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(svn r25876) -Codechange: Unify object placement during map creation
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@ -706,15 +706,12 @@ static bool TryBuildTransmitter()
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void GenerateObjects()
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{
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if (_settings_game.game_creation.landscape == LT_TOYLAND) return;
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/* Set a guestimate on how much we progress */
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SetGeneratingWorldProgress(GWP_OBJECT, NUM_OBJECTS);
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/* add radio tower */
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int radiotower_to_build = ScaleByMapSize(15); // maximum number of radio towers on the map
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int lighthouses_to_build = _settings_game.game_creation.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7);
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/* Scale the amount of lighthouses with the amount of land at the borders. */
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if (_settings_game.construction.freeform_edges && lighthouses_to_build != 0) {
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uint num_water_tiles = 0;
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/* Determine number of water tiles at map border needed for freeform_edges */
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uint num_water_tiles = 0;
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if (_settings_game.construction.freeform_edges) {
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for (uint x = 0; x < MapMaxX(); x++) {
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if (IsTileType(TileXY(x, 1), MP_WATER)) num_water_tiles++;
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if (IsTileType(TileXY(x, MapMaxY() - 1), MP_WATER)) num_water_tiles++;
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@ -723,24 +720,47 @@ void GenerateObjects()
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if (IsTileType(TileXY(1, y), MP_WATER)) num_water_tiles++;
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if (IsTileType(TileXY(MapMaxX() - 1, y), MP_WATER)) num_water_tiles++;
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}
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/* The -6 is because the top borders are MP_VOID (-2) and all corners
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* are counted twice (-4). */
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lighthouses_to_build = lighthouses_to_build * num_water_tiles / (2 * MapMaxY() + 2 * MapMaxX() - 6);
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}
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SetGeneratingWorldProgress(GWP_OBJECT, radiotower_to_build + lighthouses_to_build);
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/* Iterate over all possible object types */
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for (uint i = 0; i < NUM_OBJECTS; i++) {
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const ObjectSpec *spec = ObjectSpec::Get(i);
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for (uint i = ScaleByMapSize(1000); i != 0 && Object::CanAllocateItem(); i--) {
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if (!TryBuildTransmitter()) continue;
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IncreaseGeneratingWorldProgress(GWP_OBJECT);
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if (--radiotower_to_build == 0) break;
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}
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/* Continue, if the object was never available till now or shall not be placed */
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if (!spec->WasEverAvailable() || spec->generate_amount == 0) continue;
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/* add lighthouses */
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for (int loop_count = 0; loop_count < 1000 && lighthouses_to_build != 0 && Object::CanAllocateItem(); loop_count++) {
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if (!TryBuildLightHouse()) continue;
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uint16 amount = spec->generate_amount;
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/* Scale by map size */
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if ((spec->flags & OBJECT_FLAG_SCALE_BY_WATER) && _settings_game.construction.freeform_edges) {
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/* Scale the amount of lighthouses with the amount of land at the borders.
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* The -6 is because the top borders are MP_VOID (-2) and all corners
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* are counted twice (-4). */
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amount = ScaleByMapSize1D(amount * num_water_tiles) / (2 * MapMaxY() + 2 * MapMaxX() - 6);
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} else if (spec->flags & OBJECT_FLAG_SCALE_BY_WATER) {
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amount = ScaleByMapSize1D(amount);
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} else {
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amount = ScaleByMapSize(amount);
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}
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/* Now try to place the requested amount of this object */
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for (uint j = ScaleByMapSize(1000); j != 0 && amount != 0 && Object::CanAllocateItem(); j--) {
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switch (i) {
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case OBJECT_LIGHTHOUSE:
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if (TryBuildTransmitter()) amount--;
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break;
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case OBJECT_TRANSMITTER:
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if (TryBuildLightHouse()) amount--;
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break;
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default:
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uint8 view = RandomRange(spec->views);
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if (CmdBuildObject(RandomTile(), DC_EXEC | DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, i, view, NULL).Succeeded()) amount--;
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break;
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}
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}
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IncreaseGeneratingWorldProgress(GWP_OBJECT);
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lighthouses_to_build--;
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}
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}
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@ -123,7 +123,7 @@ static const DrawTileSprites _object_hq[] = {
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#undef TILE_SPRITE_LINE
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#define M(name, size, build_cost_multiplier, clear_cost_multiplier, height, climate, gen_amount, flags) { GRFFilePropsBase<2>(), INVALID_OBJECT_CLASS, name, climate, size, build_cost_multiplier, clear_cost_multiplier, 0, 0, flags, {0, 0, 0, 0}, 0, height, 1, gen_amount, true }
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#define M(name, size, build_cost_multiplier, clear_cost_multiplier, height, climate, gen_amount, flags) { GRFFilePropsBase<2>(), INVALID_OBJECT_CLASS, name, climate, size, build_cost_multiplier, clear_cost_multiplier, 0, 0xFFFFFFFF, flags, {0, 0, 0, 0}, 0, height, 1, gen_amount, true }
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/* Climates
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* T = Temperate
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@ -137,7 +137,7 @@ static const DrawTileSprites _object_hq[] = {
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/** Specification of the original object structures. */
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extern const ObjectSpec _original_objects[] = {
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M(STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER, 0x11, 0, 0, 10, T|A|S , 15, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT),
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M(STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, 8, T|A , 7, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT | OBJECT_FLAG_SCALE_BY_WATER),
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M(STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, 8, T|A , 8, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT | OBJECT_FLAG_SCALE_BY_WATER),
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M(STR_TOWN_BUILDING_NAME_STATUE_1, 0x11, 0, 0, 5, T|S|A|Y, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_ONLY_IN_SCENEDIT), // Yes, we disallow building this everywhere. Happens in "special" case!
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M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND, 0x11, 10, 10, 0, T|S|A|Y, 0, OBJECT_FLAG_AUTOREMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_CLEAR_INCOME | OBJECT_FLAG_HAS_NO_FOUNDATION ), // Only non-silly use case is to use it when you cannot build a station, so disallow bridges
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M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS, 0x22, 0, 0, 7, T|S|A|Y, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME),
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