OpenTTD Source 20260129-master-g2bb01bd0e4
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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
12#include "stdafx.h"
13#include "heightmap.h"
14#include "clear_map.h"
15#include "spritecache.h"
16#include "station_map.h"
17#include "viewport_func.h"
18#include "command_func.h"
19#include "landscape.h"
20#include "void_map.h"
21#include "tgp.h"
22#include "genworld.h"
23#include "fios.h"
24#include "error_func.h"
27#include "water.h"
28#include "effectvehicle_func.h"
29#include "landscape_type.h"
30#include "animated_tile_func.h"
31#include "core/random_func.hpp"
32#include "object_base.h"
33#include "tree_cmd.h"
34#include "company_func.h"
35#include "company_gui.h"
36#include "saveload/saveload.h"
37#include "framerate_type.h"
38#include "landscape_cmd.h"
39#include "terraform_cmd.h"
40#include "station_func.h"
43
44#include "table/strings.h"
45#include "table/sprites.h"
46
47#include <unordered_set>
48
49#include "safeguards.h"
50
51extern const TileTypeProcs
52 _tile_type_clear_procs,
53 _tile_type_rail_procs,
56 _tile_type_trees_procs,
57 _tile_type_station_procs,
58 _tile_type_water_procs,
59 _tile_type_void_procs,
60 _tile_type_industry_procs,
61 _tile_type_tunnelbridge_procs,
62 _tile_type_object_procs;
63
70 &_tile_type_clear_procs, // Callback functions for TileType::Clear tiles
71 &_tile_type_rail_procs, // Callback functions for TileType::Railway tiles
72 &_tile_type_road_procs, // Callback functions for TileType::Road tiles
73 &_tile_type_town_procs, // Callback functions for TileType::House tiles
74 &_tile_type_trees_procs, // Callback functions for TileType::Trees tiles
75 &_tile_type_station_procs, // Callback functions for TileType::Station tiles
76 &_tile_type_water_procs, // Callback functions for TileType::Water tiles
77 &_tile_type_void_procs, // Callback functions for TileType::Void tiles
78 &_tile_type_industry_procs, // Callback functions for TileType::Industry tiles
79 &_tile_type_tunnelbridge_procs, // Callback functions for TileType::TunnelBridge tiles
80 &_tile_type_object_procs, // Callback functions for TileType::Object tiles
81 /* Explicitly initialize invalid elements to make sure that they are nullptr. */
82 nullptr,
83 nullptr,
84 nullptr,
85 nullptr,
86 nullptr,
87};
88
90extern const uint8_t _slope_to_sprite_offset[32] = {
91 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0,
92 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0,
93};
94
95static const uint TILE_UPDATE_FREQUENCY_LOG = 8;
97
106static std::unique_ptr<SnowLine> _snow_line;
107
121Point InverseRemapCoords2(int x, int y, bool clamp_to_map, bool *clamped)
122{
123 if (clamped != nullptr) *clamped = false; // Not clamping yet.
124
125 /* Initial x/y world coordinate is like if the landscape
126 * was completely flat on height 0. */
127 Point pt = InverseRemapCoords(x, y);
128
129 const uint min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
130 const uint max_x = Map::MaxX() * TILE_SIZE - 1;
131 const uint max_y = Map::MaxY() * TILE_SIZE - 1;
132
133 if (clamp_to_map) {
134 /* Bring the coordinates near to a valid range. At the top we allow a number
135 * of extra tiles. This is mostly due to the tiles on the north side of
136 * the map possibly being drawn higher due to the extra height levels. */
138 Point old_pt = pt;
139 pt.x = Clamp(pt.x, -extra_tiles * TILE_SIZE, max_x);
140 pt.y = Clamp(pt.y, -extra_tiles * TILE_SIZE, max_y);
141 if (clamped != nullptr) *clamped = (pt.x != old_pt.x) || (pt.y != old_pt.y);
142 }
143
144 /* Now find the Z-world coordinate by fix point iteration.
145 * This is a bit tricky because the tile height is non-continuous at foundations.
146 * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
147 * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
148 * So give it a z-malus of 4 in the first iterations. */
149 int z = 0;
150 if (clamp_to_map) {
151 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;
152 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;
153 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;
154 } else {
155 for (int i = 0; i < 5; i++) z = GetSlopePixelZOutsideMap(pt.x + std::max(z, 4) - 4, pt.y + std::max(z, 4) - 4) / 2;
156 for (int m = 3; m > 0; m--) z = GetSlopePixelZOutsideMap(pt.x + std::max(z, m) - m, pt.y + std::max(z, m) - m) / 2;
157 for (int i = 0; i < 5; i++) z = GetSlopePixelZOutsideMap(pt.x + z, pt.y + z ) / 2;
158 }
159
160 pt.x += z;
161 pt.y += z;
162 if (clamp_to_map) {
163 Point old_pt = pt;
164 pt.x = Clamp(pt.x, min_coord, max_x);
165 pt.y = Clamp(pt.y, min_coord, max_y);
166 if (clamped != nullptr) *clamped = *clamped || (pt.x != old_pt.x) || (pt.y != old_pt.y);
167 }
168
169 return pt;
170}
171
181{
182 if (!IsFoundation(f)) return 0;
183
184 if (IsLeveledFoundation(f)) {
185 uint dz = 1 + (IsSteepSlope(s) ? 1 : 0);
186 s = SLOPE_FLAT;
187 return dz;
188 }
189
192 return 0;
193 }
194
197 return 0;
198 }
199
200 uint dz = IsSteepSlope(s) ? 1 : 0;
201 Corner highest_corner = GetHighestSlopeCorner(s);
202
203 switch (f) {
205 s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
206 break;
207
209 s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
210 break;
211
213 s = SlopeWithOneCornerRaised(highest_corner);
214 break;
215
217 s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
218 break;
219
220 default: NOT_REACHED();
221 }
222 return dz;
223}
224
225
238uint GetPartialPixelZ(int x, int y, Slope corners)
239{
240 if (IsHalftileSlope(corners)) {
241 /* A foundation is placed on half the tile at a specific corner. This means that,
242 * depending on the corner, that one half of the tile is at the maximum height. */
243 switch (GetHalftileSlopeCorner(corners)) {
244 case CORNER_W:
245 if (x > y) return GetSlopeMaxPixelZ(corners);
246 break;
247
248 case CORNER_S:
249 if (x + y >= (int)TILE_SIZE) return GetSlopeMaxPixelZ(corners);
250 break;
251
252 case CORNER_E:
253 if (x <= y) return GetSlopeMaxPixelZ(corners);
254 break;
255
256 case CORNER_N:
257 if (x + y < (int)TILE_SIZE) return GetSlopeMaxPixelZ(corners);
258 break;
259
260 default: NOT_REACHED();
261 }
262 }
263
264 switch (RemoveHalftileSlope(corners)) {
265 case SLOPE_FLAT: return 0;
266
267 /* One corner is up.*/
268 case SLOPE_N: return x + y <= (int)TILE_SIZE ? (TILE_SIZE - x - y) >> 1 : 0;
269 case SLOPE_E: return y >= x ? (1 + y - x) >> 1 : 0;
270 case SLOPE_S: return x + y >= (int)TILE_SIZE ? (1 + x + y - TILE_SIZE) >> 1 : 0;
271 case SLOPE_W: return x >= y ? (x - y) >> 1 : 0;
272
273 /* Two corners next to each other are up. */
274 case SLOPE_NE: return (TILE_SIZE - x) >> 1;
275 case SLOPE_SE: return (y + 1) >> 1;
276 case SLOPE_SW: return (x + 1) >> 1;
277 case SLOPE_NW: return (TILE_SIZE - y) >> 1;
278
279 /* Three corners are up on the same level. */
280 case SLOPE_ENW: return x + y >= (int)TILE_SIZE ? TILE_HEIGHT - ((1 + x + y - TILE_SIZE) >> 1) : TILE_HEIGHT;
281 case SLOPE_SEN: return y < x ? TILE_HEIGHT - ((x - y) >> 1) : TILE_HEIGHT;
282 case SLOPE_WSE: return x + y <= (int)TILE_SIZE ? TILE_HEIGHT - ((TILE_SIZE - x - y) >> 1) : TILE_HEIGHT;
283 case SLOPE_NWS: return x < y ? TILE_HEIGHT - ((1 + y - x) >> 1) : TILE_HEIGHT;
284
285 /* Two corners at opposite sides are up. */
286 case SLOPE_NS: return x + y < (int)TILE_SIZE ? (TILE_SIZE - x - y) >> 1 : (1 + x + y - TILE_SIZE) >> 1;
287 case SLOPE_EW: return x >= y ? (x - y) >> 1 : (1 + y - x) >> 1;
288
289 /* Very special cases. */
290 case SLOPE_ELEVATED: return TILE_HEIGHT;
291
292 /* Steep slopes. The top is at 2 * TILE_HEIGHT. */
293 case SLOPE_STEEP_N: return (TILE_SIZE - x + TILE_SIZE - y) >> 1;
294 case SLOPE_STEEP_E: return (TILE_SIZE + 1 + y - x) >> 1;
295 case SLOPE_STEEP_S: return (1 + x + y) >> 1;
296 case SLOPE_STEEP_W: return (TILE_SIZE + x - y) >> 1;
297
298 default: NOT_REACHED();
299 }
300}
301
313int GetSlopePixelZ(int x, int y, bool ground_vehicle)
314{
315 TileIndex tile = TileVirtXY(x, y);
316
317 return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y, ground_vehicle);
318}
319
329{
330 if (IsInsideBS(x, 0, Map::SizeX() * TILE_SIZE) && IsInsideBS(y, 0, Map::SizeY() * TILE_SIZE)) {
331 return GetSlopePixelZ(x, y, false);
332 } else {
333 return _tile_type_procs[TileType::Void]->get_slope_z_proc(INVALID_TILE, x, y, false);
334 }
335}
336
347{
348 assert(!IsHalftileSlope(tileh));
349 return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? 1 : 0) + (tileh == SteepSlope(corner) ? 1 : 0);
350}
351
364void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int &z1, int &z2)
365{
366 static const Slope corners[4][4] = {
367 /* corner | steep slope
368 * z1 z2 | z1 z2 */
369 {SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
370 {SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
371 {SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
372 {SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
373 };
374
375 int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
376 if (halftile_test == corners[edge][0]) z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
377 if (halftile_test == corners[edge][1]) z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.
378
379 if ((tileh & corners[edge][0]) != 0) z1 += TILE_HEIGHT; // z1 is raised
380 if ((tileh & corners[edge][1]) != 0) z2 += TILE_HEIGHT; // z2 is raised
381 if (RemoveHalftileSlope(tileh) == corners[edge][2]) z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
382 if (RemoveHalftileSlope(tileh) == corners[edge][3]) z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
383}
384
392std::tuple<Slope, int> GetFoundationSlope(TileIndex tile)
393{
394 auto [tileh, z] = GetTileSlopeZ(tile);
395 Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
396 z += ApplyFoundationToSlope(f, tileh);
397 return {tileh, z};
398}
399
400
401bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
402{
403 int z_W_here = z_here;
404 int z_N_here = z_here;
405 GetSlopePixelZOnEdge(slope_here, DIAGDIR_NW, z_W_here, z_N_here);
406
407 auto [slope, z] = GetFoundationPixelSlope(TileAddXY(tile, 0, -1));
408 int z_W = z;
409 int z_N = z;
410 GetSlopePixelZOnEdge(slope, DIAGDIR_SE, z_W, z_N);
411
412 return (z_N_here > z_N) || (z_W_here > z_W);
413}
414
415
416bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
417{
418 int z_E_here = z_here;
419 int z_N_here = z_here;
420 GetSlopePixelZOnEdge(slope_here, DIAGDIR_NE, z_E_here, z_N_here);
421
422 auto [slope, z] = GetFoundationPixelSlope(TileAddXY(tile, -1, 0));
423 int z_E = z;
424 int z_N = z;
425 GetSlopePixelZOnEdge(slope, DIAGDIR_SW, z_E, z_N);
426
427 return (z_N_here > z_N) || (z_E_here > z_E);
428}
429
436{
437 if (!IsFoundation(f)) return;
438
439 /* Two part foundations must be drawn separately */
440 assert(f != FOUNDATION_STEEP_BOTH);
441
442 uint sprite_block = 0;
443 auto [slope, z] = GetFoundationPixelSlope(ti->tile);
444
445 /* Select the needed block of foundations sprites
446 * Block 0: Walls at NW and NE edge
447 * Block 1: Wall at NE edge
448 * Block 2: Wall at NW edge
449 * Block 3: No walls at NW or NE edge
450 */
451 if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
452 if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
453
454 /* Use the original slope sprites if NW and NE borders should be visible */
455 SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * TRKFOUND_BLOCK_SIZE));
456 SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SLOPES_INCLINED_OFFSET + sprite_block * TRKFOUND_BLOCK_SIZE;
457 SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * HALFTILE_BLOCK_SIZE;
458
459 if (IsSteepSlope(ti->tileh)) {
461 /* Lower part of foundation */
462 static constexpr SpriteBounds bounds{{}, {TILE_SIZE, TILE_SIZE, TILE_HEIGHT - 1}, {}};
463 AddSortableSpriteToDraw(leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, *ti, bounds);
464 }
465
466 Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
467 ti->z += ApplyPixelFoundationToSlope(f, ti->tileh);
468
469 if (IsInclinedFoundation(f)) {
470 /* inclined foundation */
471 uint8_t inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
472
473 SpriteBounds bounds{{}, {1, 1, TILE_HEIGHT}, {}};
474 if (f == FOUNDATION_INCLINED_X) bounds.extent.x = TILE_SIZE;
475 if (f == FOUNDATION_INCLINED_Y) bounds.extent.y = TILE_SIZE;
476 AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, *ti, bounds);
477 OffsetGroundSprite(0, 0);
478 } else if (IsLeveledFoundation(f)) {
479 static constexpr SpriteBounds bounds{{0, 0, -(int)TILE_HEIGHT}, {TILE_SIZE, TILE_SIZE, TILE_HEIGHT - 1}, {}};
480 AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, *ti, bounds);
482 } else if (f == FOUNDATION_STEEP_LOWER) {
483 /* one corner raised */
485 } else {
486 /* halftile foundation */
487 int8_t x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? TILE_SIZE / 2 : 0);
488 int8_t y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? TILE_SIZE / 2 : 0);
489
490 SpriteBounds bounds{{x_bb, y_bb, TILE_HEIGHT}, {TILE_SIZE / 2, TILE_SIZE / 2, TILE_HEIGHT - 1}, {}};
491 AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, *ti, bounds);
492 /* Reposition ground sprite back to original position after bounding box change above. This is similar to
493 * RemapCoords() but without zoom scaling. */
494 Point pt = {(y_bb - x_bb) * 2, y_bb + x_bb};
495 OffsetGroundSprite(-pt.x, -pt.y);
496 }
497 } else {
498 if (IsLeveledFoundation(f)) {
499 /* leveled foundation */
500 static constexpr SpriteBounds bounds{{}, {TILE_SIZE, TILE_SIZE, TILE_HEIGHT - 1}, {}};
501 AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, *ti, bounds);
503 } else if (IsNonContinuousFoundation(f)) {
504 /* halftile foundation */
505 Corner halftile_corner = GetHalftileFoundationCorner(f);
506 int8_t x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? TILE_SIZE / 2 : 0);
507 int8_t y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? TILE_SIZE / 2 : 0);
508
509 SpriteBounds bounds{{x_bb, y_bb, 0}, {TILE_SIZE / 2, TILE_SIZE / 2, TILE_HEIGHT - 1}, {}};
510 AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, *ti, bounds);
511 /* Reposition ground sprite back to original position after bounding box change above. This is similar to
512 * RemapCoords() but without zoom scaling. */
513 Point pt = {(y_bb - x_bb) * 2, y_bb + x_bb};
514 OffsetGroundSprite(-pt.x, -pt.y);
515 } else if (IsSpecialRailFoundation(f)) {
516 /* anti-zig-zag foundation */
517 SpriteID spr;
518 if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) {
519 /* half of leveled foundation under track corner */
521 } else {
522 /* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
523 spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0);
524 }
525 static constexpr SpriteBounds bounds{{}, {TILE_SIZE, TILE_SIZE, TILE_HEIGHT - 1}, {}};
526 AddSortableSpriteToDraw(spr, PAL_NONE, *ti, bounds);
527 OffsetGroundSprite(0, 0);
528 } else {
529 /* inclined foundation */
530 uint8_t inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
531
532 SpriteBounds bounds{{}, {1, 1, TILE_HEIGHT}, {}};
533 if (f == FOUNDATION_INCLINED_X) bounds.extent.x = TILE_SIZE;
534 if (f == FOUNDATION_INCLINED_Y) bounds.extent.y = TILE_SIZE;
535 AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, *ti, bounds);
536 OffsetGroundSprite(0, 0);
537 }
538 ti->z += ApplyPixelFoundationToSlope(f, ti->tileh);
539 }
540}
541
542void DoClearSquare(TileIndex tile)
543{
544 /* If the tile can have animation and we clear it, delete it from the animated tile list. */
545 if (MayAnimateTile(tile)) DeleteAnimatedTile(tile, true);
546
547 bool remove = IsDockingTile(tile);
550 if (remove) RemoveDockingTile(tile);
551
554}
555
566TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
567{
568 return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode, side);
569}
570
577void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
578{
579 _tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_owner, new_owner);
580}
581
582void GetTileDesc(TileIndex tile, TileDesc &td)
583{
584 _tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
585}
586
593{
594 return _snow_line != nullptr;
595}
596
602void SetSnowLine(std::unique_ptr<SnowLine> &&snow_line)
603{
604 _snow_line = std::move(snow_line);
605}
606
612uint8_t GetSnowLine()
613{
615
616 TimerGameCalendar::YearMonthDay ymd = TimerGameCalendar::ConvertDateToYMD(TimerGameCalendar::date);
617 return _snow_line->table[ymd.month][ymd.day];
618}
619
626{
627 return _snow_line == nullptr ? _settings_game.game_creation.snow_line_height : _snow_line->highest_value;
628}
629
636{
637 return _snow_line == nullptr ? _settings_game.game_creation.snow_line_height : _snow_line->lowest_value;
638}
639
645{
646 _snow_line = nullptr;
647}
648
654{
655 auto check_tile = [](uint x, uint y) -> bool {
656 auto [slope, h] = GetTilePixelSlopeOutsideMap(x, y);
657 return ((slope == SLOPE_FLAT) && (h == 0));
658 };
659
660 /* Check the map corners. */
661 if (!check_tile(0, 0)) return false;
662 if (!check_tile(0, Map::SizeY())) return false;
663 if (!check_tile(Map::SizeX(), 0)) return false;
664 if (!check_tile(Map::SizeX(), Map::SizeY())) return false;
665
666 /* Check the map edges.*/
667 for (uint x = 0; x <= Map::SizeX(); x++) {
668 if (!check_tile(x, 0)) return false;
669 if (!check_tile(x, Map::SizeY())) return false;
670 }
671 for (uint y = 1; y < Map::SizeY(); y++) {
672 if (!check_tile(0, y)) return false;
673 if (!check_tile(Map::SizeX(), y)) return false;
674 }
675
676 return true;
677}
678
686{
688 bool do_clear = false;
689 /* Test for stuff which results in water when cleared. Then add the cost to also clear the water. */
690 if (flags.Test(DoCommandFlag::ForceClearTile) && HasTileWaterClass(tile) && IsTileOnWater(tile) && !IsWaterTile(tile) && !IsCoastTile(tile)) {
691 if (flags.Test(DoCommandFlag::Auto) && GetWaterClass(tile) == WaterClass::Canal) return CommandCost(STR_ERROR_MUST_DEMOLISH_CANAL_FIRST);
692 /* Buoy tiles are special as they can be cleared by anyone, but the underlying tile shouldn't be cleared if it has a different owner. */
693 if (!IsBuoyTile(tile) || GetTileOwner(tile) == _current_company) {
694 do_clear = true;
696 }
697 }
698
700 if (c != nullptr && (int)GB(c->clear_limit, 16, 16) < 1) {
701 return CommandCost(STR_ERROR_CLEARING_LIMIT_REACHED);
702 }
703
704 const ClearedObjectArea *coa = FindClearedObject(tile);
705
706 /* If this tile was the first tile which caused object destruction, always
707 * pass it on to the tile_type_proc. That way multiple test runs and the exec run stay consistent. */
708 if (coa != nullptr && coa->first_tile != tile) {
709 /* If this tile belongs to an object which was already cleared via another tile, pretend it has been
710 * already removed.
711 * However, we need to check stuff, which is not the same for all object tiles. (e.g. being on water or not) */
712
713 /* If a object is removed, it leaves either bare land or water. */
714 if (flags.Test(DoCommandFlag::NoWater) && HasTileWaterClass(tile) && IsTileOnWater(tile)) {
715 return CommandCost(STR_ERROR_CAN_T_BUILD_ON_WATER);
716 }
717 } else {
718 cost.AddCost(_tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags));
719 }
720
721 if (flags.Test(DoCommandFlag::Execute)) {
722 if (c != nullptr) c->clear_limit -= 1 << 16;
723 if (do_clear) {
724 if (IsWaterTile(tile) && IsCanal(tile)) {
725 Owner owner = GetTileOwner(tile);
726 if (Company::IsValidID(owner)) {
727 Company::Get(owner)->infrastructure.water--;
729 }
730 }
731 DoClearSquare(tile);
733 }
734 }
735 return cost;
736}
737
746std::tuple<CommandCost, Money> CmdClearArea(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, bool diagonal)
747{
748 if (start_tile >= Map::Size()) return { CMD_ERROR, 0 };
749
752 CommandCost last_error = CMD_ERROR;
753 bool had_success = false;
754
756 int limit = (c == nullptr ? INT32_MAX : GB(c->clear_limit, 16, 16));
757
758 if (tile != start_tile) flags.Set(DoCommandFlag::ForceClearTile);
759
760 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
761 for (; *iter != INVALID_TILE; ++(*iter)) {
762 TileIndex t = *iter;
764 if (ret.Failed()) {
765 last_error = std::move(ret);
766
767 /* We may not clear more tiles. */
768 if (c != nullptr && GB(c->clear_limit, 16, 16) < 1) break;
769 continue;
770 }
771
772 had_success = true;
773 if (flags.Test(DoCommandFlag::Execute)) {
774 money -= ret.GetCost();
775 if (ret.GetCost() > 0 && money < 0) {
776 return { cost, ret.GetCost() };
777 }
779
780 /* draw explosion animation...
781 * Disable explosions when game is paused. Looks silly and blocks the view. */
782 if ((t == tile || t == start_tile) && _pause_mode.None()) {
783 /* big explosion in two corners, or small explosion for single tiles */
785 TileX(tile) == TileX(start_tile) && TileY(tile) == TileY(start_tile) ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
786 );
787 }
788 } else {
789 /* When we're at the clearing limit we better bail (unneed) testing as well. */
790 if (ret.GetCost() != 0 && --limit <= 0) break;
791 }
792 cost.AddCost(ret.GetCost());
793 }
794
795 return { had_success ? cost : last_error, 0 };
796}
797
798
799TileIndex _cur_tileloop_tile;
800
805{
807
808 /* The pseudorandom sequence of tiles is generated using a Galois linear feedback
809 * shift register (LFSR). This allows a deterministic pseudorandom ordering, but
810 * still with minimal state and fast iteration. */
811
812 /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 24-bit (for 4096x4096 maps).
813 * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */
814 static const uint32_t feedbacks[] = {
815 0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87
816 };
817 static_assert(lengthof(feedbacks) == 2 * MAX_MAP_SIZE_BITS - 2 * MIN_MAP_SIZE_BITS + 1);
818 const uint32_t feedback = feedbacks[Map::LogX() + Map::LogY() - 2 * MIN_MAP_SIZE_BITS];
819
820 /* We update every tile every TILE_UPDATE_FREQUENCY ticks, so divide the map size by 2^TILE_UPDATE_FREQUENCY_LOG = TILE_UPDATE_FREQUENCY */
821 static_assert(2 * MIN_MAP_SIZE_BITS >= TILE_UPDATE_FREQUENCY_LOG);
822 uint count = 1 << (Map::LogX() + Map::LogY() - TILE_UPDATE_FREQUENCY_LOG);
823
824 TileIndex tile = _cur_tileloop_tile;
825 /* The LFSR cannot have a zeroed state. */
826 assert(tile != 0);
827
828 /* Manually update tile 0 every TILE_UPDATE_FREQUENCY ticks - the LFSR never iterates over it itself. */
830 _tile_type_procs[GetTileType(0)]->tile_loop_proc(TileIndex{});
831 count--;
832 }
833
834 while (count--) {
835 _tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
836
837 /* Get the next tile in sequence using a Galois LFSR. */
838 tile = TileIndex{(tile.base() >> 1) ^ (-(int32_t)(tile.base() & 1) & feedback)};
839 }
840
841 _cur_tileloop_tile = tile;
842}
843
844void InitializeLandscape()
845{
846 for (uint y = _settings_game.construction.freeform_edges ? 1 : 0; y < Map::MaxY(); y++) {
847 for (uint x = _settings_game.construction.freeform_edges ? 1 : 0; x < Map::MaxX(); x++) {
848 MakeClear(TileXY(x, y), CLEAR_GRASS, 3);
849 SetTileHeight(TileXY(x, y), 0);
852 }
853 }
854
855 for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, Map::MaxY()));
856 for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(Map::MaxX(), y));
857}
858
859static const uint8_t _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 };
860static const uint8_t _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 };
861
862static void GenerateTerrain(int type, uint flag)
863{
864 uint32_t r = Random();
865
866 /* Choose one of the templates from the graphics file. */
867 const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + SPR_MAPGEN_BEGIN, SpriteType::MapGen);
868 if (templ == nullptr) UserError("Map generator sprites could not be loaded");
869
870 /* Chose a random location to apply the template to. */
871 uint x = r & Map::MaxX();
872 uint y = (r >> Map::LogX()) & Map::MaxY();
873
874 /* Make sure the template is not too close to the upper edges; bottom edges are checked later. */
875 uint edge_distance = 1 + (_settings_game.construction.freeform_edges ? 1 : 0);
876 if (x <= edge_distance || y <= edge_distance) return;
877
878 DiagDirection direction = (DiagDirection)GB(r, 22, 2);
879 uint w = templ->width;
880 uint h = templ->height;
881
882 if (DiagDirToAxis(direction) == AXIS_Y) std::swap(w, h);
883
884 const uint8_t *p = reinterpret_cast<const uint8_t *>(templ->data);
885
886 if ((flag & 4) != 0) {
887 /* This is only executed in secondary/tertiary loops to generate the terrain for arctic and tropic.
888 * It prevents the templates to be applied to certain parts of the map based on the flags, thus
889 * creating regions with different elevations/topography. */
890 uint xw = x * Map::SizeY();
891 uint yw = y * Map::SizeX();
892 uint bias = (Map::SizeX() + Map::SizeY()) * 16;
893
894 switch (flag & 3) {
895 default: NOT_REACHED();
896 case 0:
897 if (xw + yw > Map::Size() - bias) return;
898 break;
899
900 case 1:
901 if (yw < xw + bias) return;
902 break;
903
904 case 2:
905 if (xw + yw < Map::Size() + bias) return;
906 break;
907
908 case 3:
909 if (xw < yw + bias) return;
910 break;
911 }
912 }
913
914 /* Ensure the template does not overflow at the bottom edges of the map; upper edges were checked before. */
915 if (x + w >= Map::MaxX()) return;
916 if (y + h >= Map::MaxY()) return;
917
918 TileIndex tile = TileXY(x, y);
919
920 /* Get the template and overlay in a particular direction over the map's height from the given
921 * origin point (tile), and update the map's height everywhere where the height from the template
922 * is higher than the height of the map. In other words, this only raises the tile heights. */
923 switch (direction) {
924 default: NOT_REACHED();
925 case DIAGDIR_NE:
926 do {
927 TileIndex tile_cur = tile;
928
929 for (uint w_cur = w; w_cur != 0; --w_cur) {
930 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
931 p++;
932 tile_cur += TileDiffXY(1, 0);
933 }
934 tile += TileDiffXY(0, 1);
935 } while (--h != 0);
936 break;
937
938 case DIAGDIR_SE:
939 do {
940 TileIndex tile_cur = tile;
941
942 for (uint h_cur = h; h_cur != 0; --h_cur) {
943 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
944 p++;
945 tile_cur += TileDiffXY(0, 1);
946 }
947 tile += TileDiffXY(1, 0);
948 } while (--w != 0);
949 break;
950
951 case DIAGDIR_SW:
952 tile += TileDiffXY(w - 1, 0);
953 do {
954 TileIndex tile_cur = tile;
955
956 for (uint w_cur = w; w_cur != 0; --w_cur) {
957 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
958 p++;
959 tile_cur -= TileDiffXY(1, 0);
960 }
961 tile += TileDiffXY(0, 1);
962 } while (--h != 0);
963 break;
964
965 case DIAGDIR_NW:
966 tile += TileDiffXY(0, h - 1);
967 do {
968 TileIndex tile_cur = tile;
969
970 for (uint h_cur = h; h_cur != 0; --h_cur) {
971 if (GB(*p, 0, 4) >= TileHeight(tile_cur)) SetTileHeight(tile_cur, GB(*p, 0, 4));
972 p++;
973 tile_cur -= TileDiffXY(0, 1);
974 }
975 tile += TileDiffXY(1, 0);
976 } while (--w != 0);
977 break;
978 }
979}
980
981
982#include "table/genland.h"
983
984static void CreateDesertOrRainForest(uint desert_tropic_line)
985{
986 uint update_freq = Map::Size() / 4;
987
988 for (const auto tile : Map::Iterate()) {
989 if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
990
991 if (!IsValidTile(tile)) continue;
992
993 auto allows_desert = [tile, desert_tropic_line](auto &offset) {
994 TileIndex t = AddTileIndexDiffCWrap(tile, offset);
995 return t == INVALID_TILE || (TileHeight(t) < desert_tropic_line && !IsTileType(t, TileType::Water));
996 };
997 if (std::all_of(std::begin(_make_desert_or_rainforest_data), std::end(_make_desert_or_rainforest_data), allows_desert)) {
999 }
1000 }
1001
1002 for (uint i = 0; i != TILE_UPDATE_FREQUENCY; i++) {
1004
1005 RunTileLoop();
1006 }
1007
1008 for (const auto tile : Map::Iterate()) {
1009 if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
1010
1011 if (!IsValidTile(tile)) continue;
1012
1013 auto allows_rainforest = [tile](auto &offset) {
1014 TileIndex t = AddTileIndexDiffCWrap(tile, offset);
1016 };
1017 if (std::all_of(std::begin(_make_desert_or_rainforest_data), std::end(_make_desert_or_rainforest_data), allows_rainforest)) {
1019 }
1020 }
1021}
1022
1028static bool FindSpring(TileIndex tile)
1029{
1030 if (!IsValidTile(tile)) return false;
1031
1032 int reference_height;
1033 if (!IsTileFlat(tile, &reference_height) || IsWaterTile(tile)) return false;
1034
1035 /* In the tropics rivers start in the rainforest. */
1037
1038 /* Rivers begin where water flows off hillsides and collects at the bottom. */
1039 uint max_hill_distance = 1;
1040 uint required_num_hills = 3;
1041
1042 /* If we don't have many hills, loosen the standards so we still get rivers. */
1043 if (_settings_game.difficulty.terrain_type < GenworldMaxHeight::Hilly) {
1044 max_hill_distance = 3;
1045 required_num_hills = 1;
1046 };
1047
1048 uint num_hills = 0;
1049 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1050 TileIndex check_tile = tile;
1051 for (uint i = 0; i < max_hill_distance; i++) {
1052 check_tile = TileAddByDiagDir(check_tile, d);
1053 if (!IsValidTile(check_tile)) break;
1054 if (GetTileMaxZ(check_tile) > reference_height) {
1055 num_hills++;
1056 break;
1057 }
1058 }
1059 }
1060
1061 return num_hills >= required_num_hills;
1062}
1063
1070static bool IsValidRiverTerminusTile(TileIndex tile, uint height)
1071{
1072 if (!IsValidTile(tile) || TileHeight(tile) != height || !IsTileFlat(tile)) return false;
1074
1075 return true;
1076}
1077
1083static void MakeLake(TileIndex lake_centre, uint height_lake)
1084{
1086 uint diameter = RandomRange(8) + 3;
1087
1088 /* Run the loop twice, so artefacts from going circular in one direction get (mostly) hidden. */
1089 for (uint loops = 0; loops < 2; ++loops) {
1090 for (TileIndex tile : SpiralTileSequence(lake_centre, diameter)) {
1091 if (!IsValidRiverTerminusTile(tile, height_lake)) continue;
1092 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1093 TileIndex t = tile + TileOffsByDiagDir(d);
1094 if (IsWaterTile(t)) {
1096 break;
1097 }
1098 }
1099 }
1100 }
1101}
1102
1109static void MakeWetlands(TileIndex centre, uint height, uint river_length)
1110{
1112
1113 uint diameter = std::max((river_length), 16u);
1114
1115 /* Some wetlands have trees planted among the water tiles. */
1116 bool has_trees = Chance16(1, 2);
1117
1118 /* Create the main wetland area. */
1119 for (TileIndex tile : SpiralTileSequence(centre, diameter)) {
1120 if (!IsValidRiverTerminusTile(tile, height)) continue;
1121
1122 /* Don't make a perfect square, but a circle with a noisy border. */
1123 uint radius = diameter / 2;
1124 if ((DistanceSquare(tile, centre) > radius * radius) && Chance16(3, 4)) continue;
1125
1126 if (Chance16(1, 3)) {
1127 /* This tile is water. */
1129 } else if (IsTileType(tile, TileType::Clear)) {
1130 /* This tile is ground, which we always make rough. */
1132 /* Maybe place trees? */
1134 PlaceTree(tile, Random(), true);
1135 }
1136 }
1137 }
1138}
1139
1147{
1148 if (!IsValidTile(tile)) return false;
1149
1150 /* We don't want to end the river at the entry of the valley. */
1151 if (tile == begin) return false;
1152
1153 /* We don't want the river to end in the desert. */
1155
1156 /* Only end on flat slopes. */
1157 int height_lake;
1158 if (!IsTileFlat(tile, &height_lake)) return false;
1159
1160 /* Only build at the height of the river. */
1161 int height_begin = TileHeight(begin);
1162 if (height_lake != height_begin) return false;
1163
1164 /* Checks successful, time to build.
1165 * Chance of water feature is split evenly between a lake, a wetland with trees, and a wetland with grass. */
1166 if (Chance16(1, 3)) {
1167 MakeLake(tile, height_lake);
1168 } else {
1169 MakeWetlands(tile, height_lake, DistanceManhattan(tile, begin));
1170 }
1171
1172 /* This is the new end of the river. */
1173 return true;
1174}
1175
1181void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
1182{
1183 /* Don't expand into void tiles. */
1184 if (!IsValidTile(tile)) return;
1185
1186 /* If the tile is already sea or river, don't expand. */
1187 if (IsWaterTile(tile)) return;
1188
1189 /* If the tile is at height 0 after terraforming but the ocean hasn't flooded yet, don't build river. */
1190 if (GetTileMaxZ(tile) == 0) return;
1191
1192 Slope cur_slope = GetTileSlope(tile);
1193 Slope desired_slope = GetTileSlope(origin_tile); // Initialize matching the origin tile as a shortcut if no terraforming is needed.
1194
1195 /* Never flow uphill. */
1196 if (GetTileMaxZ(tile) > GetTileMaxZ(origin_tile)) return;
1197
1198 /* If the new tile can't hold a river tile, try terraforming. */
1199 if (!IsTileFlat(tile) && !IsInclinedSlope(cur_slope)) {
1200 /* Don't try to terraform steep slopes. */
1201 if (IsSteepSlope(cur_slope)) return;
1202
1203 bool flat_river_found = false;
1204 bool sloped_river_found = false;
1205
1206 /* There are two common possibilities:
1207 * 1. River flat, adjacent tile has one corner lowered.
1208 * 2. River descending, adjacent tile has either one or three corners raised.
1209 */
1210
1211 /* First, determine the desired slope based on adjacent river tiles. This doesn't necessarily match the origin tile for the SpiralTileSequence. */
1212 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1213 TileIndex other_tile = TileAddByDiagDir(tile, d);
1214 Slope other_slope = GetTileSlope(other_tile);
1215
1216 /* Only consider river tiles. */
1217 if (IsWaterTile(other_tile) && IsRiver(other_tile)) {
1218 /* If the adjacent river tile flows downhill, we need to check where we are relative to the slope. */
1219 if (IsInclinedSlope(other_slope) && GetTileMaxZ(tile) == GetTileMaxZ(other_tile)) {
1220 /* Check for a parallel slope. If we don't find one, we're above or below the slope instead. */
1223 desired_slope = other_slope;
1224 sloped_river_found = true;
1225 break;
1226 }
1227 }
1228 /* If we find an adjacent river tile, remember it. We'll terraform to match it later if we don't find a slope. */
1229 if (IsTileFlat(other_tile)) flat_river_found = true;
1230 }
1231 }
1232 /* We didn't find either an inclined or flat river, so we're climbing the wrong slope. Bail out. */
1233 if (!sloped_river_found && !flat_river_found) return;
1234
1235 /* We didn't find an inclined river, but there is a flat river. */
1236 if (!sloped_river_found && flat_river_found) desired_slope = SLOPE_FLAT;
1237
1238 /* Now that we know the desired slope, it's time to terraform! */
1239
1240 /* If the river is flat and the adjacent tile has one corner lowered, we want to raise it. */
1241 if (desired_slope == SLOPE_FLAT && IsSlopeWithThreeCornersRaised(cur_slope)) {
1242 /* Make sure we're not affecting an existing river slope tile. */
1243 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1244 TileIndex other_tile = TileAddByDiagDir(tile, d);
1245 if (IsInclinedSlope(GetTileSlope(other_tile)) && IsWaterTile(other_tile)) return;
1246 }
1248
1249 /* If the river is descending and the adjacent tile has either one or three corners raised, we want to make it match the slope. */
1250 } else if (IsInclinedSlope(desired_slope)) {
1251 /* Don't break existing flat river tiles by terraforming under them. */
1252 DiagDirection river_direction = ReverseDiagDir(GetInclinedSlopeDirection(desired_slope));
1253
1254 for (DiagDirDiff d = DIAGDIRDIFF_BEGIN; d < DIAGDIRDIFF_END; d++) {
1255 /* We don't care about downstream or upstream tiles, just the riverbanks. */
1256 if (d == DIAGDIRDIFF_SAME || d == DIAGDIRDIFF_REVERSE) continue;
1257
1258 TileIndex other_tile = (TileAddByDiagDir(tile, ChangeDiagDir(river_direction, d)));
1259 if (IsWaterTile(other_tile) && IsRiver(other_tile) && IsTileFlat(other_tile)) return;
1260 }
1261
1262 /* Get the corners which are different between the current and desired slope. */
1263 Slope to_change = cur_slope ^ desired_slope;
1264
1265 /* Lower unwanted corners first. If only one corner is raised, no corners need lowering. */
1266 if (!IsSlopeWithOneCornerRaised(cur_slope)) {
1267 to_change = to_change & ComplementSlope(desired_slope);
1269 }
1270
1271 /* Now check the match and raise any corners needed. */
1272 cur_slope = GetTileSlope(tile);
1273 if (cur_slope != desired_slope && IsSlopeWithOneCornerRaised(cur_slope)) {
1274 to_change = cur_slope ^ desired_slope;
1276 }
1277 }
1278 /* Update cur_slope after possibly terraforming. */
1279 cur_slope = GetTileSlope(tile);
1280 }
1281
1282 /* Sloped rivers need water both upstream and downstream. */
1283 if (IsInclinedSlope(cur_slope)) {
1284 DiagDirection slope_direction = GetInclinedSlopeDirection(cur_slope);
1285
1286 TileIndex upstream_tile = TileAddByDiagDir(tile, slope_direction);
1287 TileIndex downstream_tile = TileAddByDiagDir(tile, ReverseDiagDir(slope_direction));
1288
1289 /* Don't look outside the map. */
1290 if (!IsValidTile(upstream_tile) || !IsValidTile(downstream_tile)) return;
1291
1292 /* Downstream might be new ocean created by our terraforming, and it hasn't flooded yet. */
1293 bool downstream_is_ocean = GetTileZ(downstream_tile) == 0 && (GetTileSlope(downstream_tile) == SLOPE_FLAT || IsSlopeWithOneCornerRaised(GetTileSlope(downstream_tile)));
1294
1295 /* If downstream is dry, flat, and not ocean, try making it a river tile. */
1296 if (!IsWaterTile(downstream_tile) && !downstream_is_ocean) {
1297 /* If the tile upstream isn't flat, don't bother. */
1298 if (GetTileSlope(downstream_tile) != SLOPE_FLAT) return;
1299
1300 MakeRiverAndModifyDesertZoneAround(downstream_tile);
1301 }
1302
1303 /* If upstream is dry and flat, try making it a river tile. */
1304 if (!IsWaterTile(upstream_tile)) {
1305 /* If the tile upstream isn't flat, don't bother. */
1306 if (GetTileSlope(upstream_tile) != SLOPE_FLAT) return;
1307
1309 }
1310 }
1311
1312 /* If the tile slope matches the desired slope, add a river tile. */
1313 if (cur_slope == desired_slope) {
1315 }
1316}
1317
1325{
1326 assert(DistanceManhattan(begin, end) == 1);
1327
1328 auto [slope_end, height_end] = GetTileSlopeZ(end);
1329
1330 /* Slope either is inclined or flat; rivers don't support other slopes. */
1331 if (slope_end != SLOPE_FLAT && !IsInclinedSlope(slope_end)) return false;
1332
1333 auto [slope_begin, height_begin] = GetTileSlopeZ(begin);
1334
1335 /* It can't flow uphill. */
1336 if (height_end > height_begin) return false;
1337
1338 /* Slope continues, then it must be lower... */
1339 if (slope_end == slope_begin && height_end < height_begin) return true;
1340
1341 /* ... or either end must be flat. */
1342 return slope_end == SLOPE_FLAT || slope_begin == SLOPE_FLAT;
1343}
1344
1352static bool CountConnectedSeaTiles(TileIndex tile, std::unordered_set<TileIndex> &sea, const uint limit)
1353{
1354 /* This tile might not be sea. */
1355 if (!IsWaterTile(tile) || GetWaterClass(tile) != WaterClass::Sea || !IsTileFlat(tile)) return false;
1356
1357 /* If we've found an edge tile, we are "connected to the sea outside the map." */
1358 if (DistanceFromEdge(tile) <= 1) return true;
1359
1360 /* We have now evaluated this tile and don't want to check it again. */
1361 sea.insert(tile);
1362
1363 /* We might want to cut our search short if the size of the sea is "big enough".
1364 * Count this tile but don't check its neighbors. */
1365 if (sea.size() > limit) return false;
1366
1367 /* Count adjacent tiles using recusion. */
1368 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1369 TileIndex t = tile + TileOffsByDiagDir(d);
1370 if (IsValidTile(t) && !sea.contains(t)) {
1371 if (CountConnectedSeaTiles(t, sea, limit)) return true;
1372 }
1373 }
1374
1375 return false;
1376}
1377
1385static std::tuple<bool, bool> FlowRiver(TileIndex spring, TileIndex begin, uint min_river_length)
1386{
1387 if (IsWaterTile(begin)) {
1388 return { DistanceManhattan(spring, begin) > min_river_length, GetTileZ(begin) == 0 };
1389 }
1390
1391 int height_begin = TileHeight(begin);
1392
1393 std::unordered_set<TileIndex> marks;
1394 marks.insert(begin);
1395
1396 std::vector<TileIndex> queue;
1397 queue.push_back(begin);
1398
1399 /* Breadth first search for the closest tile we can flow down to.
1400 * We keep the queue to find the Nth tile for lake guessing. The tiles
1401 * in the queue are neatly ordered by insertion.
1402 */
1403 bool found = false;
1404 TileIndex end;
1405 for (size_t i = 0; i != queue.size(); i++) {
1406 end = queue[i];
1407
1408 int height_end;
1409 if (IsTileFlat(end, &height_end) && (height_end < height_begin || (height_end == height_begin && IsWaterTile(end)))) {
1410 if (IsWaterTile(end) && GetWaterClass(end) == WaterClass::Sea) {
1411 /* If we've found the sea, make sure it's large enough. Scale by the map size but set a cap to avoid performance issues on large maps. */
1412 const uint MAX_SEA_SIZE_THRESHOLD = 1024;
1413 const uint SEA_SIZE_THRESHOLD = std::min(static_cast<uint>(2 * std::sqrt(Map::SizeX() * Map::SizeY())), MAX_SEA_SIZE_THRESHOLD);
1414 std::unordered_set<TileIndex> sea;
1415 /* Count the connected tiles, if the sea is large we can end the river here. */
1416 bool found_edge = CountConnectedSeaTiles(end, sea, SEA_SIZE_THRESHOLD);
1417 if (found_edge || sea.size() > SEA_SIZE_THRESHOLD) {
1418 found = true;
1419 break;
1420 } else {
1421 /* Sea is too small, flatten it so the river keeps looking or forms a lake / wetland. */
1422 for (TileIndex sea_tile : sea) {
1424 Slope slope = ComplementSlope(GetTileSlope(sea_tile));
1426 }
1427 }
1428 } else {
1429 /* We've found a river. */
1430 found = true;
1431 break;
1432 }
1433 }
1434
1435 for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
1436 TileIndex t = end + TileOffsByDiagDir(d);
1437 if (IsValidTile(t) && !marks.contains(t) && RiverFlowsDown(end, t)) {
1438 marks.insert(t);
1439 queue.push_back(t);
1440 }
1441 }
1442 }
1443
1444 bool main_river = false;
1445 if (found) {
1446 /* Flow further down hill. */
1447 std::tie(found, main_river) = FlowRiver(spring, end, min_river_length);
1448 } else if (queue.size() > 32) {
1449 /* Maybe we can make a lake. Find the Nth of the considered tiles. */
1450 TileIndex lake_centre = queue[RandomRange(static_cast<uint32_t>(queue.size()))];
1451 if (DistanceManhattan(spring, lake_centre) > min_river_length) {
1452 if (TryMakeRiverTerminus(lake_centre, begin)) {
1453 /* If successful, this becomes the new end of the river. */
1454 end = lake_centre;
1455 found = true;
1456 }
1457 }
1458 }
1459
1460 if (found) YapfBuildRiver(begin, end, spring, main_river);
1461 return { found, main_river };
1462}
1463
1467static void CreateRivers()
1468{
1470 if (amount == 0) return;
1471
1473 const uint num_short_rivers = wells - std::max(1u, wells / 10);
1474 SetGeneratingWorldProgress(GWP_RIVER, wells + TILE_UPDATE_FREQUENCY / 64); // Include the tile loop calls below.
1475
1476 /* Try to create long rivers. */
1477 for (; wells > num_short_rivers; wells--) {
1479 bool done = false;
1480 for (int tries = 0; tries < 512; tries++) {
1481 for (auto t : SpiralTileSequence(RandomTile(), 8)) {
1482 if (FindSpring(t)) {
1483 done = std::get<0>(FlowRiver(t, t, _settings_game.game_creation.min_river_length * 4));
1484 break;
1485 }
1486 }
1487 if (done) break;
1488 }
1489 }
1490
1491 /* Try to create short rivers. */
1492 for (; wells != 0; wells--) {
1494 bool done = false;
1495 for (int tries = 0; tries < 128; tries++) {
1496 for (auto t : SpiralTileSequence(RandomTile(), 8)) {
1497 if (FindSpring(t)) {
1498 done = std::get<0>(FlowRiver(t, t, _settings_game.game_creation.min_river_length));
1499 break;
1500 }
1501 }
1502 if (done) break;
1503 }
1504 }
1505
1506 /* Widening rivers may have left some tiles requiring to be watered. */
1507 ConvertGroundTilesIntoWaterTiles();
1508
1509 /* Run tile loop to update the ground density. */
1510 for (uint i = 0; i != TILE_UPDATE_FREQUENCY; i++) {
1512 RunTileLoop();
1513 }
1514}
1515
1533static uint CalculateCoverageLine(uint coverage, uint edge_multiplier)
1534{
1535 /* Histogram of how many tiles per height level exist. */
1536 std::array<int, MAX_TILE_HEIGHT + 1> histogram = {};
1537 /* Histogram of how many neighbour tiles are lower than the tiles of the height level. */
1538 std::array<int, MAX_TILE_HEIGHT + 1> edge_histogram = {};
1539
1540 /* Build a histogram of the map height. */
1541 for (const auto tile : Map::Iterate()) {
1542 uint h = TileHeight(tile);
1543 histogram[h]++;
1544
1545 if (edge_multiplier != 0) {
1546 /* Check if any of our neighbours is below us. */
1547 for (DiagDirection dir = DIAGDIR_BEGIN; dir != DIAGDIR_END; dir++) {
1548 TileIndex neighbour_tile = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDiagDir(dir));
1549 if (IsValidTile(neighbour_tile) && TileHeight(neighbour_tile) < h) {
1550 edge_histogram[h]++;
1551 }
1552 }
1553 }
1554 }
1555
1556 /* The amount of land we have is the map size minus the first (sea) layer. */
1557 uint land_tiles = Map::Size() - histogram[0];
1558 int best_score = land_tiles;
1559
1560 /* Our goal is the coverage amount of the land-mass. */
1561 int goal_tiles = land_tiles * coverage / 100;
1562
1563 /* We scan from top to bottom. */
1564 uint h = MAX_TILE_HEIGHT;
1565 uint best_h = h;
1566
1567 int current_tiles = 0;
1568 for (; h > 0; h--) {
1569 current_tiles += histogram[h];
1570 int current_score = goal_tiles - current_tiles;
1571
1572 /* Tropic grows from water and mountains into the desert. This is a
1573 * great visual, but it also means we* need to take into account how
1574 * much less desert tiles are being created if we are on this
1575 * height-level. We estimate this based on how many neighbouring
1576 * tiles are below us for a given length, assuming that is where
1577 * tropic is growing from.
1578 */
1579 if (edge_multiplier != 0 && h > 1) {
1580 /* From water tropic tiles grow for a few tiles land inward. */
1581 current_score -= edge_histogram[1] * edge_multiplier;
1582 /* Tropic tiles grow into the desert for a few tiles. */
1583 current_score -= edge_histogram[h] * edge_multiplier;
1584 }
1585
1586 if (std::abs(current_score) < std::abs(best_score)) {
1587 best_score = current_score;
1588 best_h = h;
1589 }
1590
1591 /* Always scan all height-levels, as h == 1 might give a better
1592 * score than any before. This is true for example with 0% desert
1593 * coverage. */
1594 }
1595
1596 return best_h;
1597}
1598
1603{
1604 /* We do not have snow sprites on coastal tiles, so never allow "1" as height. */
1606}
1607
1612static uint8_t CalculateDesertLine()
1613{
1614 /* CalculateCoverageLine() runs from top to bottom, so we need to invert the coverage. */
1616}
1617
1618bool GenerateLandscape(uint8_t mode)
1619{
1620 /* Number of steps of landscape generation */
1621 static constexpr uint GLS_HEIGHTMAP = 3;
1622 static constexpr uint GLS_TERRAGENESIS = 4;
1623 static constexpr uint GLS_ORIGINAL = 2;
1624 static constexpr uint GLS_TROPIC = 12;
1625 static constexpr uint GLS_OTHER = 0;
1626 uint steps = (_settings_game.game_creation.landscape == LandscapeType::Tropic) ? GLS_TROPIC : GLS_OTHER;
1627
1628 if (mode == GWM_HEIGHTMAP) {
1629 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
1631 return false;
1632 }
1635 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
1637 } else {
1638 SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_ORIGINAL);
1640 for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, 0));
1641 for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(0, y));
1642 }
1644 case LandscapeType::Arctic: {
1645 uint32_t r = Random();
1646
1647 for (uint i = Map::ScaleBySize(GB(r, 0, 7) + 950); i != 0; --i) {
1648 GenerateTerrain(2, 0);
1649 }
1650
1651 uint flag = GB(r, 7, 2) | 4;
1652 for (uint i = Map::ScaleBySize(GB(r, 9, 7) + 450); i != 0; --i) {
1653 GenerateTerrain(4, flag);
1654 }
1655 break;
1656 }
1657
1658 case LandscapeType::Tropic: {
1659 uint32_t r = Random();
1660
1661 for (uint i = Map::ScaleBySize(GB(r, 0, 7) + 170); i != 0; --i) {
1662 GenerateTerrain(0, 0);
1663 }
1664
1665 uint flag = GB(r, 7, 2) | 4;
1666 for (uint i = Map::ScaleBySize(GB(r, 9, 8) + 1700); i != 0; --i) {
1667 GenerateTerrain(0, flag);
1668 }
1669
1670 flag ^= 2;
1671
1672 for (uint i = Map::ScaleBySize(GB(r, 17, 7) + 410); i != 0; --i) {
1673 GenerateTerrain(3, flag);
1674 }
1675 break;
1676 }
1677
1678 default: {
1679 uint32_t r = Random();
1680
1682 uint i = Map::ScaleBySize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
1683 for (; i != 0; --i) {
1684 /* Make sure we do not overflow. */
1685 GenerateTerrain(static_cast<int>(Clamp(_settings_game.difficulty.terrain_type, GenworldMaxHeight::VeryFlat, GenworldMaxHeight::Mountainous)), 0);
1686 }
1687 break;
1688 }
1689 }
1690 }
1691
1692 /* Do not call IncreaseGeneratingWorldProgress() before FixSlopes(),
1693 * it allows screen redraw. Drawing of broken slopes crashes the game */
1694 FixSlopes();
1697
1698 ConvertGroundTilesIntoWaterTiles();
1701
1705 break;
1706
1707 case LandscapeType::Tropic: {
1708 uint desert_tropic_line = CalculateDesertLine();
1709 CreateDesertOrRainForest(desert_tropic_line);
1710 break;
1711 }
1712
1713 default:
1714 break;
1715 }
1716
1717 CreateRivers();
1718 return true;
1719}
1720
1721void OnTick_Town();
1722void OnTick_Trees();
1723void OnTick_Station();
1724void OnTick_Industry();
1725
1726void OnTick_Companies();
1727void OnTick_LinkGraph();
1728
1729void CallLandscapeTick()
1730{
1731 {
1733
1734 OnTick_Town();
1735 OnTick_Trees();
1736 OnTick_Station();
1737 OnTick_Industry();
1738 }
1739
1742}
void DeleteAnimatedTile(TileIndex tile, bool immediate)
Stops animation on the given tile.
Tile animation!
static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
void ClearBridgeMiddle(Tile t)
Removes bridges from the given, that is bridges along the X and Y axis.
Definition bridge_map.h:103
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr bool None() const
Test if none of the values are set.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
Common return value for all commands.
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
Enum-as-bit-set wrapper.
A sort-of mixin that implements 'at(pos)' and 'operator[](pos)' only for a specific enum class.
RAII class for measuring multi-step elements of performance.
Generate TileIndices around a center tile or tile area, with increasing distance.
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
static YearMonthDay ConvertDateToYMD(Date date)
Converts a Date to a Year, Month & Day.
static Date date
Current date in days (day counter).
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Map accessors for 'clear' tiles.
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition clear_map.h:58
@ CLEAR_GRASS
0-3
Definition clear_map.h:20
@ CLEAR_DESERT
1,3
Definition clear_map.h:24
@ CLEAR_ROUGH
3
Definition clear_map.h:21
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition clear_map.h:246
void SetClearGroundDensity(Tile t, ClearGround type, uint density)
Sets ground type and density in one go, also sets the counter to 0.
Definition clear_map.h:145
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Auto
don't allow building on structures
@ NoWater
don't allow building on water
@ Execute
execute the given command
@ Bankrupt
company bankrupts, skip money check, skip vehicle on tile check in some cases
@ ForceClearTile
do not only remove the object on the tile, but also clear any water left on it
Money GetAvailableMoneyForCommand()
This functions returns the money which can be used to execute a command.
CompanyID _current_company
Company currently doing an action.
Functions related to companies.
void DirtyCompanyInfrastructureWindows(CompanyID company)
Redraw all windows with company infrastructure counts.
GUI Functions related to companies.
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
DiagDirDiff
Enumeration for the difference between to DiagDirection.
@ DIAGDIRDIFF_END
Used for iterations.
@ DIAGDIRDIFF_90RIGHT
90 degrees right
@ DIAGDIRDIFF_90LEFT
90 degrees left
@ DIAGDIRDIFF_REVERSE
Reverse directions.
@ DIAGDIRDIFF_SAME
Same directions.
@ DIAGDIRDIFF_BEGIN
Used for iterations.
@ AXIS_Y
The y axis.
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_NE
Northeast, upper right on your monitor.
@ DIAGDIR_NW
Northwest.
@ DIAGDIR_SE
Southeast.
@ DIAGDIR_END
Used for iterations.
@ DIAGDIR_BEGIN
Used for iterations.
@ DIAGDIR_SW
Southwest.
@ EXPENSES_CONSTRUCTION
Construction costs.
@ ClearCanal
Price for destroying canals.
@ ClearWater
Price for destroying water e.g. see, rives.
EffectVehicle * CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular location.
Functions related to effect vehicles.
@ EV_EXPLOSION_SMALL
Various explosions.
@ EV_EXPLOSION_LARGE
Various explosions.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23)
Definition enum_type.hpp:17
Error reporting related functions.
Declarations for savegames operations.
Types for recording game performance data.
@ PFE_GL_LANDSCAPE
Time spent processing other world features.
Table used to generate deserts and/or rainforests.
bool _generating_world
Whether we are generating the map or not.
Definition genworld.cpp:74
Functions related to world/map generation.
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
@ LG_TERRAGENESIS
TerraGenesis Perlin landscape generator.
Definition genworld.h:22
static const uint CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY
Value for custom sea level in difficulty settings.
Definition genworld.h:46
@ GWP_LANDSCAPE
Create the landscape.
Definition genworld.h:61
@ GWP_RIVER
Create the rivers.
Definition genworld.h:62
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
@ GWM_HEIGHTMAP
Generate a newgame from a heightmap.
Definition genworld.h:32
PauseModes _pause_mode
The current pause mode.
Definition gfx.cpp:50
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
@ MapGen
Special sprite for the map generator.
uint8_t LowestSnowLine()
Get the lowest possible snow line height, either variable or static.
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
bool IsSnowLineSet()
Has a snow line table already been loaded.
void ClearSnowLine()
Clear the variable snow line table and free the memory.
static std::unique_ptr< SnowLine > _snow_line
Description of the snow line throughout the year.
void SetSnowLine(std::unique_ptr< SnowLine > &&snow_line)
Set a variable snow line, as loaded from a newgrf file.
uint8_t HighestSnowLine()
Get the highest possible snow line height, either variable or static.
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition gfx.cpp:1549
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
bool LoadHeightmap(DetailedFileType dft, std::string_view filename)
Load a heightmap from file and change the map in its current dimensions to a landscape representing t...
void FixSlopes()
This function takes care of the fact that land in OpenTTD can never differ more than 1 in height.
Functions related to creating heightmaps from files.
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
static std::tuple< bool, bool > FlowRiver(TileIndex spring, TileIndex begin, uint min_river_length)
Try to flow the river down from a given begin.
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"...
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
Returns information about trackdirs and signal states.
void OnTick_Companies()
Called every tick for updating some company info.
static bool TryMakeRiverTerminus(TileIndex tile, TileIndex begin)
Try to end a river at a tile which is not the sea.
static uint CalculateCoverageLine(uint coverage, uint edge_multiplier)
Calculate what height would be needed to cover N% of the landmass.
static bool IsValidRiverTerminusTile(TileIndex tile, uint height)
Is this a valid tile for the water feature at the end of a river?
static void CalculateSnowLine()
Calculate the line from which snow begins.
static const uint TILE_UPDATE_FREQUENCY_LOG
The logarithm of how many ticks it takes between tile updates (log base 2).
Definition landscape.cpp:95
const EnumClassIndexContainer< std::array< const TileTypeProcs *, to_underlying(TileType::MaxSize)>, TileType > _tile_type_procs
Tile callback functions for each type of tile.
Definition landscape.cpp:69
void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
Change the owner of a tile.
void RunTileLoop()
Gradually iterate over all tiles on the map, calling their TileLoopProcs once every TILE_UPDATE_FREQU...
static bool FindSpring(TileIndex tile)
Find the spring of a river.
bool RiverFlowsDown(TileIndex begin, TileIndex end)
Check whether a river at begin could (logically) flow down to end.
static void CreateRivers()
Actually (try to) create some rivers.
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
int GetSlopeZInCorner(Slope tileh, Corner corner)
Determine the Z height of a corner relative to TileZ.
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,...
void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int &z1, int &z2)
Determine the Z height of the corners of a specific tile edge.
static void MakeWetlands(TileIndex centre, uint height, uint river_length)
Make wetlands around the given tile.
void OnTick_LinkGraph()
Spawn or join a link graph job or compress a link graph if any link graph is due to do so.
Point InverseRemapCoords2(int x, int y, bool clamp_to_map, bool *clamped)
Map 2D viewport or smallmap coordinate to 3D world or tile coordinate.
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition landscape.cpp:55
static void MakeLake(TileIndex lake_centre, uint height_lake)
Make a lake centred on the given tile, of a random diameter.
void OnTick_Town()
Iterate through all towns and call their tick handler.
Definition town_cmd.cpp:940
static uint8_t CalculateDesertLine()
Calculate the line (in height) between desert and tropic.
const uint8_t _slope_to_sprite_offset[32]
landscape slope => sprite
std::tuple< CommandCost, Money > CmdClearArea(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, bool diagonal)
Clear a big piece of landscape.
const TileTypeProcs _tile_type_road_procs
Tile callback functions for road tiles.
Definition landscape.cpp:54
uint ApplyFoundationToSlope(Foundation f, Slope &s)
Applies a foundation to a slope.
bool IsMapSurroundedByWater()
Check if all tiles on the map edge should be considered water borders.
static bool CountConnectedSeaTiles(TileIndex tile, std::unordered_set< TileIndex > &sea, const uint limit)
Find the size of a patch of connected sea tiles.
bool GenerateLandscape(uint8_t mode)
CommandCost CmdLandscapeClear(DoCommandFlags flags, TileIndex tile)
Clear a piece of landscape.
void RiverMakeWider(TileIndex tile, TileIndex origin_tile)
Widen a river by expanding into adjacent tiles via circular tile search.
static const uint TILE_UPDATE_FREQUENCY
How many ticks it takes between tile updates (has to be a power of 2).
Definition landscape.cpp:96
int GetSlopePixelZ(int x, int y, bool ground_vehicle)
Return world Z coordinate of a given point of a tile.
Functions related to OTTD's landscape.
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:67
uint ApplyPixelFoundationToSlope(Foundation f, Slope &s)
Applies a foundation to a slope.
Definition landscape.h:128
Point InverseRemapCoords(int x, int y)
Map 2D viewport or smallmap coordinate to 3D world or tile coordinate.
Definition landscape.h:111
Command definitions related to landscape (slopes etc.).
Types related to the landscape.
@ Arctic
Landscape with snow levels.
@ Tropic
Landscape with distinct rainforests and deserts,.
@ Random
Randomise borders.
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:175
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition map.cpp:218
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition map.cpp:158
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:482
static TileIndex TileVirtXY(uint x, uint y)
Get a tile from the virtual XY-coordinate.
Definition map_func.h:416
TileIndex AddTileIndexDiffCWrap(TileIndex tile, TileIndexDiffC diff)
Add a TileIndexDiffC to a TileIndex and returns the new one.
Definition map_func.h:527
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:623
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:401
static TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:385
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:437
TileIndexDiffC TileIndexDiffCByDiagDir(DiagDirection dir)
Returns the TileIndexDiffC offset from a DiagDirection.
Definition map_func.h:495
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:427
#define RandomTile()
Get a valid random tile.
Definition map_func.h:664
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:582
static const uint MIN_MAP_SIZE_BITS
Minimal and maximal map width and height.
Definition map_type.h:37
static const uint MAX_MAP_SIZE_BITS
Maximal size of map is equal to 2 ^ MAX_MAP_SIZE_BITS.
Definition map_type.h:38
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.
constexpr uint CeilDiv(uint a, uint b)
Computes ceil(a / b) for non-negative a and b.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
Base for all objects.
ClearedObjectArea * FindClearedObject(TileIndex tile)
Find the entry in _cleared_object_areas which occupies a certain tile.
Pseudo random number generator.
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.
bool Chance16(const uint32_t a, const uint32_t b, const std::source_location location=std::source_location::current())
Flips a coin with given probability.
A number of safeguards to prevent using unsafe methods.
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:78
Functions/types related to saving and loading games.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
@ None
No tree placer algorithm.
bool IsSpecialRailFoundation(Foundation f)
Tests if a foundation is a special rail foundation for single horizontal/vertical track.
Definition slope_func.h:345
Slope SlopeWithThreeCornersRaised(Corner corner)
Returns the slope with all except one corner raised.
Definition slope_func.h:206
Corner OppositeCorner(Corner corner)
Returns the opposite corner.
Definition slope_func.h:184
static constexpr Corner GetHalftileSlopeCorner(Slope s)
Returns the leveled halftile of a halftile slope.
Definition slope_func.h:148
static constexpr Slope RemoveHalftileSlope(Slope s)
Removes a halftile slope from a slope.
Definition slope_func.h:60
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:88
bool IsNonContinuousFoundation(Foundation f)
Tests if a foundation is a non-continuous foundation, i.e.
Definition slope_func.h:320
Corner GetHighestSlopeCorner(Slope s)
Returns the highest corner of a slope (one corner raised or a steep slope).
Definition slope_func.h:126
Corner GetHalftileFoundationCorner(Foundation f)
Returns the halftile corner of a halftile-foundation.
Definition slope_func.h:333
bool IsLeveledFoundation(Foundation f)
Tests if the foundation is a leveled foundation.
Definition slope_func.h:298
bool IsFoundation(Foundation f)
Tests for FOUNDATION_NONE.
Definition slope_func.h:287
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition slope_func.h:36
bool IsSlopeWithThreeCornersRaised(Slope s)
Tests if a specific slope has exactly three corners raised.
Definition slope_func.h:195
bool IsInclinedSlope(Slope s)
Tests if a specific slope is an inclined slope.
Definition slope_func.h:228
Slope SteepSlope(Corner corner)
Returns a specific steep slope.
Definition slope_func.h:217
Corner GetRailFoundationCorner(Foundation f)
Returns the track corner of a special rail foundation.
Definition slope_func.h:356
static constexpr bool IsHalftileSlope(Slope s)
Checks for non-continuous slope on halftile foundations.
Definition slope_func.h:47
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
DiagDirection GetInclinedSlopeDirection(Slope s)
Returns the direction of an inclined slope.
Definition slope_func.h:239
static constexpr Slope HalftileSlope(Slope s, Corner corner)
Adds a halftile slope to a slope.
Definition slope_func.h:274
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition slope_func.h:76
Slope SlopeWithOneCornerRaised(Corner corner)
Returns the slope with a specific corner raised.
Definition slope_func.h:99
bool IsInclinedFoundation(Foundation f)
Tests if the foundation is an inclined foundation.
Definition slope_func.h:309
Corner
Enumeration of tile corners.
Definition slope_type.h:21
Slope
Enumeration for the slope-type.
Definition slope_type.h:47
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:49
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition slope_type.h:60
@ SLOPE_NS
north and south corner are raised
Definition slope_type.h:59
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:51
@ SLOPE_WSE
west, south and east corner are raised
Definition slope_type.h:62
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:50
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:52
@ SLOPE_SEN
south, east and north corner are raised
Definition slope_type.h:63
@ SLOPE_ENW
east, north and west corner are raised
Definition slope_type.h:64
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:55
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:48
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition slope_type.h:65
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:57
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition slope_type.h:67
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:56
@ SLOPE_NWS
north, west and south corner are raised
Definition slope_type.h:61
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:54
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition slope_type.h:68
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition slope_type.h:66
@ SLOPE_EW
east and west corner are raised
Definition slope_type.h:58
@ SLOPE_STEEP
indicates the slope is steep
Definition slope_type.h:53
Foundation
Enumeration for Foundations.
Definition slope_type.h:92
@ FOUNDATION_INCLINED_X
The tile has an along X-axis inclined foundation.
Definition slope_type.h:95
@ 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:100
@ FOUNDATION_INCLINED_Y
The tile has an along Y-axis inclined foundation.
Definition slope_type.h:96
@ 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:97
Functions to cache sprites in memory.
This file contains all sprite-related enums and defines.
static const SpriteID SPR_HALFTILE_FOUNDATION_BASE
Halftile foundations.
Definition sprites.h:212
Functions related to stations.
Maps accessors for stations.
bool IsBuoyTile(Tile t)
Is tile t a buoy tile?
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:271
Keeps track of removed objects during execution/testruns of commands.
Definition object_base.h:85
TileIndex first_tile
The first tile being cleared, which then causes the whole object to be cleared.
Definition object_base.h:86
uint32_t clear_limit
Amount of tiles we can (still) clear (times 65536).
bool freeform_edges
allow terraforming the tiles at the map edges
uint8_t map_height_limit
the maximum allowed heightlevel
T y
Y coordinate.
T x
X coordinate.
T x
X coordinate.
T z
Z coordinate.
GenworldMaxHeight terrain_type
the mountainousness of the landscape
uint8_t quantity_sea_lakes
the amount of seas/lakes
FiosType ftype
File type.
Definition saveload.h:431
std::string name
Name of the file.
Definition saveload.h:432
DetailedFileType detailed
Detailed file type.
Definition fileio_type.h:65
uint8_t amount_of_rivers
the amount of rivers
TreePlacer tree_placer
the tree placer algorithm
uint8_t min_river_length
the minimum river length
uint8_t snow_coverage
the amount of snow coverage on the map
uint8_t desert_coverage
the amount of desert coverage on the map
LandscapeType landscape
the landscape we're currently in
uint8_t snow_line_height
the configured snow line height (deduced from "snow_coverage")
uint8_t land_generator
the landscape generator
ConstructionSettings construction
construction of things in-game
DifficultySettings difficulty
settings related to the difficulty
GameCreationSettings game_creation
settings used during the creation of a game (map)
Size related data of the map.
Definition map_func.h:206
static uint SizeX()
Get the size of the map along the X.
Definition map_func.h:272
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:340
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:281
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:375
static uint LogX()
Logarithm of the map size along the X side.
Definition map_func.h:253
static uint LogY()
Logarithm of the map size along the y side.
Definition map_func.h:263
static uint MaxY()
Gets the maximum Y coordinate within the map, including TileType::Void.
Definition map_func.h:308
static uint MaxX()
Gets the maximum X coordinate within the map, including TileType::Void.
Definition map_func.h:299
static uint Size()
Get the size of the map.
Definition map_func.h:290
static Titem * Get(auto index)
Returns Titem with given index.
static bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
Coord3D< uint8_t > extent
Size of bounding box.
Definition sprite.h:20
Data structure describing a sprite.
uint16_t width
Width of the sprite.
uint16_t height
Height of the sprite.
std::byte data[]
Sprite data.
Tile description for the 'land area information' tool.
Definition tile_cmd.h:38
Tile information, used while rendering the tile.
Definition tile_cmd.h:32
Slope tileh
Slope of the tile.
Definition tile_cmd.h:33
TileIndex tile
Tile index.
Definition tile_cmd.h:34
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:154
Command definitions related to terraforming.
void GenerateTerrainPerlin()
The main new land generator using Perlin noise.
Definition tgp.cpp:1016
Functions for the Perlin noise enhanced map generator.
bool MayAnimateTile(TileIndex tile)
Test if a tile may be animated.
Definition tile_cmd.h:199
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:95
std::tuple< Slope, int > GetTilePixelSlopeOutsideMap(int x, int y)
Return the slope of a given tile, also for tiles outside the map (virtual "black" tiles).
Definition tile_map.cpp:78
std::tuple< Slope, int > GetTileSlopeZ(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.cpp:55
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:136
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
static uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition tile_map.h:161
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
void SetTileHeight(Tile tile, uint height)
Sets the height of a tile.
Definition tile_map.h:57
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
void SetTropicZone(Tile tile, TropicZone type)
Set the tropic zone.
Definition tile_map.h:225
static TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
static constexpr uint MAX_TILE_HEIGHT
Maximum allowed tile height.
Definition tile_type.h:24
@ TROPICZONE_RAINFOREST
Rainforest tile.
Definition tile_type.h:84
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:83
@ TROPICZONE_NORMAL
Normal tropiczone.
Definition tile_type.h:82
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
static constexpr uint TILE_PIXELS
Pixel distance between tile columns/rows in ZOOM_BASE.
Definition tile_type.h:17
static constexpr uint TILE_HEIGHT
Height of a height level in world coordinate AND in pixels in ZOOM_BASE.
Definition tile_type.h:18
TileType
The different types of tiles.
Definition tile_type.h:48
@ Water
Water tile.
@ MaxSize
The maximum possible number of tile types to be stored in map.
@ Void
Invisible tiles at the SW and SE border.
@ Clear
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition of the game-calendar-timer.
Definition of the tick-based game-timer.
TransportType
Available types of transport.
void PlaceTree(TileIndex tile, uint32_t r, bool keep_density)
Make a random tree tile of the given tile.
Definition tree_cmd.cpp:161
Command definitions related to tree tiles.
void OffsetGroundSprite(int x, int y)
Called when a foundation has been drawn for the current tile.
Definition viewport.cpp:591
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int z, const SpriteBounds &bounds, bool transparent, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:663
Functions related to (drawing on) viewports.
Map accessors for void tiles.
void MakeVoid(Tile t)
Make a nice void tile ;)
Definition void_map.h:19
Functions related to water management.
void ClearNeighbourNonFloodingStates(TileIndex tile)
Clear non-flooding state of the tiles around a tile.
Definition water_cmd.cpp:97
void MakeRiverAndModifyDesertZoneAround(TileIndex tile)
Make a river tile and remove desert directly around it.
bool IsTileOnWater(Tile t)
Tests if the tile was built on water.
Definition water_map.h:138
bool IsRiver(Tile t)
Is it a river water tile?
Definition water_map.h:182
@ Canal
Canal.
bool HasTileWaterClass(Tile t)
Checks whether the tile has an waterclass associated.
Definition water_map.h:103
bool IsCanal(Tile t)
Is it a canal tile?
Definition water_map.h:171
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:114
bool IsCoastTile(Tile t)
Is it a coast tile.
Definition water_map.h:213
bool IsDockingTile(Tile t)
Checks whether the tile is marked as a dockling tile.
Definition water_map.h:373
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition water_map.h:192
void InvalidateWaterRegion(TileIndex tile)
Marks the water region that tile is part of as invalid.
Handles dividing the water in the map into regions to assist pathfinding.
void YapfBuildRiver(TileIndex start_tile, TileIndex end_tile, TileIndex spring_tile, bool main_river)
Builds a river from the start tile to the end tile.
Pathfinder for river building.