view src/landscape.cpp @ 13748:4f41c01242a8 draft

(svn r18273) -Codechange: do not require widget numbers for default widgets (close, sticky, resize buttons and the caption), except when you want to use SetStringParameter for the caption ofcourse. Also remove the requirement for some of the WDF flags; no need to test for both the flag whether a feature is used and whether the feature is in action.
author rubidium <rubidium@openttd.org>
date Tue, 24 Nov 2009 17:13:24 +0000
parents f7e05f44c9be
children 6eb541d75e51
line wrap: on
line source

/* $Id$ */

/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/** @file landscape.cpp Functions related to the landscape (slopes etc.). */

/** @defgroup SnowLineGroup Snowline functions and data structures */

#include "stdafx.h"
#include "heightmap.h"
#include "clear_map.h"
#include "spritecache.h"
#include "viewport_func.h"
#include "command_func.h"
#include "landscape.h"
#include "variables.h"
#include "void_map.h"
#include "tgp.h"
#include "genworld.h"
#include "fios.h"
#include "functions.h"
#include "date_func.h"
#include "water.h"
#include "effectvehicle_func.h"
#include "landscape_type.h"
#include "animated_tile_func.h"

#include "table/sprites.h"

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

/** Tile callback functions for each type of tile.
 * @ingroup TileCallbackGroup
 * @see TileType */
const TileTypeProcs * const _tile_type_procs[16] = {
	&_tile_type_clear_procs,        ///< Callback functions for MP_CLEAR tiles
	&_tile_type_rail_procs,         ///< Callback functions for MP_RAILWAY tiles
	&_tile_type_road_procs,         ///< Callback functions for MP_ROAD tiles
	&_tile_type_town_procs,         ///< Callback functions for MP_HOUSE tiles
	&_tile_type_trees_procs,        ///< Callback functions for MP_TREES tiles
	&_tile_type_station_procs,      ///< Callback functions for MP_STATION tiles
	&_tile_type_water_procs,        ///< Callback functions for MP_WATER tiles
	&_tile_type_dummy_procs,        ///< Callback functions for MP_VOID tiles
	&_tile_type_industry_procs,     ///< Callback functions for MP_INDUSTRY tiles
	&_tile_type_tunnelbridge_procs, ///< Callback functions for MP_TUNNELBRIDGE tiles
	&_tile_type_unmovable_procs,    ///< Callback functions for MP_UNMOVABLE tiles
};

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

/**
 * Description of the snow line throughout the year.
 *
 * If it is \c NULL, a static snowline height is used, as set by \c _settings_game.game_creation.snow_line.
 * Otherwise it points to a table loaded from a newGRF file, that describes the variable snowline
 * @ingroup SnowLineGroup
 * @see GetSnowLine() GameCreationSettings */
static SnowLine *_snow_line = NULL;

/**
 * Applies a foundation to a slope.
 *
 * @pre      Foundation and slope must be valid combined.
 * @param f  The #Foundation.
 * @param s  The #Slope to modify.
 * @return   Increment to the tile Z coordinate.
 */
uint ApplyFoundationToSlope(Foundation f, Slope *s)
{
	if (!IsFoundation(f)) return 0;

	if (IsLeveledFoundation(f)) {
		uint dz = TILE_HEIGHT + (IsSteepSlope(*s) ? TILE_HEIGHT : 0);
		*s = SLOPE_FLAT;
		return dz;
	}

	if (f != FOUNDATION_STEEP_BOTH && IsNonContinuousFoundation(f)) {
		*s = HalftileSlope(*s, GetHalftileFoundationCorner(f));
		return 0;
	}

	if (IsSpecialRailFoundation(f)) {
		*s = SlopeWithThreeCornersRaised(OppositeCorner(GetRailFoundationCorner(f)));
		return 0;
	}

	uint dz = IsSteepSlope(*s) ? TILE_HEIGHT : 0;
	Corner highest_corner = GetHighestSlopeCorner(*s);

	switch (f) {
		case FOUNDATION_INCLINED_X:
			*s = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? SLOPE_SW : SLOPE_NE);
			break;

		case FOUNDATION_INCLINED_Y:
			*s = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? SLOPE_SE : SLOPE_NW);
			break;

		case FOUNDATION_STEEP_LOWER:
			*s = SlopeWithOneCornerRaised(highest_corner);
			break;

		case FOUNDATION_STEEP_BOTH:
			*s = HalftileSlope(SlopeWithOneCornerRaised(highest_corner), highest_corner);
			break;

		default: NOT_REACHED();
	}
	return dz;
}


/**
 * Determines height at given coordinate of a slope
 * @param x x coordinate
 * @param y y coordinate
 * @param corners slope to examine
 * @return height of given point of given slope
 */
uint GetPartialZ(int x, int y, Slope corners)
{
	if (IsHalftileSlope(corners)) {
		switch (GetHalftileSlopeCorner(corners)) {
			case CORNER_W:
				if (x - y >= 0) return GetSlopeMaxZ(corners);
				break;

			case CORNER_S:
				if (x - (y ^ 0xF) >= 0) return GetSlopeMaxZ(corners);
				break;

			case CORNER_E:
				if (y - x >= 0) return GetSlopeMaxZ(corners);
				break;

			case CORNER_N:
				if ((y ^ 0xF) - x >= 0) return GetSlopeMaxZ(corners);
				break;

			default: NOT_REACHED();
		}
	}

	int z = 0;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		default: break;
	}

	return z;
}

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

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

/**
 * Determine the Z height of a corner relative to TileZ.
 *
 * @pre The slope must not be a halftile slope.
 *
 * @param tileh The slope.
 * @param corner The corner.
 * @return Z position of corner relative to TileZ.
 */
int GetSlopeZInCorner(Slope tileh, Corner corner)
{
	assert(!IsHalftileSlope(tileh));
	return ((tileh & SlopeWithOneCornerRaised(corner)) != 0 ? TILE_HEIGHT : 0) + (tileh == SteepSlope(corner) ? TILE_HEIGHT : 0);
}

/**
 * Determine the Z height of the corners of a specific tile edge
 *
 * @note If a tile has a non-continuous halftile foundation, a corner can have different heights wrt. it's edges.
 *
 * @pre z1 and z2 must be initialized (typ. with TileZ). The corner heights just get added.
 *
 * @param tileh The slope of the tile.
 * @param edge The edge of interest.
 * @param z1 Gets incremented by the height of the first corner of the edge. (near corner wrt. the camera)
 * @param z2 Gets incremented by the height of the second corner of the edge. (far corner wrt. the camera)
 */
void GetSlopeZOnEdge(Slope tileh, DiagDirection edge, int *z1, int *z2)
{
	static const Slope corners[4][4] = {
		/*    corner     |          steep slope
		 *  z1      z2   |       z1             z2        */
		{SLOPE_E, SLOPE_N, SLOPE_STEEP_E, SLOPE_STEEP_N}, // DIAGDIR_NE, z1 = E, z2 = N
		{SLOPE_S, SLOPE_E, SLOPE_STEEP_S, SLOPE_STEEP_E}, // DIAGDIR_SE, z1 = S, z2 = E
		{SLOPE_S, SLOPE_W, SLOPE_STEEP_S, SLOPE_STEEP_W}, // DIAGDIR_SW, z1 = S, z2 = W
		{SLOPE_W, SLOPE_N, SLOPE_STEEP_W, SLOPE_STEEP_N}, // DIAGDIR_NW, z1 = W, z2 = N
	};

	int halftile_test = (IsHalftileSlope(tileh) ? SlopeWithOneCornerRaised(GetHalftileSlopeCorner(tileh)) : 0);
	if (halftile_test == corners[edge][0]) *z2 += TILE_HEIGHT; // The slope is non-continuous in z2. z2 is on the upper side.
	if (halftile_test == corners[edge][1]) *z1 += TILE_HEIGHT; // The slope is non-continuous in z1. z1 is on the upper side.

	if ((tileh & corners[edge][0]) != 0) *z1 += TILE_HEIGHT; // z1 is raised
	if ((tileh & corners[edge][1]) != 0) *z2 += TILE_HEIGHT; // z2 is raised
	if (RemoveHalftileSlope(tileh) == corners[edge][2]) *z1 += TILE_HEIGHT; // z1 is highest corner of a steep slope
	if (RemoveHalftileSlope(tileh) == corners[edge][3]) *z2 += TILE_HEIGHT; // z2 is highest corner of a steep slope
}

/**
 * Get slope of a tile on top of a (possible) foundation
 * If a tile does not have a foundation, the function returns the same as GetTileSlope.
 *
 * @param tile The tile of interest.
 * @param z returns the z of the foundation slope. (Can be NULL, if not needed)
 * @return The slope on top of the foundation.
 */
Slope GetFoundationSlope(TileIndex tile, uint *z)
{
	Slope tileh = GetTileSlope(tile, z);
	Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
	uint z_inc = ApplyFoundationToSlope(f, &tileh);
	if (z != NULL) *z += z_inc;
	return tileh;
}


static bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
{
	uint z;

	int z_W_here = z_here;
	int z_N_here = z_here;
	GetSlopeZOnEdge(slope_here, DIAGDIR_NW, &z_W_here, &z_N_here);

	Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z);
	int z_W = z;
	int z_N = z;
	GetSlopeZOnEdge(slope, DIAGDIR_SE, &z_W, &z_N);

	return (z_N_here > z_N) || (z_W_here > z_W);
}


static bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
{
	uint z;

	int z_E_here = z_here;
	int z_N_here = z_here;
	GetSlopeZOnEdge(slope_here, DIAGDIR_NE, &z_E_here, &z_N_here);

	Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z);
	int z_E = z;
	int z_N = z;
	GetSlopeZOnEdge(slope, DIAGDIR_SW, &z_E, &z_N);

	return (z_N_here > z_N) || (z_E_here > z_E);
}

/**
 * Draw foundation \a f at tile \a ti. Updates \a ti.
 * @param ti Tile to draw foundation on
 * @param f  Foundation to draw
 */
void DrawFoundation(TileInfo *ti, Foundation f)
{
	if (!IsFoundation(f)) return;

	/* Two part foundations must be drawn separately */
	assert(f != FOUNDATION_STEEP_BOTH);

	uint sprite_block = 0;
	uint z;
	Slope slope = GetFoundationSlope(ti->tile, &z);

	/* Select the needed block of foundations sprites
	 * Block 0: Walls at NW and NE edge
	 * Block 1: Wall  at        NE edge
	 * Block 2: Wall  at NW        edge
	 * Block 3: No walls at NW or NE edge
	 */
	if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
	if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;

	/* Use the original slope sprites if NW and NE borders should be visible */
	SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
	SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
	SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;

	if (IsSteepSlope(ti->tileh)) {
		if (!IsNonContinuousFoundation(f)) {
			/* Lower part of foundation */
			AddSortableSpriteToDraw(
				leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
			);
		}

		Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
		ti->z += ApplyFoundationToSlope(f, &ti->tileh);

		if (IsInclinedFoundation(f)) {
			/* inclined foundation */
			byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);

			AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
				f == FOUNDATION_INCLINED_X ? 16 : 1,
				f == FOUNDATION_INCLINED_Y ? 16 : 1,
				TILE_HEIGHT, ti->z
			);
			OffsetGroundSprite(31, 9);
		} else if (IsLeveledFoundation(f)) {
			AddSortableSpriteToDraw(leveled_base + SlopeWithOneCornerRaised(highest_corner), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z - TILE_HEIGHT);
			OffsetGroundSprite(31, 1);
		} else if (f == FOUNDATION_STEEP_LOWER) {
			/* one corner raised */
			OffsetGroundSprite(31, 1);
		} else {
			/* halftile foundation */
			int x_bb = (((highest_corner == CORNER_W) || (highest_corner == CORNER_S)) ? 8 : 0);
			int y_bb = (((highest_corner == CORNER_S) || (highest_corner == CORNER_E)) ? 8 : 0);

			AddSortableSpriteToDraw(halftile_base + highest_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z + TILE_HEIGHT);
			OffsetGroundSprite(31, 9);
		}
	} else {
		if (IsLeveledFoundation(f)) {
			/* leveled foundation */
			AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
			OffsetGroundSprite(31, 1);
		} else if (IsNonContinuousFoundation(f)) {
			/* halftile foundation */
			Corner halftile_corner = GetHalftileFoundationCorner(f);
			int x_bb = (((halftile_corner == CORNER_W) || (halftile_corner == CORNER_S)) ? 8 : 0);
			int y_bb = (((halftile_corner == CORNER_S) || (halftile_corner == CORNER_E)) ? 8 : 0);

			AddSortableSpriteToDraw(halftile_base + halftile_corner, PAL_NONE, ti->x + x_bb, ti->y + y_bb, 8, 8, 7, ti->z);
			OffsetGroundSprite(31, 9);
		} else if (IsSpecialRailFoundation(f)) {
			/* anti-zig-zag foundation */
			SpriteID spr;
			if (ti->tileh == SLOPE_NS || ti->tileh == SLOPE_EW) {
				/* half of leveled foundation under track corner */
				spr = leveled_base + SlopeWithThreeCornersRaised(GetRailFoundationCorner(f));
			} else {
				/* tile-slope = sloped along X/Y, foundation-slope = three corners raised */
				spr = inclined_base + 2 * GetRailFoundationCorner(f) + ((ti->tileh == SLOPE_SW || ti->tileh == SLOPE_NE) ? 1 : 0);
			}
			AddSortableSpriteToDraw(spr, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
			OffsetGroundSprite(31, 9);
		} else {
			/* inclined foundation */
			byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);

			AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y,
				f == FOUNDATION_INCLINED_X ? 16 : 1,
				f == FOUNDATION_INCLINED_Y ? 16 : 1,
				TILE_HEIGHT, ti->z
			);
			OffsetGroundSprite(31, 9);
		}
		ti->z += ApplyFoundationToSlope(f, &ti->tileh);
	}
}

void DoClearSquare(TileIndex tile)
{
	/* If the tile can have animation and we clear it, delete it from the animated tile list. */
	if (_tile_type_procs[GetTileType(tile)]->animate_tile_proc != NULL) DeleteAnimatedTile(tile);

	MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
	MarkTileDirtyByTile(tile);
}

/** Returns information about trackdirs and signal states.
 * If there is any trackbit at 'side', return all trackdirbits.
 * For TRANSPORT_ROAD, return no trackbits if there is no roadbit (of given subtype) at given side.
 * @param tile tile to get info about
 * @param mode transport type
 * @param sub_mode for TRANSPORT_ROAD, roadtypes to check
 * @param side side we are entering from, INVALID_DIAGDIR to return all trackbits
 * @return trackdirbits and other info depending on 'mode'
 */
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
	return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode, side);
}

/**
 * Change the owner of a tile
 * @param tile      Tile to change
 * @param old_owner Current owner of the tile
 * @param new_owner New owner of the tile
 */
void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
{
	_tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_owner, new_owner);
}

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

/**
 * Has a snow line table already been loaded.
 * @return true if the table has been loaded already.
 * @ingroup SnowLineGroup
 */
bool IsSnowLineSet()
{
	return _snow_line != NULL;
}

/**
 * Set a variable snow line, as loaded from a newgrf file.
 * @param table the 12 * 32 byte table containing the snowline for each day
 * @ingroup SnowLineGroup
 */
void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
{
	_snow_line = CallocT<SnowLine>(1);
	_snow_line->lowest_value = 0xFF;
	memcpy(_snow_line->table, table, sizeof(_snow_line->table));

	for (uint i = 0; i < SNOW_LINE_MONTHS; i++) {
		for (uint j = 0; j < SNOW_LINE_DAYS; j++) {
			_snow_line->highest_value = max(_snow_line->highest_value, table[i][j]);
			_snow_line->lowest_value = min(_snow_line->lowest_value, table[i][j]);
		}
	}
}

/**
 * Get the current snow line, either variable or static.
 * @return the snow line height.
 * @ingroup SnowLineGroup
 */
byte GetSnowLine()
{
	if (_snow_line == NULL) return _settings_game.game_creation.snow_line;

	YearMonthDay ymd;
	ConvertDateToYMD(_date, &ymd);
	return _snow_line->table[ymd.month][ymd.day];
}

/**
 * Get the highest possible snow line height, either variable or static.
 * @return the highest snow line height.
 * @ingroup SnowLineGroup
 */
byte HighestSnowLine()
{
	return _snow_line == NULL ? _settings_game.game_creation.snow_line : _snow_line->highest_value;
}

/**
 * Get the lowest possible snow line height, either variable or static.
 * @return the lowest snow line height.
 * @ingroup SnowLineGroup
 */
byte LowestSnowLine()
{
	return _snow_line == NULL ? _settings_game.game_creation.snow_line : _snow_line->lowest_value;
}

/**
 * Clear the variable snow line table and free the memory.
 * @ingroup SnowLineGroup
 */
void ClearSnowLine()
{
	free(_snow_line);
	_snow_line = NULL;
}

/** Clear a piece of landscape
 * @param tile tile to clear
 * @param flags of operation to conduct
 * @param p1 unused
 * @param p2 unused
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdLandscapeClear(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags);
}

/** Clear a big piece of landscape
 * @param tile end tile of area dragging
 * @param p1 start tile of area dragging
 * @param flags of operation to conduct
 * @param p2 unused
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdClearArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	if (p1 >= MapSize()) return CMD_ERROR;

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

	Money money = GetAvailableMoneyForCommand();
	CommandCost cost(EXPENSES_CONSTRUCTION);
	bool success = false;

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

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

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

	return (success) ? cost : CMD_ERROR;
}


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

void RunTileLoop()
{
	TileIndex tile = _cur_tileloop_tile;

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

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

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

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

	uint y;
	for (y = _settings_game.construction.freeform_edges ? 1 : 0; y < maxy; y++) {
		uint x;
		for (x = _settings_game.construction.freeform_edges ? 1 : 0; x < maxx; x++) {
			MakeClear(sizex * y + x, CLEAR_GRASS, 3);
			SetTileHeight(sizex * y + x, 0);
			SetTropicZone(sizex * y + x, TROPICZONE_NORMAL);
			ClearBridgeMiddle(sizex * y + x);
		}
		MakeVoid(sizex * y + x);
	}
	for (uint x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
}

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

static void GenerateTerrain(int type, uint flag)
{
	uint32 r = Random();

	const Sprite *templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845, ST_MAPGEN);

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

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

	DiagDirection direction = (DiagDirection)GB(r, 22, 2);
	uint w = templ->width;
	uint h = templ->height;

	if (DiagDirToAxis(direction) == AXIS_Y) Swap(w, h);

	const byte *p = templ->data;

	if ((flag & 4) != 0) {
		uint xw = x * MapSizeY();
		uint yw = y * MapSizeX();
		uint bias = (MapSizeX() + MapSizeY()) * 16;

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

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

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

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

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

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

	switch (direction) {
		default: NOT_REACHED();
		case DIAGDIR_NE:
			do {
				Tile *tile_cur = tile;

				for (uint w_cur = w; w_cur != 0; --w_cur) {
					if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
					p++;
					tile_cur++;
				}
				tile += TileDiffXY(0, 1);
			} while (--h != 0);
			break;

		case DIAGDIR_SE:
			do {
				Tile *tile_cur = tile;

				for (uint h_cur = h; h_cur != 0; --h_cur) {
					if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
					p++;
					tile_cur += TileDiffXY(0, 1);
				}
				tile += TileDiffXY(1, 0);
			} while (--w != 0);
			break;

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

				for (uint w_cur = w; w_cur != 0; --w_cur) {
					if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
					p++;
					tile_cur--;
				}
				tile += TileDiffXY(0, 1);
			} while (--h != 0);
			break;

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

				for (uint h_cur = h; h_cur != 0; --h_cur) {
					if (GB(*p, 0, 4) >= tile_cur->type_height) tile_cur->type_height = GB(*p, 0, 4);
					p++;
					tile_cur -= TileDiffXY(0, 1);
				}
				tile += TileDiffXY(1, 0);
			} while (--w != 0);
			break;
	}
}


#include "table/genland.h"

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

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

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

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

		RunTileLoop();
	}

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

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

void GenerateLandscape(byte mode)
{
	static const int gwp_desert_amount = 4 + 8;

	if (mode == GW_HEIGHTMAP) {
		SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1);
		LoadHeightmap(_file_to_saveload.name);
		IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
	} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
		SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings_game.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
		GenerateTerrainPerlin();
	} else {
		if (_settings_game.construction.freeform_edges) {
			for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
			for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
		}
		switch (_settings_game.game_creation.landscape) {
			case LT_ARCTIC: {
				SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);

				uint32 r = Random();

				for (uint i = ScaleByMapSize(GB(r, 0, 7) + 950); i != 0; --i) {
					GenerateTerrain(2, 0);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

				uint flag = GB(r, 7, 2) | 4;
				for (uint i = ScaleByMapSize(GB(r, 9, 7) + 450); i != 0; --i) {
					GenerateTerrain(4, flag);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
			} break;

			case LT_TROPIC: {
				SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount);

				uint32 r = Random();

				for (uint i = ScaleByMapSize(GB(r, 0, 7) + 170); i != 0; --i) {
					GenerateTerrain(0, 0);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

				uint flag = GB(r, 7, 2) | 4;
				for (uint i = ScaleByMapSize(GB(r, 9, 8) + 1700); i != 0; --i) {
					GenerateTerrain(0, flag);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);

				flag ^= 2;

				for (uint i = ScaleByMapSize(GB(r, 17, 7) + 410); i != 0; --i) {
					GenerateTerrain(3, flag);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
			} break;

			default: {
				SetGeneratingWorldProgress(GWP_LANDSCAPE, 1);

				uint32 r = Random();

				uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
				for (; i != 0; --i) {
					GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
				}
				IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
			} break;
		}
	}

	FixSlopes();
	ConvertGroundTilesIntoWaterTiles();

	if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
}

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

void OnTick_Companies();

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

	OnTick_Companies();
}