OpenTTD Source 15.0-beta2
genworld.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 <http://www.gnu.org/licenses/>.
6 */
7
10#include "stdafx.h"
11#include "landscape.h"
12#include "company_func.h"
13#include "town_cmd.h"
14#include "signs_cmd.h"
15#include "3rdparty/nlohmann/json.hpp"
16#include "strings_func.h"
17#include "genworld.h"
18#include "gfxinit.h"
19#include "window_func.h"
20#include "network/network.h"
21#include "heightmap.h"
22#include "viewport_func.h"
25#include "engine_func.h"
26#include "water.h"
28#include "tilehighlight_func.h"
29#include "saveload/saveload.h"
30#include "void_map.h"
31#include "town.h"
32#include "newgrf.h"
33#include "newgrf_house.h"
34#include "core/random_func.hpp"
35#include "core/backup_type.hpp"
36#include "progress.h"
37#include "error.h"
38#include "game/game.hpp"
40#include "newgrf_railtype.h"
41#include "newgrf_roadtype.h"
42#include "string_func.h"
43#include "thread.h"
44#include "tgp.h"
45
46#include "table/strings.h"
47
48#include "safeguards.h"
49
50
51void GenerateClearTile();
53void GenerateObjects();
54void GenerateTrees();
55
56void StartupEconomy();
57void StartupCompanies();
58void StartupDisasters();
59
60void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
61
64 static inline bool abort;
65 static inline GenWorldMode mode;
66 static inline CompanyID lc;
67 static inline uint size_x;
68 static inline uint size_y;
69 static inline GWDoneProc *proc;
70 static inline GWAbortProc *abortp;
71};
72
75
77
94
98static void _GenerateWorld()
99{
100 /* Make sure everything is done via OWNER_NONE. */
102
103 try {
104 _generating_world = true;
105 if (_network_dedicated) Debug(net, 3, "Generating map, please wait...");
106 /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
109 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
110 ScriptObject::InitializeRandomizers();
111
113
115 /* Must start economy early because of the costs. */
116 StartupEconomy();
117 if (!CheckTownRoadTypes()) {
119 return;
120 }
121
122 bool landscape_generated = false;
123
124 /* Don't generate landscape items when in the scenario editor. */
126 landscape_generated = GenerateLandscape(GenWorldInfo::mode);
127 }
128
129 if (!landscape_generated) {
131
132 /* Make sure the tiles at the north border are void tiles if needed. */
134 for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, 0));
135 for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(0, y));
136 }
137
138 /* Make the map the height of the setting */
140
141 ConvertGroundTilesIntoWaterTiles();
143
145 } else {
146 GenerateClearTile();
147
148 /* Only generate towns, tree and industries in newgame mode. */
149 if (_game_mode != GM_EDITOR) {
152 return;
153 }
155 GenerateObjects();
157 }
158 }
159
160 /* These are probably pointless when inside the scenario editor. */
166 StartupDisasters();
167 _generating_world = false;
168
170
171 /* No need to run the tile loop in the scenario editor. */
173 uint i;
174
176 for (i = 0; i < 0x500; i++) {
177 RunTileLoop();
180 }
181
182 if (_game_mode != GM_EDITOR) {
183 if (Game::GetInstance() != nullptr) {
185 _generating_world = true;
186 for (i = 0; i < 2500; i++) {
189 if (Game::GetInstance()->IsSleeping()) break;
190 }
191 _generating_world = false;
192 }
193 }
194 }
195
197
199 _cur_company.Trash();
201 /* Show all vital windows again, because we have hidden them. */
202 if (_game_mode != GM_MENU) ShowVitalWindows();
203
205 /* Call any callback */
206 if (GenWorldInfo::proc != nullptr) GenWorldInfo::proc();
208
210
212
213 if (_network_dedicated) Debug(net, 3, "Map generated, starting game");
214 Debug(desync, 1, "new_map: {:08x}", _settings_game.game_creation.generation_seed);
215
216 if (_debug_desync_level > 0) {
217 std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameEconomy::date);
219 }
220 } catch (AbortGenerateWorldSignal&) {
222
224 if (_cur_company.IsValid()) _cur_company.Restore();
225
226 if (_network_dedicated) {
227 /* Exit the game to prevent a return to main menu. */
228 Debug(net, 0, "Generating map failed; closing server");
229 _exit_game = true;
230 } else {
231 SwitchToMode(_switch_mode);
232 }
233 }
234}
235
245
255
260{
261 GenWorldInfo::abort = true;
262}
263
269{
270 return GenWorldInfo::abort || _exit_game;
271}
272
277{
278 /* Clean up - in SE create an empty map, otherwise, go to intro menu */
279 _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
280
282
284}
285
293void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
294{
295 if (HasModalProgress()) return;
296 GenWorldInfo::mode = mode;
297 GenWorldInfo::size_x = size_x;
298 GenWorldInfo::size_y = size_y;
299 SetModalProgress(true);
300 GenWorldInfo::abort = false;
301 GenWorldInfo::abortp = nullptr;
303
304 /* This disables some commands and stuff */
306
307 InitializeGame(GenWorldInfo::size_x, GenWorldInfo::size_y, true, reset_settings);
309
311 uint estimated_height = 0;
312
313 if (GenWorldInfo::mode == GWM_EMPTY && _game_mode != GM_MENU) {
315 } else if (GenWorldInfo::mode == GWM_HEIGHTMAP) {
318 estimated_height = GetEstimationTGPMapHeight();
319 } else {
320 estimated_height = 0;
321 }
322
324 }
325
327
328 /* Load the right landscape stuff, and the NewGRFs! */
334
335 /* Re-init the windowing system */
337
338 /* Create toolbars */
340 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
341
345
347
348 /* Centre the view on the map */
350
352}
353
363
370static bool TryFoundTownNearby(TileIndex tile, void *user_data)
371{
372 ExternalTownData &town = *static_cast<ExternalTownData *>(user_data);
373 std::tuple<CommandCost, Money, TownID> result = Command<CMD_FOUND_TOWN>::Do(DoCommandFlag::Execute, tile, TSZ_SMALL, town.is_city, _settings_game.economy.town_layout, false, 0, town.name);
374
375 TownID id = std::get<TownID>(result);
376
377 /* Check if the command failed. */
378 if (id == TownID::Invalid()) return false;
379
380 /* The command succeeded, send the ID back through user_data. */
381 town.town_id = id;
382 return true;
383}
384
389{
390 /* Load the JSON file as a string initially. We'll parse it soon. */
391 size_t filesize;
392 auto f = FioFOpenFile(_file_to_saveload.name, "rb", HEIGHTMAP_DIR, &filesize);
393
394 if (!f.has_value()) {
395 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
396 GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
397 return;
398 }
399
400 std::string text(filesize, '\0');
401 size_t len = fread(text.data(), filesize, 1, *f);
402 f.reset();
403 if (len != 1) {
404 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
405 GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
406 return;
407 }
408
409 /* Now parse the JSON. */
410 nlohmann::json town_data;
411 try {
412 town_data = nlohmann::json::parse(text);
413 } catch (nlohmann::json::exception &) {
414 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
415 return;
416 }
417
418 /* Check for JSON formatting errors with the array of towns. */
419 if (!town_data.is_array()) {
420 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
421 return;
422 }
423
424 std::vector<std::pair<Town *, uint> > towns;
425 uint failed_towns = 0;
426
427 /* Iterate through towns and attempt to found them. */
428 for (auto &feature : town_data) {
429 ExternalTownData town;
430
431 /* Ensure JSON is formatted properly. */
432 if (!feature.is_object()) {
433 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
434 return;
435 }
436
437 /* Check to ensure all fields exist and are of the correct type.
438 * If the town name is formatted wrong, all we can do is give a general warning. */
439 if (!feature.contains("name") || !feature.at("name").is_string()) {
440 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
441 return;
442 }
443
444 /* If other fields are formatted wrong, we can actually inform the player which town is the problem. */
445 if (!feature.contains("population") || !feature.at("population").is_number() ||
446 !feature.contains("city") || !feature.at("city").is_boolean() ||
447 !feature.contains("x") || !feature.at("x").is_number() ||
448 !feature.contains("y") || !feature.at("y").is_number()) {
449 feature.at("name").get_to(town.name);
450 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
451 GetEncodedString(STR_TOWN_DATA_ERROR_TOWN_FORMATTED_INCORRECTLY, town.name), WL_ERROR);
452 return;
453 }
454
455 /* Set town properties. */
456 feature.at("name").get_to(town.name);
457 feature.at("population").get_to(town.population);
458 feature.at("city").get_to(town.is_city);
459
460 /* Set town coordinates. */
461 feature.at("x").get_to(town.x_proportion);
462 feature.at("y").get_to(town.y_proportion);
463
464 /* Check for improper coordinates and warn the player. */
465 if (town.x_proportion <= 0.0f || town.y_proportion <= 0.0f || town.x_proportion >= 1.0f || town.y_proportion >= 1.0f) {
466 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
467 GetEncodedString(STR_TOWN_DATA_ERROR_BAD_COORDINATE, town.name), WL_ERROR);
468 return;
469 }
470
471 /* Find the target tile for the town. */
472 TileIndex tile;
474 case HM_CLOCKWISE:
475 /* Tile coordinates align with what we expect. */
476 tile = TileXY(town.x_proportion * Map::MaxX(), town.y_proportion * Map::MaxY());
477 break;
479 /* Tile coordinates are rotated and must be adjusted. */
480 tile = TileXY((1 - town.y_proportion * Map::MaxX()), town.x_proportion * Map::MaxY());
481 break;
482 default: NOT_REACHED();
483 }
484
485 /* Try founding on the target tile, and if that doesn't work, find the nearest suitable tile up to 16 tiles away.
486 * The target might be on water, blocked somehow, or on a steep slope that can't be terraformed by the founding command. */
487 TileIndex search_tile = tile;
488 bool success = CircularTileSearch(&search_tile, 16, 0, 0, TryFoundTownNearby, &town);
489
490 /* If we still fail to found the town, we'll create a sign at the intended location and tell the player how many towns we failed to create in an error message.
491 * This allows the player to diagnose a heightmap misalignment, if towns end up in the sea, or place towns manually, if in rough terrain. */
492 if (!success) {
494 failed_towns++;
495 continue;
496 }
497
498 towns.emplace_back(std::make_pair(Town::Get(town.town_id), town.population));
499 }
500
501 /* If we couldn't found a town (or multiple), display a message to the player with the number of failed towns. */
502 if (failed_towns > 0) {
503 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_FAILED_TO_FOUND_TOWN, failed_towns), {}, WL_WARNING);
504 }
505
506 /* Now that we've created the towns, let's grow them to their target populations. */
507 for (const auto &item : towns) {
508 Town *t = item.first;
509 uint population = item.second;
510
511 /* Grid towns can grow almost forever, but the town growth algorithm gets less and less efficient as it wanders roads randomly,
512 * so we set an arbitrary limit. With a flat map and a 3x3 grid layout this results in about 4900 houses, or 2800 houses with "Better roads." */
513 int try_limit = 1000;
514
515 /* If a town repeatedly fails to grow, continuing to try only wastes time. */
516 int fail_limit = 10;
517
518 /* Grow by a constant number of houses each time, instead of growth based on current town size.
519 * We want our try limit to apply in a predictable way, no matter the road layout and other geography. */
520 const int HOUSES_TO_GROW = 10;
521
522 do {
523 uint before = t->cache.num_houses;
524 Command<CMD_EXPAND_TOWN>::Post(t->index, HOUSES_TO_GROW);
525 if (t->cache.num_houses <= before) fail_limit--;
526 } while (fail_limit > 0 && try_limit-- > 0 && t->cache.population < population);
527 }
528}
Class for backupping variables and making sure they are restored later.
static void StartNew()
Start up a new GameScript.
Definition game_core.cpp:72
static class GameInstance * GetInstance()
Get the current active instance.
Definition game.hpp:96
static void GameLoop()
Called every game-tick to let Game do something.
Definition game_core.cpp:31
static Date date
Current date in days (day counter).
static TickCounter counter
Monotonic counter, in ticks, since start of game.
@ Execute
execute the given command
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
CompanyID _current_company
Company currently doing an action.
Functions related to companies.
static constexpr CompanyID COMPANY_SPECTATOR
The client is spectating.
static constexpr Owner OWNER_NONE
The tile has no ownership.
#define Debug(category, level, format_string,...)
Output a line of debugging information.
Definition debug.h:37
void StartupEngines()
Start/initialise all our engines.
Definition engine.cpp:799
Functions related to engines.
Functions related to errors.
void UnshowCriticalError()
Unshow the critical error.
@ WL_WARNING
Other information.
Definition error.h:25
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition error.h:26
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
void ShowFirstError()
Show the first error of the queue.
std::optional< FileHandle > FioFOpenFile(const std::string &filename, const char *mode, Subdirectory subdir, size_t *filesize)
Opens a OpenTTD file somewhere in a personal or global directory.
Definition fileio.cpp:242
@ SLO_SAVE
File is being saved.
Definition fileio_type.h:56
@ DFT_GAME_FILE
Save game or scenario file.
Definition fileio_type.h:32
@ HEIGHTMAP_DIR
Subdirectory of scenario for heightmaps.
@ AUTOSAVE_DIR
Subdirectory of save for autosaves.
Base functions for all Games.
The GameInstance tracks games.
bool _generating_world
Whether we are generating the map or not.
Definition genworld.cpp:74
void GenerateWorldSetCallback(GWDoneProc *proc)
Set here the function, if any, that you want to be called when landscape generation is done.
Definition genworld.cpp:241
void GenerateWorldSetAbortCallback(GWAbortProc *proc)
Set here the function, if any, that you want to be called when landscape generation is aborted.
Definition genworld.cpp:251
void HandleGeneratingWorldAbortion()
Really handle the abortion, i.e.
Definition genworld.cpp:276
void GenerateTrees()
Place new trees.
Definition tree_cmd.cpp:476
static void _GenerateWorld()
The internal, real, generate function.
Definition genworld.cpp:98
static bool TryFoundTownNearby(TileIndex tile, void *user_data)
Helper for CircularTileSearch to found a town on or near a given tile.
Definition genworld.cpp:370
void GenerateIndustries()
This function will create random industries during game creation.
static void CleanupGeneration()
Generation is done; show windows again and delete the progress window.
Definition genworld.cpp:81
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
Generate a world.
Definition genworld.cpp:293
void AbortGeneratingWorld()
Initializes the abortion process.
Definition genworld.cpp:259
bool IsGeneratingWorldAborted()
Is the generation being aborted?
Definition genworld.cpp:268
void LoadTownData()
Load town data from _file_to_saveload, place towns at the appropriate locations, and expand them to t...
Definition genworld.cpp:388
void StartupCompanies()
Start of a new game.
Functions related to world/map generation.
void GWAbortProc()
Called when genworld is aborted.
Definition genworld.h:58
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
static const uint MAP_HEIGHT_LIMIT_AUTO_MINIMUM
When map height limit is auto, make this the lowest possible map height limit.
Definition genworld.h:54
@ LG_TERRAGENESIS
TerraGenesis Perlin landscape generator.
Definition genworld.h:22
void ShowGenerateWorldProgress()
Show the window where a user can follow the process of the map generation.
@ GWP_OBJECT
Generate objects (radio tower, light houses)
Definition genworld.h:68
@ GWP_MAP_INIT
Initialize/allocate the map, start economy.
Definition genworld.h:62
@ GWP_RUNSCRIPT
Runs the game script at most 2500 times, or when ever the script sleeps.
Definition genworld.h:72
@ GWP_GAME_START
Really prepare to start the game.
Definition genworld.h:73
@ GWP_GAME_INIT
Initialize the game.
Definition genworld.h:70
@ GWP_RUNTILELOOP
Runs the tile loop 1280 times to make snow etc.
Definition genworld.h:71
void GWDoneProc()
Procedure called when the genworld process finishes.
Definition genworld.h:57
static const uint MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM
When map height limit is auto, the map height limit will be the highest peak plus this value.
Definition genworld.h:55
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
Definition genworld.h:25
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
void PrepareGenerateWorldProgress()
Initializes the progress counters to the starting point.
GenWorldMode
Modes for GenerateWorld.
Definition genworld.h:28
@ GWM_HEIGHTMAP
Generate a newgame from a heightmap.
Definition genworld.h:32
@ GWM_EMPTY
Generate an empty map (sea-level)
Definition genworld.h:30
void SetMouseCursorBusy(bool busy)
Set or unset the ZZZ cursor.
Definition gfx.cpp:1641
void LoadStringWidthTable(bool monospace)
Initialize _stringwidth_table cache.
Definition gfx.cpp:1211
SwitchMode _switch_mode
The next mainloop command.
Definition gfx.cpp:49
void GfxLoadSprites()
Initialise and load all the sprites.
Definition gfxinit.cpp:335
Functions related to the graphics initialization.
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition gfx.cpp:1500
void FlatEmptyWorld(uint8_t tile_height)
Make an empty world where all tiles are of height 'tile_height'.
Functions related to creating heightmaps from files.
@ HM_CLOCKWISE
Rotate the map clockwise 45 degrees.
Definition heightmap.h:21
@ HM_COUNTER_CLOCKWISE
Rotate the map counter clockwise 45 degrees.
Definition heightmap.h:20
void RunTileLoop()
Gradually iterate over all tiles on the map, calling their TileLoopProcs once every TILE_UPDATE_FREQU...
bool GenerateLandscape(uint8_t mode)
Functions related to OTTD's landscape.
void ShowVitalWindows()
Show the vital in-game windows.
Definition main_gui.cpp:578
void SetupColoursAndInitialWindow()
Initialise the default colours (remaps and the likes), and load the main windows.
Definition main_gui.cpp:549
bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
Function performing a search around a center tile and going outward, thus in circle.
Definition map.cpp:243
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:372
bool _network_dedicated
are we a dedicated server?
Definition network.cpp:69
Basic functions/variables used all over the place.
Base for the NewGRF implementation.
void ShowNewGRFError()
Show the first NewGRF error we can find.
void InitializeBuildingCounts()
Initialise global building counts and all town building counts.
Functions related to NewGRF houses.
void SetCurrentRailTypeLabelList()
Populate railtype label list with current values.
NewGRF handling of rail types.
void SetCurrentRoadTypeLabelList()
Populate road type label list with current values.
NewGRF handling of road types.
@ PSM_ENTER_GAMELOOP
Enter the gameloop, changes will be permanent.
@ PSM_LEAVE_GAMELOOP
Leave the gameloop, changes will be temporary.
@ SM_MENU
Switch to game intro menu.
Definition openttd.h:33
@ SM_EDITOR
Switch to scenario editor.
Definition openttd.h:31
void SetModalProgress(bool state)
Set the modal progress state.
Definition progress.cpp:22
Functions related to modal progress.
bool HasModalProgress()
Check if we are currently in a modal progress state.
Definition progress.h:17
Randomizer _random
Random used in the game state calculations.
Pseudo random number generator.
A number of safeguards to prevent using unsafe methods.
SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
Main Save or Load function where the high-level saveload functions are handled.
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:65
Functions/types related to saving and loading games.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:59
Command definitions related to signs.
Definition of base types and functions in a cross-platform compatible way.
Functions related to low-level strings.
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:91
Functions related to OTTD's strings.
Class to backup a specific variable and restore it later.
bool IsValid() const
Checks whether the variable was already restored.
void Trash()
Trash the backup.
void Restore()
Restore the variable.
static void SwitchMode(PersistentStorageMode mode, bool ignore_prev_mode=false)
Clear temporary changes made since the last call to SwitchMode, and set whether subsequent changes sh...
bool freeform_edges
allow terraforming the tiles at the map edges
uint8_t map_height_limit
the maximum allowed heightlevel
TownLayout town_layout
select town layout,
Town data imported from JSON files and used to place towns.
Definition genworld.cpp:355
std::string name
The name of the town.
Definition genworld.cpp:357
bool is_city
Should it be created as a city in OpenTTD? If input is blank, defaults to false.
Definition genworld.cpp:359
uint population
The target population of the town when created in OpenTTD. If input is blank, defaults to 0.
Definition genworld.cpp:358
float x_proportion
The X coordinate of the town, as a proportion 0..1 of the maximum X coordinate.
Definition genworld.cpp:360
TownID town_id
The TownID of the town in OpenTTD. Not imported, but set during the founding proceess and stored here...
Definition genworld.cpp:356
float y_proportion
The Y coordinate of the town, as a proportion 0..1 of the maximum Y coordinate.
Definition genworld.cpp:361
std::string name
Name of the file.
Definition saveload.h:419
uint8_t snow_line_height
the configured snow line height (deduced from "snow_coverage")
uint8_t land_generator
the landscape generator
uint8_t se_flat_world_height
land height a flat world gets in SE
uint8_t heightmap_rotation
rotation director for the heightmap
uint32_t generation_seed
noise seed for world generation
uint8_t heightmap_height
highest mountain for heightmap (towards what it scales)
EconomySettings economy
settings to change the economy
ConstructionSettings construction
construction of things in-game
GameCreationSettings game_creation
settings used during the creation of a game (map)
Properties of current genworld process.
Definition genworld.cpp:63
static GWDoneProc * proc
Proc that is called when done (can be nullptr)
Definition genworld.cpp:69
static CompanyID lc
The local_company before generating.
Definition genworld.cpp:66
static uint size_x
X-size of the map.
Definition genworld.cpp:67
static uint size_y
Y-size of the map.
Definition genworld.cpp:68
static bool abort
Whether to abort the thread ASAP.
Definition genworld.cpp:64
static GWAbortProc * abortp
Proc that is called when aborting (can be nullptr)
Definition genworld.cpp:70
static GenWorldMode mode
What mode are we making a world in.
Definition genworld.cpp:65
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:278
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:269
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:305
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:296
static Titem * Get(auto index)
Returns Titem with given index.
Tindex index
Index of this pool item.
void SetSeed(uint32_t seed)
(Re)set the state of the random number generator.
uint32_t population
Current population of people.
Definition town.h:42
uint32_t num_houses
Amount of houses.
Definition town.h:41
Town data structure.
Definition town.h:52
TownCache cache
Container for all cacheable data.
Definition town.h:55
uint GetEstimationTGPMapHeight()
Get an overestimation of the highest peak TGP wants to generate.
Definition tgp.cpp:259
Functions for the Perlin noise enhanced map generator.
Base of all threads.
static const uint DEF_SNOWLINE_HEIGHT
Default snowline height.
Definition tile_type.h:33
static const uint MAX_MAP_HEIGHT_LIMIT
Upper bound of maximum allowed heightlevel (in the construction settings)
Definition tile_type.h:30
Functions related to tile highlights.
void ResetObjectToPlace()
Reset the cursor and mouse mode handling back to default (normal cursor, only clicking in windows).
void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
Change the cursor and mouse click/drag handling to a mode for performing special operations like tile...
@ HT_NONE
default
Definition of the game-calendar-timer.
Definition of the tick-based game-timer.
Base of the town class.
bool CheckTownRoadTypes()
Check if towns are able to build road.
bool GenerateTowns(TownLayout layout)
Generate a number of towns with a given layout.
Command definitions related to towns.
@ TSZ_SMALL
Small town.
Definition town_type.h:22
Base of all video drivers.
bool ScrollMainWindowToTile(TileIndex tile, bool instant)
Scrolls the viewport of the main window to a given location.
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 CloseWindowByClass(WindowClass cls, int data)
Close all windows of a given class.
Definition window.cpp:1155
void ResetWindowSystem()
Reset the windowing system, by means of shutting it down followed by re-initialization.
Definition window.cpp:1821
void HideVitalWindows()
Close all always on-top windows to get an empty screen.
Definition window.cpp:3323
void CloseAllNonVitalWindows()
It is possible that a stickied window gets to a position where the 'close' button is outside the gami...
Definition window.cpp:3285
Window functions not directly related to making/drawing windows.
@ WC_MAIN_WINDOW
Main window; Window numbers:
Definition window_type.h:53
@ WC_MODAL_PROGRESS
Progress report of landscape generation; Window numbers: