPixelZ
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
Definition: landscape.cpp:228
saveload.h
TILE_SIZE
static const uint TILE_SIZE
Tile size in world coordinates.
Definition: tile_type.h:15
TileTypeProcs::get_tile_track_status_proc
GetTileTrackStatusProc * get_tile_track_status_proc
Get available tracks and status of a tile.
Definition: tile_cmd.h:164
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition: direction_type.h:73
ClearBridgeMiddle
void ClearBridgeMiddle(Tile t)
Removes bridges from the given, that is bridges along the X and Y axis.
Definition: bridge_map.h:103
CeilDiv
constexpr uint CeilDiv(uint a, uint b)
Computes ceil(a / b) for non-negative a and b.
Definition: math_func.hpp:320
SetSnowLine
void SetSnowLine(uint8_t table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
Set a variable snow line, as loaded from a newgrf file.
Definition: landscape.cpp:589
SLOPE_NW
@ SLOPE_NW
north and west corner are raised
Definition: slope_type.h:55
DC_NO_WATER
@ DC_NO_WATER
don't allow building on water
Definition: command_type.h:379
SLOPE_STEEP_E
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition: slope_type.h:68
TileInfo::y
int y
Y position of the tile in unit coordinates.
Definition: tile_cmd.h:45
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > >
DIAGDIRDIFF_SAME
@ DIAGDIRDIFF_SAME
Same directions.
Definition: direction_type.h:97
SLOPE_W
@ SLOPE_W
the west corner of the tile is raised
Definition: slope_type.h:50
GetHalftileSlopeCorner
static constexpr Corner GetHalftileSlopeCorner(Slope s)
Returns the leveled halftile of a halftile slope.
Definition: slope_func.h:148
TILE_UPDATE_FREQUENCY
static const uint TILE_UPDATE_FREQUENCY
How many ticks it takes between tile updates (has to be a power of 2).
Definition: landscape.cpp:86
IsWaterTile
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition: water_map.h:193
EV_EXPLOSION_SMALL
@ EV_EXPLOSION_SMALL
Various explosions.
Definition: effectvehicle_func.h:24
MAX_TILE_HEIGHT
static const uint MAX_TILE_HEIGHT
Maximum allowed tile height.
Definition: tile_type.h:24
SLOPE_EW
@ SLOPE_EW
east and west corner are raised
Definition: slope_type.h:59
clear_map.h
AyStar::Main
int Main()
This is the function you call to run AyStar.
Definition: aystar.cpp:137
GameCreationSettings::amount_of_rivers
uint8_t amount_of_rivers
the amount of rivers
Definition: settings_type.h:377
fios.h
Map::ScaleBySize
static uint ScaleBySize(uint n)
Scales the given value by the map size, where the given value is for a 256 by 256 map.
Definition: map_func.h:328
EV_EXPLOSION_LARGE
@ EV_EXPLOSION_LARGE
Various explosions.
Definition: effectvehicle_func.h:22
DC_EXEC
@ DC_EXEC
execute the given command
Definition: command_type.h:376
GetSlopePixelZ
int GetSlopePixelZ(int x, int y, bool ground_vehicle)
Return world Z coordinate of a given point of a tile.
Definition: landscape.cpp:303
GameCreationSettings::landscape
uint8_t landscape
the landscape we're currently in
Definition: settings_type.h:368
TileDesc
Tile description for the 'land area information' tool.
Definition: tile_cmd.h:52
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition: command_type.h:374
SLOPE_S
@ SLOPE_S
the south corner of the tile is raised
Definition: slope_type.h:51
genworld.h
Foundation
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
SLOPE_STEEP_S
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition: slope_type.h:67
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition: genworld_gui.cpp:1547
PFE_GL_LANDSCAPE
@ PFE_GL_LANDSCAPE
Time spent processing other world features.
Definition: framerate_type.h:55
GameCreationSettings::snow_coverage
uint8_t snow_coverage
the amount of snow coverage on the map
Definition: settings_type.h:360
object_base.h
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:594
GetTileTrackStatus
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
Returns information about trackdirs and signal states.
Definition: landscape.cpp:553
effectvehicle_func.h
SlopeWithThreeCornersRaised
Slope SlopeWithThreeCornersRaised(Corner corner)
Returns the slope with all except one corner raised.
Definition: slope_func.h:206
ComplementSlope
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition: slope_func.h:76
TileInfo::tileh
Slope tileh
Slope of the tile.
Definition: tile_cmd.h:46
GetTileType
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition: tile_map.h:96
MakeClear
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition: clear_map.h:259
GWP_LANDSCAPE
@ GWP_LANDSCAPE
Create the landscape.
Definition: genworld.h:71
ChangeTileOwner
void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
Change the owner of a tile.
Definition: landscape.cpp:564
OnTick_Companies
void OnTick_Companies()
Called every tick for updating some company info.
Definition: company_cmd.cpp:752
TransportType
TransportType
Available types of transport.
Definition: transport_type.h:19
DistanceManhattan
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition: map.cpp:140
IsInsideBS
constexpr bool IsInsideBS(const T x, const size_t base, const size_t size)
Checks if a value is between a window started at some base point.
Definition: math_func.hpp:252
heightmap.h
DIAGDIR_NW
@ DIAGDIR_NW
Northwest.
Definition: direction_type.h:78
landscape_cmd.h
error_func.h
FOUNDATION_INCLINED_Y
@ FOUNDATION_INCLINED_Y
The tile has an along Y-axis inclined foundation.
Definition: slope_type.h:97
return_cmd_error
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:38
SLOPE_WSE
@ SLOPE_WSE
west, south and east corner are raised
Definition: slope_type.h:63
OnTick_Town
void OnTick_Town()
Iterate through all towns and call their tick handler.
Definition: town_cmd.cpp:901
DIAGDIR_SE
@ DIAGDIR_SE
Southeast.
Definition: direction_type.h:76
GetAvailableMoneyForCommand
Money GetAvailableMoneyForCommand()
This functions returns the money which can be used to execute a command.
Definition: company_cmd.cpp:230
_tile_type_town_procs
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition: landscape.cpp:51
TileAddWrap
TileIndex TileAddWrap(TileIndex tile, int addx, int addy)
This function checks if we add addx/addy to tile, if we do wrap around the edges.
Definition: map.cpp:97
CommandCost
Common return value for all commands.
Definition: command_type.h:23
ApplyPixelFoundationToSlope
uint ApplyPixelFoundationToSlope(Foundation f, Slope &s)
Applies a foundation to a slope.
Definition: landscape.h:126
GWM_HEIGHTMAP
@ GWM_HEIGHTMAP
Generate a newgame from a heightmap.
Definition: genworld.h:31
DIAGDIRDIFF_BEGIN
@ DIAGDIRDIFF_BEGIN
Used for iterations.
Definition: direction_type.h:96
SLOPE_NS
@ SLOPE_NS
north and south corner are raised
Definition: slope_type.h:60
CircularTileSearch
bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
Function performing a search around a center tile and going outward, thus in circle.
Definition: map.cpp:241
FOUNDATION_STEEP_BOTH
@ FOUNDATION_STEEP_BOTH
The tile has a steep slope. The lowest corner is raised by a foundation and the upper halftile is lev...
Definition: slope_type.h:101
ChangeDiagDir
DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Definition: direction_func.h:149
GetSlopeMaxPixelZ
static constexpr int GetSlopeMaxPixelZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition: slope_func.h:173
DirtyCompanyInfrastructureWindows
void DirtyCompanyInfrastructureWindows(CompanyID company)
Redraw all windows with company infrastructure counts.
Definition: company_gui.cpp:2584
PathNode
Definition: aystar.h:44
free
void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:340
DIAGDIR_BEGIN
@ DIAGDIR_BEGIN
Used for iterations.
Definition: direction_type.h:74
ConstructionSettings::map_height_limit
uint8_t map_height_limit
the maximum allowed heightlevel
Definition: settings_type.h:382
ClearedObjectArea::first_tile
TileIndex first_tile
The first tile being cleared, which then causes the whole object to be cleared.
Definition: object_base.h:85
CalculateCoverageLine
static uint CalculateCoverageLine(uint coverage, uint edge_multiplier)
Calculate what height would be needed to cover N% of the landmass.
Definition: landscape.cpp:1457
MP_WATER
@ MP_WATER
Water tile.
Definition: tile_type.h:54
ReverseDiagDir
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Definition: direction_func.h:118
FOUNDATION_INCLINED_X
@ FOUNDATION_INCLINED_X
The tile has an along X-axis inclined foundation.
Definition: slope_type.h:96
MakeVoid
void MakeVoid(Tile t)
Make a nice void tile ;)
Definition: void_map.h:19
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition: command_type.h:171
Sprite::width
uint16_t width
Width of the sprite.
Definition: spritecache.h:19
Corner
Corner
Enumeration of tile corners.
Definition: slope_type.h:22
IsNonContinuousFoundation
bool IsNonContinuousFoundation(Foundation f)
Tests if a foundation is a non-continuous foundation, i.e.
Definition: slope_func.h:320
station_func.h
_pause_mode
PauseMode _pause_mode
The current pause mode.
Definition: gfx.cpp:50
DIAGDIR_SW
@ DIAGDIR_SW
Southwest.
Definition: direction_type.h:77
CLEAR_DESERT
@ CLEAR_DESERT
1,3
Definition: clear_map.h:25
water_regions.h
TileDiffXY
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition: map_func.h:401
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:57
GetSlopePixelZOnEdge
void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int &z1, int &z2)
Determine the Z height of the corners of a specific tile edge.
Definition: landscape.cpp:354
ApplyFoundationToSlope
uint ApplyFoundationToSlope(Foundation f, Slope &s)
Applies a foundation to a slope.
Definition: landscape.cpp:170
SpriteType::MapGen
@ MapGen
Special sprite for the map generator.
IsTileOnWater
bool IsTileOnWater(Tile t)
Tests if the tile was built on water.
Definition: water_map.h:139
timer_game_tick.h
DIAGDIRDIFF_90RIGHT
@ DIAGDIRDIFF_90RIGHT
90 degrees right
Definition: direction_type.h:98
FlowRiver
static std::tuple< bool, bool > FlowRiver(TileIndex spring, TileIndex begin, uint min_river_length)
Try to flow the river down from a given begin.
Definition: landscape.cpp:1320
TimerGameCalendar::ConvertDateToYMD
static YearMonthDay ConvertDateToYMD(Date date)
Converts a Date to a Year, Month & Day.
Definition: timer_game_calendar.cpp:42
safeguards.h
lengthof
#define lengthof(array)
Return the length of an fixed size array.
Definition: stdafx.h:286
ConstructionSettings::freeform_edges
bool freeform_edges
allow terraforming the tiles at the map edges
Definition: settings_type.h:395
CommandCost::GetCost
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:83
TileTypeProcs::get_tile_desc_proc
GetTileDescProc * get_tile_desc_proc
Get a description of a tile (for the 'land area information' tool)
Definition: tile_cmd.h:163
RandomTile
#define RandomTile()
Get a valid random tile.
Definition: map_func.h:659
DifficultySettings::quantity_sea_lakes
uint8_t quantity_sea_lakes
the amount of seas/lakes
Definition: settings_type.h:112
GetTileOwner
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition: tile_map.h:178
sprites.h
Point
Coordinates of a point in 2D.
Definition: geometry_type.hpp:21
_snow_line
static SnowLine * _snow_line
Description of the snow line throughout the year.
Definition: landscape.cpp:96
GetHalftileFoundationCorner
Corner GetHalftileFoundationCorner(Foundation f)
Returns the halftile corner of a halftile-foundation.
Definition: slope_func.h:333
OffsetGroundSprite
void OffsetGroundSprite(int x, int y)
Called when a foundation has been drawn for the current tile.
Definition: viewport.cpp:601
SnowLine
Structure describing the height of the snow line each day of the year.
Definition: landscape.h:23
SLOPE_N
@ SLOPE_N
the north corner of the tile is raised
Definition: slope_type.h:53
CommandCost::AddCost
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Definition: command_type.h:63
stdafx.h
landscape.h
TileTypeProcs
Set of callback functions for performing tile operations of a given tile type.
Definition: tile_cmd.h:158
SpriteID
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:18
DC_BANKRUPT
@ DC_BANKRUPT
company bankrupts, skip money check, skip vehicle on tile check in some cases
Definition: command_type.h:382
viewport_func.h
InverseRemapCoords2
Point InverseRemapCoords2(int x, int y, bool clamp_to_map, bool *clamped)
Map 2D viewport or smallmap coordinate to 3D world or tile coordinate.
Definition: landscape.cpp:111
animated_tile_func.h
HasTileWaterClass
bool HasTileWaterClass(Tile t)
Checks whether the tile has an waterclass associated.
Definition: water_map.h:104
AddSortableSpriteToDraw
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition: viewport.cpp:673
IsValidTile
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition: tile_map.h:161
TileOffsByDiagDir
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition: map_func.h:565
FOUNDATION_STEEP_LOWER
@ FOUNDATION_STEEP_LOWER
The tile has a steep slope. The lowest corner is raised by a foundation to allow building railroad on...
Definition: slope_type.h:98
DrawFoundation
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
Definition: landscape.cpp:425
Map::SizeX
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition: map_func.h:270
_generating_world
bool _generating_world
Whether we are generating the map or not.
Definition: genworld.cpp:63
DIAGDIRDIFF_REVERSE
@ DIAGDIRDIFF_REVERSE
Reverse directions.
Definition: direction_type.h:99
PerformanceAccumulator
RAII class for measuring multi-step elements of performance.
Definition: framerate_type.h:114
GameCreationSettings::river_route_random
uint8_t river_route_random
the amount of randomicity for the route finding
Definition: settings_type.h:376
spritecache.h
SLOPE_STEEP_W
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition: slope_type.h:66
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:53
Map::MaxY
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition: map_func.h:306
AYSTAR_FOUND_END_NODE
@ AYSTAR_FOUND_END_NODE
An end node was found.
Definition: aystar.h:32
River_UserData::spring
TileIndex spring
The current spring during river generation.
Definition: landscape.cpp:1213
DC_FORCE_CLEAR_TILE
@ DC_FORCE_CLEAR_TILE
do not only remove the object on the tile, but also clear any water left on it
Definition: command_type.h:387
WATER_CLASS_CANAL
@ WATER_CLASS_CANAL
Canal.
Definition: water_map.h:49
FindClearedObject
ClearedObjectArea * FindClearedObject(TileIndex tile)
Find the entry in _cleared_object_areas which occupies a certain tile.
Definition: object_cmd.cpp:530
AyStar
AyStar search algorithm struct.
Definition: aystar.h:103
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition: tile_type.h:55
CYapfNodeKeyTrackDir
Definition: yapf_node.hpp:44
SnowLine::lowest_value
uint8_t lowest_value
Lowest snow line of the year.
Definition: landscape.h:26
MAX_MAP_SIZE_BITS
static const uint MAX_MAP_SIZE_BITS
Maximal size of map is equal to 2 ^ MAX_MAP_SIZE_BITS.
Definition: map_type.h:38
FlowsDown
static bool FlowsDown(TileIndex begin, TileIndex end)
Check whether a river at begin could (logically) flow down to end.
Definition: landscape.cpp:1197
DeleteAnimatedTile
void DeleteAnimatedTile(TileIndex tile)
Removes the given tile from the animated tile table.
Definition: animated_tile.cpp:25
IsDockingTile
bool IsDockingTile(Tile t)
Checks whether the tile is marked as a dockling tile.
Definition: water_map.h:374
SLOPE_STEEP
@ SLOPE_STEEP
indicates the slope is steep
Definition: slope_type.h:54
Slope
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
IsSlopeWithThreeCornersRaised
bool IsSlopeWithThreeCornersRaised(Slope s)
Tests if a specific slope has exactly three corners raised.
Definition: slope_func.h:195
DIAGDIRDIFF_END
@ DIAGDIRDIFF_END
Used for iterations.
Definition: direction_type.h:101
abs
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition: math_func.hpp:23
GetHighestSlopeCorner
Corner GetHighestSlopeCorner(Slope s)
Returns the highest corner of a slope (one corner raised or a steep slope).
Definition: slope_func.h:126
River_UserData
Parameters for river generation to pass as AyStar user data.
Definition: landscape.cpp:1212
Map::Size
static debug_inline uint Size()
Get the size of the map.
Definition: map_func.h:288
SetGeneratingWorldProgress
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
Definition: genworld_gui.cpp:1533
framerate_type.h
_file_to_saveload
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:60
IsLeveledFoundation
bool IsLeveledFoundation(Foundation f)
Tests if the foundation is a leveled foundation.
Definition: slope_func.h:298
SLOPE_SW
@ SLOPE_SW
south and west corner are raised
Definition: slope_type.h:56
MarkTileDirtyByTile
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Definition: viewport.cpp:2054
LG_TERRAGENESIS
@ LG_TERRAGENESIS
TerraGenesis Perlin landscape generator.
Definition: genworld.h:21
IsSnowLineSet
bool IsSnowLineSet()
Has a snow line table already been loaded.
Definition: landscape.cpp:579
GetRailFoundationCorner
Corner GetRailFoundationCorner(Foundation f)
Returns the track corner of a special rail foundation.
Definition: slope_func.h:356
InvalidateWaterRegion
void InvalidateWaterRegion(TileIndex tile)
Marks the water region that tile is part of as invalid.
Definition: water_regions.cpp:311
GameCreationSettings::min_river_length
uint8_t min_river_length
the minimum river length
Definition: settings_type.h:375
DIAGDIR_END
@ DIAGDIR_END
Used for iterations.
Definition: direction_type.h:79
SLOPE_ELEVATED
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition: slope_type.h:61
GetFoundationSlope
std::tuple< Slope, int > GetFoundationSlope(TileIndex tile)
Get slope of a tile on top of a (possible) foundation If a tile does not have a foundation,...
Definition: landscape.cpp:382
IsInclinedFoundation
bool IsInclinedFoundation(Foundation f)
Tests if the foundation is an inclined foundation.
Definition: slope_func.h:309
DC_AUTO
@ DC_AUTO
don't allow building on structures
Definition: command_type.h:377
_slope_to_sprite_offset
const uint8_t _slope_to_sprite_offset[32]
landscape slope => sprite
CreateEffectVehicleAbove
EffectVehicle * CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular location.
Definition: effectvehicle.cpp:594
company_func.h
IsSpecialRailFoundation
bool IsSpecialRailFoundation(Foundation f)
Tests if a foundation is a special rail foundation for single horizontal/vertical track.
Definition: slope_func.h:345
genland.h
CmdLandscapeClear
CommandCost CmdLandscapeClear(DoCommandFlag flags, TileIndex tile)
Clear a piece of landscape.
Definition: landscape.cpp:652
RandomRange
uint32_t RandomRange(uint32_t limit, const std::source_location location=std::source_location::current())
Pick a random number between 0 and limit - 1, inclusive.
Definition: random_func.hpp:88
SteepSlope
Slope SteepSlope(Corner corner)
Returns a specific steep slope.
Definition: slope_func.h:217
CommandHelper
Definition: command_func.h:93
CmdClearArea
std::tuple< CommandCost, Money > CmdClearArea(DoCommandFlag flags, TileIndex tile, TileIndex start_tile, bool diagonal)
Clear a big piece of landscape.
Definition: landscape.cpp:709
Map::LogY
static uint LogY()
Logarithm of the map size along the y side.
Definition: map_func.h:261
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1529
TileXY
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition: map_func.h:385
random_func.hpp
TileHeight
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition: tile_map.h:29
LowestSnowLine
uint8_t LowestSnowLine()
Get the lowest possible snow line height, either variable or static.
Definition: landscape.cpp:631
GetSlopePixelZOutsideMap
int GetSlopePixelZOutsideMap(int x, int y)
Return world z coordinate of a given point of a tile, also for tiles outside the map (virtual "black"...
Definition: landscape.cpp:318
TILE_HEIGHT
static const uint TILE_HEIGHT
Height of a height level in world coordinate AND in pixels in #ZOOM_BASE.
Definition: tile_type.h:18
OverflowSafeInt< int64_t >
SLOPE_SEN
@ SLOPE_SEN
south, east and north corner are raised
Definition: slope_type.h:64
MakeLake
static bool MakeLake(TileIndex tile, void *user_data)
Make a connected lake; fill all tiles in the circular tile search that are connected.
Definition: landscape.cpp:1027
GWP_RIVER
@ GWP_RIVER
Create the rivers.
Definition: genworld.h:72
MakeRiverAndModifyDesertZoneAround
void MakeRiverAndModifyDesertZoneAround(TileIndex tile)
Make a river tile and remove desert directly around it.
Definition: water_cmd.cpp:442
TileVirtXY
static debug_inline TileIndex TileVirtXY(uint x, uint y)
Get a tile from the virtual XY-coordinate.
Definition: map_func.h:416
TileInfo::x
int x
X position of the tile in unit coordinates.
Definition: tile_cmd.h:44
TimerGameCalendar::date
static Date date
Current date in days (day counter).
Definition: timer_game_calendar.h:34
TileInfo::tile
TileIndex tile
Tile index.
Definition: tile_cmd.h:47
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition: settings_type.h:595
GameCreationSettings::land_generator
uint8_t land_generator
the landscape generator
Definition: settings_type.h:357
ClearSnowLine
void ClearSnowLine()
Clear the variable snow line table and free the memory.
Definition: landscape.cpp:640
SlopeWithOneCornerRaised
Slope SlopeWithOneCornerRaised(Corner corner)
Returns the slope with a specific corner raised.
Definition: slope_func.h:99
TILE_PIXELS
static const uint TILE_PIXELS
Pixel distance between tile columns/rows in #ZOOM_BASE.
Definition: tile_type.h:17
GetSnowLine
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:608
IsTileType
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition: tile_map.h:150
FileToSaveLoad::detail_ftype
DetailedFileType detail_ftype
Concrete file type (PNG, BMP, old save, etc).
Definition: saveload.h:404
SLOPE_NWS
@ SLOPE_NWS
north, west and south corner are raised
Definition: slope_type.h:62
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:328
TROPICZONE_NORMAL
@ TROPICZONE_NORMAL
Normal tropiczone.
Definition: tile_type.h:77
Clamp
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition: math_func.hpp:79
TileX
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition: map_func.h:427
River_UserData::main_river
bool main_river
Whether the current river is a big river that others flow into.
Definition: landscape.cpp:1214
HighestSnowLine
uint8_t HighestSnowLine()
Get the highest possible snow line height, either variable or static.
Definition: landscape.cpp:621
PM_UNPAUSED
@ PM_UNPAUSED
A normal unpaused game.
Definition: openttd.h:69
Sprite::data
uint8_t data[]
Sprite data.
Definition: spritecache.h:22
InverseRemapCoords
Point InverseRemapCoords(int x, int y)
Map 2D viewport or smallmap coordinate to 3D world or tile coordinate.
Definition: landscape.h:109
AXIS_Y
@ AXIS_Y
The y axis.
Definition: direction_type.h:118
CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY
static const uint CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY
Value for custom sea level in difficulty settings.
Definition: genworld.h:47
_tile_type_road_procs
const TileTypeProcs _tile_type_road_procs
Tile callback functions for road tiles.
Definition: landscape.cpp:50
RiverMakeWider
static bool RiverMakeWider(TileIndex tile, void *data)
Widen a river by expanding into adjacent tiles via circular tile search.
Definition: landscape.cpp:1050
ClearedObjectArea
Keeps track of removed objects during execution/testruns of commands.
Definition: object_base.h:84
Company
Definition: company_base.h:133
IsSlopeWithOneCornerRaised
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition: slope_func.h:88
IsCanal
bool IsCanal(Tile t)
Is it a canal tile?
Definition: water_map.h:172
aystar.h
OnTick_LinkGraph
void OnTick_LinkGraph()
Spawn or join a link graph job or compress a link graph if any link graph is due to do so.
Definition: linkgraphschedule.cpp:205
Sprite
Data structure describing a sprite.
Definition: spritecache.h:17
GetTropicZone
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition: tile_map.h:238
IsRiver
bool IsRiver(Tile t)
Is it a river water tile?
Definition: water_map.h:183
INVALID_TRACKDIR
@ INVALID_TRACKDIR
Flag for an invalid trackdir.
Definition: track_type.h:86
TileAddByDiagDir
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition: map_func.h:606
GetInclinedSlopeDirection
DiagDirection GetInclinedSlopeDirection(Slope s)
Returns the direction of an inclined slope.
Definition: slope_func.h:239
SetTropicZone
void SetTropicZone(Tile tile, TropicZone type)
Set the tropic zone.
Definition: tile_map.h:225
SLOPE_STEEP_N
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition: slope_type.h:69
GenerateLandscape
bool GenerateLandscape(uint8_t mode)
Definition: landscape.cpp:1549
LoadHeightmap
bool LoadHeightmap(DetailedFileType dft, const char *filename)
Load a heightmap from file and change the map in its current dimensions to a landscape representing t...
Definition: heightmap.cpp:506
GetTileSlopeZ
std::tuple< Slope, int > GetTileSlopeZ(TileIndex tile)
Return the slope of a given tile inside the map.
Definition: tile_map.cpp:55
Map::SizeY
static uint SizeY()
Get the size of the map along the Y.
Definition: map_func.h:279
OppositeCorner
Corner OppositeCorner(Corner corner)
Returns the opposite corner.
Definition: slope_func.h:184
RunTileLoop
void RunTileLoop()
Gradually iterate over all tiles on the map, calling their TileLoopProcs once every TILE_UPDATE_FREQU...
Definition: landscape.cpp:767
EXPENSES_CONSTRUCTION
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition: economy_type.h:173
SNOW_LINE_MONTHS
static const uint SNOW_LINE_MONTHS
Number of months in the snow line table.
Definition: landscape.h:16