/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file clear_cmd.cpp Commands related to clear tiles. */ #include "stdafx.h" #include "clear_map.h" #include "command_func.h" #include "landscape.h" #include "genworld.h" #include "viewport_func.h" #include "core/random_func.hpp" #include "newgrf_generic.h" #include "landscape_cmd.h" #include "table/strings.h" #include "table/sprites.h" #include "table/clear_land.h" #include "safeguards.h" /** @copydoc ClearTileProc */ static CommandCost ClearTile_Clear(TileIndex tile, DoCommandFlags flags) { static constexpr Price clear_price_table[to_underlying(ClearGround::MaxSize)] = { Price::ClearGrass, // Base price for clearing grass. Price::ClearRough, // Base price for clearing rough land. Price::ClearRocks, // Base price for clearing rocks. Price::ClearFields, // Base price for clearing fields. Price::ClearRough, // Unused. Price::ClearRough, // Base price for clearing desert. Price::ClearRough, // Unused. Price::ClearRough, // Unused. }; CommandCost price(EXPENSES_CONSTRUCTION); ClearGround ground = GetClearGround(tile); uint8_t density = GetClearDensity(tile); if (IsSnowTile(tile)) { price.AddCost(_price[clear_price_table[to_underlying(ground)]]); /* Add a little more for removing snow. */ price.AddCost(std::abs(_price[Price::ClearRough] - _price[Price::ClearGrass])); } else if (ground != ClearGround::Grass || density != 0) { price.AddCost(_price[clear_price_table[to_underlying(ground)]]); } if (flags.Test(DoCommandFlag::Execute)) DoClearSquare(tile); return price; } void DrawClearLandTile(const TileInfo *ti, uint8_t set) { DrawGroundSprite(SPR_FLAT_BARE_LAND + SlopeToSpriteOffset(ti->tileh) + set * 19, PAL_NONE); } void DrawHillyLandTile(const TileInfo *ti) { if (ti->tileh != SLOPE_FLAT) { DrawGroundSprite(SPR_FLAT_ROUGH_LAND + SlopeToSpriteOffset(ti->tileh), PAL_NONE); } else { DrawGroundSprite(_landscape_clear_sprites_rough[GB(TileHash(ti->x, ti->y), 0, 3)], PAL_NONE); } } static void DrawClearLandFence(const TileInfo *ti) { /* combine fences into one sprite object */ StartSpriteCombine(); SpriteBounds bounds{{}, {TILE_SIZE, TILE_SIZE, 4}, {}}; bounds.extent.z += GetSlopeMaxPixelZ(ti->tileh); uint fence_nw = GetFence(ti->tile, DIAGDIR_NW); if (fence_nw != 0) { bounds.offset.x = 0; bounds.offset.y = -static_cast(TILE_SIZE); bounds.offset.z = GetSlopePixelZInCorner(ti->tileh, CORNER_W); SpriteID sprite = _clear_land_fence_sprites[fence_nw - 1] + _fence_mod_by_tileh_nw[ti->tileh]; AddSortableSpriteToDraw(sprite, PAL_NONE, *ti, bounds, false); } uint fence_ne = GetFence(ti->tile, DIAGDIR_NE); if (fence_ne != 0) { bounds.offset.x = -static_cast(TILE_SIZE); bounds.offset.y = 0; bounds.offset.z = GetSlopePixelZInCorner(ti->tileh, CORNER_E); SpriteID sprite = _clear_land_fence_sprites[fence_ne - 1] + _fence_mod_by_tileh_ne[ti->tileh]; AddSortableSpriteToDraw(sprite, PAL_NONE, *ti, bounds, false); } uint fence_sw = GetFence(ti->tile, DIAGDIR_SW); uint fence_se = GetFence(ti->tile, DIAGDIR_SE); if (fence_sw != 0 || fence_se != 0) { bounds.offset.x = 0; bounds.offset.y = 0; bounds.offset.z = GetSlopePixelZInCorner(ti->tileh, CORNER_S); if (fence_sw != 0) { SpriteID sprite = _clear_land_fence_sprites[fence_sw - 1] + _fence_mod_by_tileh_sw[ti->tileh]; AddSortableSpriteToDraw(sprite, PAL_NONE, *ti, bounds, false); } if (fence_se != 0) { SpriteID sprite = _clear_land_fence_sprites[fence_se - 1] + _fence_mod_by_tileh_se[ti->tileh]; AddSortableSpriteToDraw(sprite, PAL_NONE, *ti, bounds, false); } } EndSpriteCombine(); } /** @copydoc DrawTileProc */ static void DrawTile_Clear(TileInfo *ti) { if (IsSnowTile(ti->tile)) { uint8_t density = GetClearDensity(ti->tile); DrawGroundSprite(_clear_land_sprites_snow_desert[density] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); if (GetClearGround(ti->tile) == ClearGround::Rocks) { /* There 4 levels of snowy overlay rocks, each with 19 sprites. */ ++density; DrawGroundSprite(SPR_OVERLAY_ROCKS_BASE + (density * 19) + SlopeToSpriteOffset(ti->tileh), PAL_NONE); } DrawBridgeMiddle(ti, {}); return; } switch (GetClearGround(ti->tile)) { case ClearGround::Grass: DrawClearLandTile(ti, GetClearDensity(ti->tile)); break; case ClearGround::Rough: DrawHillyLandTile(ti); break; case ClearGround::Rocks: if (GetTropicZone(ti->tile) == TROPICZONE_DESERT) { DrawGroundSprite(_clear_land_sprites_snow_desert[GetClearDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); DrawGroundSprite(SPR_OVERLAY_ROCKS_BASE + SlopeToSpriteOffset(ti->tileh), PAL_NONE); } else { DrawGroundSprite((HasGrfMiscBit(GrfMiscBit::SecondRockyTileSet) && (TileHash(ti->x, ti->y) & 1) ? SPR_FLAT_ROCKY_LAND_2 : SPR_FLAT_ROCKY_LAND_1) + SlopeToSpriteOffset(ti->tileh), PAL_NONE); } break; case ClearGround::Fields: DrawGroundSprite(_clear_land_sprites_farmland[GetFieldType(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); DrawClearLandFence(ti); break; case ClearGround::Desert: DrawGroundSprite(_clear_land_sprites_snow_desert[GetClearDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break; default: NOT_REACHED(); } DrawBridgeMiddle(ti, {}); } /** @copydoc GetSlopePixelZProc */ static int GetSlopePixelZ_Clear(TileIndex tile, uint x, uint y, [[maybe_unused]] bool ground_vehicle) { auto [tileh, z] = GetTilePixelSlope(tile); return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh); } static void UpdateFences(TileIndex tile) { assert(IsTileType(tile, TileType::Clear) && IsClearGround(tile, ClearGround::Fields)); bool dirty = false; for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { if (GetFence(tile, dir) != 0) continue; TileIndex neighbour = tile + TileOffsByDiagDir(dir); if (IsTileType(neighbour, TileType::Clear) && IsClearGround(neighbour, ClearGround::Fields)) continue; SetFence(tile, dir, 3); dirty = true; } if (dirty) MarkTileDirtyByTile(tile); } /** * Convert to or from snowy tiles. * @param tile The tile to consider. */ static void TileLoopClearAlps(TileIndex tile) { int k = GetTileZ(tile) - GetSnowLine() + 1; if (!IsSnowTile(tile)) { /* Below the snow line, do nothing if no snow. */ /* At or above the snow line, make snow tile if needed. */ if (k >= 0) { /* Snow density is started at 0 so that it can gradually reach the required density. */ MakeSnow(tile, 0); MarkTileDirtyByTile(tile); } return; } /* Update snow density. */ uint current_density = GetClearDensity(tile); uint req_density = (k < 0) ? 0u : std::min(k, 3u); if (current_density == req_density) { /* Density at the required level. */ if (k >= 0) return; ClearSnow(tile); } else { AddClearDensity(tile, current_density < req_density ? 1 : -1); } MarkTileDirtyByTile(tile); } /** * Tests if at least one surrounding tile is non-desert * @param tile tile to check * @return does this tile have at least one non-desert tile around? */ static inline bool NeighbourIsNormal(TileIndex tile) { for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { TileIndex t = tile + TileOffsByDiagDir(dir); if (!IsValidTile(t)) continue; if (GetTropicZone(t) != TROPICZONE_DESERT) return true; if (HasTileWaterClass(t) && GetWaterClass(t) == WaterClass::Sea) return true; } return false; } static void TileLoopClearDesert(TileIndex tile) { ClearGround ground = GetClearGround(tile); /* Current desert level - 0 if it is not desert */ uint current = 0; if (ground == ClearGround::Desert || ground == ClearGround::Rocks) current = GetClearDensity(tile); /* Expected desert level - 0 if it shouldn't be desert */ uint expected = 0; if (GetTropicZone(tile) == TROPICZONE_DESERT) { expected = NeighbourIsNormal(tile) ? 1 : 3; } if (current == expected) return; if (ground == ClearGround::Rocks) { SetClearGroundDensity(tile, ClearGround::Rocks, expected); } else if (expected == 0) { SetClearGroundDensity(tile, ClearGround::Grass, 3); } else { /* Transition from clear to desert is not smooth (after clearing desert tile) */ SetClearGroundDensity(tile, ClearGround::Desert, expected); } MarkTileDirtyByTile(tile); } /** @copydoc TileLoopProc */ static void TileLoop_Clear(TileIndex tile) { AmbientSoundEffect(tile); switch (_settings_game.game_creation.landscape) { case LandscapeType::Tropic: TileLoopClearDesert(tile); break; case LandscapeType::Arctic: TileLoopClearAlps(tile); break; default: break; } if (IsSnowTile(tile)) return; switch (GetClearGround(tile)) { case ClearGround::Grass: if (GetClearDensity(tile) == 3) return; if (_game_mode != GM_EDITOR) { if (GetClearCounter(tile) < 7) { AddClearCounter(tile, 1); return; } else { SetClearCounter(tile, 0); AddClearDensity(tile, 1); } } else { SetClearGroundDensity(tile, GB(Random(), 0, 8) > 21 ? ClearGround::Grass : ClearGround::Rough, 3); } break; case ClearGround::Fields: UpdateFences(tile); if (_game_mode == GM_EDITOR) return; if (GetClearCounter(tile) < 7) { AddClearCounter(tile, 1); return; } else { SetClearCounter(tile, 0); } if (GetIndustryIndexOfField(tile) == IndustryID::Invalid() && GetFieldType(tile) >= 7) { /* This farmfield is no longer farmfield, so make it grass again */ MakeClear(tile, ClearGround::Grass, 2); } else { uint field_type = GetFieldType(tile); field_type = (field_type < 8) ? field_type + 1 : 0; SetFieldType(tile, field_type); } break; default: return; } MarkTileDirtyByTile(tile); } void GenerateClearTile() { uint i, gi; TileIndex tile; /* add rough tiles */ i = Map::ScaleBySize(GB(Random(), 0, 10) + 0x400); gi = Map::ScaleBySize(GB(Random(), 0, 7) + 0x80); SetGeneratingWorldProgress(GWP_ROUGH_ROCKY, gi + i); do { IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY); tile = RandomTile(); if (IsTileType(tile, TileType::Clear) && !IsClearGround(tile, ClearGround::Desert)) SetClearGroundDensity(tile, ClearGround::Rough, 3); } while (--i); /* add rocky tiles */ i = gi; do { uint32_t r = Random(); tile = RandomTileSeed(r); IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY); if (IsTileType(tile, TileType::Clear)) { uint j = GB(r, 16, 4) + 5; for (;;) { TileIndex tile_new; SetClearGroundDensity(tile, ClearGround::Rocks, 3); MarkTileDirtyByTile(tile); do { if (--j == 0) goto get_out; tile_new = tile + TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2)); } while (!IsTileType(tile_new, TileType::Clear)); tile = tile_new; } get_out:; } } while (--i); } /** @copydoc GetTileDescProc */ static void GetTileDesc_Clear(TileIndex tile, TileDesc &td) { /* Each pair holds a normal and a snowy ClearGround description. */ static constexpr std::pair clear_land_str[to_underlying(ClearGround::MaxSize)] = { {STR_LAI_CLEAR_DESCRIPTION_GRASS, STR_LAI_CLEAR_DESCRIPTION_SNOWY_GRASS}, // Description for grass. {STR_LAI_CLEAR_DESCRIPTION_ROUGH_LAND, STR_LAI_CLEAR_DESCRIPTION_SNOWY_ROUGH_LAND}, // Description for rough land. {STR_LAI_CLEAR_DESCRIPTION_ROCKS, STR_LAI_CLEAR_DESCRIPTION_SNOWY_ROCKS}, // Description for rocks. {STR_LAI_CLEAR_DESCRIPTION_FIELDS, STR_EMPTY}, // Description for fields. {STR_EMPTY, STR_EMPTY}, // unused entry does not appear in the map. {STR_LAI_CLEAR_DESCRIPTION_DESERT, STR_EMPTY}, // Description for desert. {STR_EMPTY, STR_EMPTY}, // unused entry does not appear in the map. {STR_EMPTY, STR_EMPTY}, // unused entry does not appear in the map. }; if (!IsSnowTile(tile) && IsClearGround(tile, ClearGround::Grass) && GetClearDensity(tile) == 0) { td.str = STR_LAI_CLEAR_DESCRIPTION_BARE_LAND; } else { const auto &[name, snowy_name] = clear_land_str[to_underlying(GetClearGround(tile))]; td.str = IsSnowTile(tile) ? snowy_name : name; } td.owner[0] = GetTileOwner(tile); } /** TileTypeProcs definitions for TileType::Clear tiles. */ extern const TileTypeProcs _tile_type_clear_procs = { .draw_tile_proc = DrawTile_Clear, .get_slope_pixel_z_proc = GetSlopePixelZ_Clear, .clear_tile_proc = ClearTile_Clear, .get_tile_desc_proc = GetTileDesc_Clear, .tile_loop_proc = TileLoop_Clear, .terraform_tile_proc = [](TileIndex tile, DoCommandFlags flags, int, Slope) { return Command::Do(flags, tile); }, .check_build_above_proc = [](TileIndex, DoCommandFlags, Axis, int) { return CommandCost(); }, // Can always build above clear tiles };