clear_cmd.cpp

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00001 /* $Id: clear_cmd.cpp 16744 2009-07-04 21:06:17Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "clear_map.h"
00008 #include "command_func.h"
00009 #include "landscape.h"
00010 #include "variables.h"
00011 #include "genworld.h"
00012 #include "industry.h"
00013 #include "functions.h"
00014 #include "economy_func.h"
00015 #include "viewport_func.h"
00016 #include "water.h"
00017 #include "settings_type.h"
00018 
00019 #include "table/strings.h"
00020 #include "table/sprites.h"
00021 #include "table/clear_land.h"
00022 
00023 static CommandCost ClearTile_Clear(TileIndex tile, DoCommandFlag flags)
00024 {
00025   static const Money *clear_price_table[] = {
00026     &_price.clear_grass,
00027     &_price.clear_roughland,
00028     &_price.clear_rocks,
00029     &_price.clear_fields,
00030     &_price.clear_roughland,
00031     &_price.clear_roughland,
00032   };
00033   CommandCost price(EXPENSES_CONSTRUCTION);
00034 
00035   if (!IsClearGround(tile, CLEAR_GRASS) || GetClearDensity(tile) != 0) {
00036     price.AddCost(*clear_price_table[GetClearGround(tile)]);
00037   }
00038 
00039   if (flags & DC_EXEC) DoClearSquare(tile);
00040 
00041   return price;
00042 }
00043 
00044 void DrawClearLandTile(const TileInfo *ti, byte set)
00045 {
00046   DrawGroundSprite(SPR_FLAT_BARE_LAND + _tileh_to_sprite[ti->tileh] + set * 19, PAL_NONE);
00047 }
00048 
00049 void DrawHillyLandTile(const TileInfo *ti)
00050 {
00051   if (ti->tileh != SLOPE_FLAT) {
00052     DrawGroundSprite(SPR_FLAT_ROUGH_LAND + _tileh_to_sprite[ti->tileh], PAL_NONE);
00053   } else {
00054     DrawGroundSprite(_landscape_clear_sprites[GB(ti->x ^ ti->y, 4, 3)], PAL_NONE);
00055   }
00056 }
00057 
00058 void DrawClearLandFence(const TileInfo *ti)
00059 {
00060   byte z = ti->z;
00061 
00062   if (ti->tileh & SLOPE_S) {
00063     z += TILE_HEIGHT;
00064     if (ti->tileh == SLOPE_STEEP_S) z += TILE_HEIGHT;
00065   }
00066 
00067   if (GetFenceSW(ti->tile) != 0) {
00068     DrawGroundSpriteAt(_clear_land_fence_sprites_1[GetFenceSW(ti->tile) - 1] + _fence_mod_by_tileh[ti->tileh], PAL_NONE, ti->x, ti->y, z);
00069   }
00070 
00071   if (GetFenceSE(ti->tile) != 0) {
00072     DrawGroundSpriteAt(_clear_land_fence_sprites_1[GetFenceSE(ti->tile) - 1] + _fence_mod_by_tileh_2[ti->tileh], PAL_NONE, ti->x, ti->y, z);
00073   }
00074 }
00075 
00076 static void DrawTile_Clear(TileInfo *ti)
00077 {
00078   switch (GetClearGround(ti->tile)) {
00079     case CLEAR_GRASS:
00080       DrawClearLandTile(ti, GetClearDensity(ti->tile));
00081       break;
00082 
00083     case CLEAR_ROUGH:
00084       DrawHillyLandTile(ti);
00085       break;
00086 
00087     case CLEAR_ROCKS:
00088       DrawGroundSprite(SPR_FLAT_ROCKY_LAND_1 + _tileh_to_sprite[ti->tileh], PAL_NONE);
00089       break;
00090 
00091     case CLEAR_FIELDS:
00092       DrawGroundSprite(_clear_land_sprites_1[GetFieldType(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
00093       break;
00094 
00095     case CLEAR_SNOW:
00096       DrawGroundSprite(_clear_land_sprites_2[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
00097       break;
00098 
00099     case CLEAR_DESERT:
00100       DrawGroundSprite(_clear_land_sprites_3[GetClearDensity(ti->tile)] + _tileh_to_sprite[ti->tileh], PAL_NONE);
00101       break;
00102   }
00103 
00104   DrawClearLandFence(ti);
00105   DrawBridgeMiddle(ti);
00106 }
00107 
00108 static uint GetSlopeZ_Clear(TileIndex tile, uint x, uint y)
00109 {
00110   uint z;
00111   Slope tileh = GetTileSlope(tile, &z);
00112 
00113   return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
00114 }
00115 
00116 static Foundation GetFoundation_Clear(TileIndex tile, Slope tileh)
00117 {
00118   return FOUNDATION_NONE;
00119 }
00120 
00121 static void GetAcceptedCargo_Clear(TileIndex tile, AcceptedCargo ac)
00122 {
00123   /* unused */
00124 }
00125 
00126 void TileLoopClearHelper(TileIndex tile)
00127 {
00128   byte self;
00129   byte neighbour;
00130   TileIndex dirty = INVALID_TILE;
00131 
00132   self = (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS));
00133 
00134   neighbour = (IsTileType(TILE_ADDXY(tile, 1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 1, 0), CLEAR_FIELDS));
00135   if (GetFenceSW(tile) == 0) {
00136     if (self != neighbour) {
00137       SetFenceSW(tile, 3);
00138       dirty = tile;
00139     }
00140   } else {
00141     if (self == 0 && neighbour == 0) {
00142       SetFenceSW(tile, 0);
00143       dirty = tile;
00144     }
00145   }
00146 
00147   neighbour = (IsTileType(TILE_ADDXY(tile, 0, 1), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 0, 1), CLEAR_FIELDS));
00148   if (GetFenceSE(tile) == 0) {
00149     if (self != neighbour) {
00150       SetFenceSE(tile, 3);
00151       dirty = tile;
00152     }
00153   } else {
00154     if (self == 0 && neighbour == 0) {
00155       SetFenceSE(tile, 0);
00156       dirty = tile;
00157     }
00158   }
00159 
00160   if (dirty != INVALID_TILE) MarkTileDirtyByTile(dirty);
00161 }
00162 
00163 
00164 /* convert into snowy tiles */
00165 static void TileLoopClearAlps(TileIndex tile)
00166 {
00167   int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
00168 
00169   if (k < 0) { // well below the snow line
00170     if (!IsClearGround(tile, CLEAR_SNOW)) return;
00171     if (GetClearDensity(tile) == 0) SetClearGroundDensity(tile, CLEAR_GRASS, 3);
00172   } else {
00173     if (!IsClearGround(tile, CLEAR_SNOW)) {
00174       SetClearGroundDensity(tile, CLEAR_SNOW, 0);
00175     } else {
00176       uint density = min((uint)k / TILE_HEIGHT, 3);
00177 
00178       if (GetClearDensity(tile) < density) {
00179         AddClearDensity(tile, 1);
00180       } else if (GetClearDensity(tile) > density) {
00181         AddClearDensity(tile, -1);
00182       } else {
00183         return;
00184       }
00185     }
00186   }
00187 
00188   MarkTileDirtyByTile(tile);
00189 }
00190 
00191 static void TileLoopClearDesert(TileIndex tile)
00192 {
00193   if (IsClearGround(tile, CLEAR_DESERT)) return;
00194 
00195   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
00196     SetClearGroundDensity(tile, CLEAR_DESERT, 3);
00197   } else {
00198     if (GetTropicZone(tile + TileDiffXY( 1,  0)) != TROPICZONE_DESERT &&
00199         GetTropicZone(tile + TileDiffXY(-1,  0)) != TROPICZONE_DESERT &&
00200         GetTropicZone(tile + TileDiffXY( 0,  1)) != TROPICZONE_DESERT &&
00201         GetTropicZone(tile + TileDiffXY( 0, -1)) != TROPICZONE_DESERT)
00202       return;
00203     SetClearGroundDensity(tile, CLEAR_DESERT, 1);
00204   }
00205 
00206   MarkTileDirtyByTile(tile);
00207 }
00208 
00209 static void TileLoop_Clear(TileIndex tile)
00210 {
00211   /* If the tile is at any edge flood it to prevent maps without water. */
00212   if (_settings_game.construction.freeform_edges && DistanceFromEdge(tile) == 1) {
00213     uint z;
00214     Slope slope = GetTileSlope(tile, &z);
00215     if (z == 0 && slope == SLOPE_FLAT) {
00216       DoFloodTile(tile);
00217       MarkTileDirtyByTile(tile);
00218       return;
00219     }
00220   }
00221   TileLoopClearHelper(tile);
00222 
00223   switch (_settings_game.game_creation.landscape) {
00224     case LT_TROPIC: TileLoopClearDesert(tile); break;
00225     case LT_ARCTIC: TileLoopClearAlps(tile);   break;
00226   }
00227 
00228   switch (GetClearGround(tile)) {
00229     case CLEAR_GRASS:
00230       if (GetClearDensity(tile) == 3) return;
00231 
00232       if (_game_mode != GM_EDITOR) {
00233         if (GetClearCounter(tile) < 7) {
00234           AddClearCounter(tile, 1);
00235           return;
00236         } else {
00237           SetClearCounter(tile, 0);
00238           AddClearDensity(tile, 1);
00239         }
00240       } else {
00241         SetClearGroundDensity(tile, GB(Random(), 0, 8) > 21 ? CLEAR_GRASS : CLEAR_ROUGH, 3);
00242       }
00243       break;
00244 
00245     case CLEAR_FIELDS: {
00246       uint field_type;
00247 
00248       if (_game_mode == GM_EDITOR) return;
00249 
00250       if (GetClearCounter(tile) < 7) {
00251         AddClearCounter(tile, 1);
00252         return;
00253       } else {
00254         SetClearCounter(tile, 0);
00255       }
00256 
00257       if (GetIndustryIndexOfField(tile) == INVALID_INDUSTRY && GetFieldType(tile) >= 7) {
00258         /* This farmfield is no longer farmfield, so make it grass again */
00259         MakeClear(tile, CLEAR_GRASS, 2);
00260       } else {
00261         field_type = GetFieldType(tile);
00262         field_type = (field_type < 8) ? field_type + 1 : 0;
00263         SetFieldType(tile, field_type);
00264       }
00265       break;
00266     }
00267 
00268     default:
00269       return;
00270   }
00271 
00272   MarkTileDirtyByTile(tile);
00273 }
00274 
00275 void GenerateClearTile()
00276 {
00277   uint i, gi;
00278   TileIndex tile;
00279 
00280   /* add rough tiles */
00281   i = ScaleByMapSize(GB(Random(), 0, 10) + 0x400);
00282   gi = ScaleByMapSize(GB(Random(), 0, 7) + 0x80);
00283 
00284   SetGeneratingWorldProgress(GWP_ROUGH_ROCKY, gi + i);
00285   do {
00286     IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY);
00287     tile = RandomTile();
00288     if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_DESERT)) SetClearGroundDensity(tile, CLEAR_ROUGH, 3);
00289   } while (--i);
00290 
00291   /* add rocky tiles */
00292   i = gi;
00293   do {
00294     uint32 r = Random();
00295     tile = RandomTileSeed(r);
00296 
00297     IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY);
00298     if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_DESERT)) {
00299       uint j = GB(r, 16, 4) + 5;
00300       for (;;) {
00301         TileIndex tile_new;
00302 
00303         SetClearGroundDensity(tile, CLEAR_ROCKS, 3);
00304         do {
00305           if (--j == 0) goto get_out;
00306           tile_new = tile + TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
00307         } while (!IsTileType(tile_new, MP_CLEAR) || IsClearGround(tile_new, CLEAR_DESERT));
00308         tile = tile_new;
00309       }
00310 get_out:;
00311     }
00312   } while (--i);
00313 }
00314 
00315 static TrackStatus GetTileTrackStatus_Clear(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00316 {
00317   return 0;
00318 }
00319 
00320 static const StringID _clear_land_str[] = {
00321   STR_080D_GRASS,
00322   STR_080B_ROUGH_LAND,
00323   STR_080A_ROCKS,
00324   STR_080E_FIELDS,
00325   STR_080F_SNOW_COVERED_LAND,
00326   STR_0810_DESERT
00327 };
00328 
00329 static void GetTileDesc_Clear(TileIndex tile, TileDesc *td)
00330 {
00331   if (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) == 0) {
00332     td->str = STR_080C_BARE_LAND;
00333   } else {
00334     td->str = _clear_land_str[GetClearGround(tile)];
00335   }
00336   td->owner[0] = GetTileOwner(tile);
00337 }
00338 
00339 static void ChangeTileOwner_Clear(TileIndex tile, Owner old_owner, Owner new_owner)
00340 {
00341   return;
00342 }
00343 
00344 void InitializeClearLand()
00345 {
00346   _settings_game.game_creation.snow_line = _settings_game.game_creation.snow_line_height * TILE_HEIGHT;
00347 }
00348 
00349 static CommandCost TerraformTile_Clear(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
00350 {
00351   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00352 }
00353 
00354 extern const TileTypeProcs _tile_type_clear_procs = {
00355   DrawTile_Clear,           
00356   GetSlopeZ_Clear,          
00357   ClearTile_Clear,          
00358   GetAcceptedCargo_Clear,   
00359   GetTileDesc_Clear,        
00360   GetTileTrackStatus_Clear, 
00361   NULL,                     
00362   NULL,                     
00363   TileLoop_Clear,           
00364   ChangeTileOwner_Clear,    
00365   NULL,                     
00366   NULL,                     
00367   GetFoundation_Clear,      
00368   TerraformTile_Clear,      
00369 };

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