OpenTTD Source  20241124-master-g9399a92a4f
genworld.cpp
Go to the documentation of this file.
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"
24 #include "timer/timer_game_tick.h"
25 #include "engine_func.h"
26 #include "water.h"
27 #include "video/video_driver.hpp"
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"
39 #include "game/game_instance.hpp"
40 #include "string_func.h"
41 #include "thread.h"
42 #include "tgp.h"
43 
44 #include "safeguards.h"
45 
46 
47 void GenerateClearTile();
48 void GenerateIndustries();
49 void GenerateObjects();
50 void GenerateTrees();
51 
52 void StartupEconomy();
53 void StartupCompanies();
54 void StartupDisasters();
55 
56 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
57 
65 
68 
70 
74 static void CleanupGeneration()
75 {
76  _generating_world = false;
77 
78  SetMouseCursorBusy(false);
79  SetModalProgress(false);
80  _gw.proc = nullptr;
81  _gw.abortp = nullptr;
82 
86 }
87 
91 static void _GenerateWorld()
92 {
93  /* Make sure everything is done via OWNER_NONE. */
95 
96  try {
97  _generating_world = true;
98  if (_network_dedicated) Debug(net, 3, "Generating map, please wait...");
99  /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
102  SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
103  ScriptObject::InitializeRandomizers();
104 
106 
108  /* Must start economy early because of the costs. */
109  StartupEconomy();
110  if (!CheckTownRoadTypes()) {
112  return;
113  }
114 
115  bool landscape_generated = false;
116 
117  /* Don't generate landscape items when in the scenario editor. */
118  if (_gw.mode != GWM_EMPTY) {
119  landscape_generated = GenerateLandscape(_gw.mode);
120  }
121 
122  if (!landscape_generated) {
124 
125  /* Make sure the tiles at the north border are void tiles if needed. */
127  for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, 0));
128  for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(0, y));
129  }
130 
131  /* Make the map the height of the setting */
133 
134  ConvertGroundTilesIntoWaterTiles();
136 
138  } else {
139  GenerateClearTile();
140 
141  /* Only generate towns, tree and industries in newgame mode. */
142  if (_game_mode != GM_EDITOR) {
145  return;
146  }
148  GenerateObjects();
149  GenerateTrees();
150  }
151  }
152 
153  /* These are probably pointless when inside the scenario editor. */
157  StartupEngines();
159  StartupDisasters();
160  _generating_world = false;
161 
162  /* No need to run the tile loop in the scenario editor. */
163  if (_gw.mode != GWM_EMPTY) {
164  uint i;
165 
167  for (i = 0; i < 0x500; i++) {
168  RunTileLoop();
171  }
172 
173  if (_game_mode != GM_EDITOR) {
174  Game::StartNew();
175 
176  if (Game::GetInstance() != nullptr) {
178  _generating_world = true;
179  for (i = 0; i < 2500; i++) {
180  Game::GameLoop();
182  if (Game::GetInstance()->IsSleeping()) break;
183  }
184  _generating_world = false;
185  }
186  }
187  }
188 
190 
192  _cur_company.Trash();
194  /* Show all vital windows again, because we have hidden them. */
195  if (_game_mode != GM_MENU) ShowVitalWindows();
196 
198  /* Call any callback */
199  if (_gw.proc != nullptr) _gw.proc();
201 
203 
204  ShowNewGRFError();
205 
206  if (_network_dedicated) Debug(net, 3, "Map generated, starting game");
207  Debug(desync, 1, "new_map: {:08x}", _settings_game.game_creation.generation_seed);
208 
209  if (_debug_desync_level > 0) {
210  std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameEconomy::date);
212  }
213  } catch (AbortGenerateWorldSignal&) {
215 
217  if (_cur_company.IsValid()) _cur_company.Restore();
218 
219  if (_network_dedicated) {
220  /* Exit the game to prevent a return to main menu. */
221  Debug(net, 0, "Generating map failed; closing server");
222  _exit_game = true;
223  } else {
224  SwitchToMode(_switch_mode);
225  }
226  }
227 }
228 
235 {
236  _gw.proc = proc;
237 }
238 
245 {
246  _gw.abortp = proc;
247 }
248 
253 {
254  _gw.abort = true;
255 }
256 
262 {
263  return _gw.abort || _exit_game;
264 }
265 
270 {
271  /* Clean up - in SE create an empty map, otherwise, go to intro menu */
272  _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
273 
274  if (_gw.abortp != nullptr) _gw.abortp();
275 
276  throw AbortGenerateWorldSignal();
277 }
278 
286 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
287 {
288  if (HasModalProgress()) return;
289  _gw.mode = mode;
290  _gw.size_x = size_x;
291  _gw.size_y = size_y;
292  SetModalProgress(true);
293  _gw.abort = false;
294  _gw.abortp = nullptr;
296 
297  /* This disables some commands and stuff */
299 
300  InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
302 
304  uint estimated_height = 0;
305 
306  if (_gw.mode == GWM_EMPTY && _game_mode != GM_MENU) {
308  } else if (_gw.mode == GWM_HEIGHTMAP) {
309  estimated_height = _settings_game.game_creation.heightmap_height;
311  estimated_height = GetEstimationTGPMapHeight();
312  } else {
313  estimated_height = 0;
314  }
315 
317  }
318 
320 
321  /* Load the right landscape stuff, and the NewGRFs! */
322  GfxLoadSprites();
325 
326  /* Re-init the windowing system */
328 
329  /* Create toolbars */
331  SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
332 
336 
338 
339  /* Centre the view on the map */
340  ScrollMainWindowToTile(TileXY(Map::SizeX() / 2, Map::SizeY() / 2), true);
341 
342  _GenerateWorld();
343 }
344 
347  TownID town_id;
348  std::string name;
349  uint population;
350  bool is_city;
351  float x_proportion;
352  float y_proportion;
353 };
354 
361 static bool TryFoundTownNearby(TileIndex tile, void *user_data)
362 {
363  ExternalTownData &town = *static_cast<ExternalTownData *>(user_data);
364  std::tuple<CommandCost, Money, TownID> result = Command<CMD_FOUND_TOWN>::Do(DC_EXEC, tile, TSZ_SMALL, town.is_city, _settings_game.economy.town_layout, false, 0, town.name);
365 
366  TownID id = std::get<TownID>(result);
367 
368  /* Check if the command failed. */
369  if (id == INVALID_TOWN) return false;
370 
371  /* The command succeeded, send the ID back through user_data. */
372  town.town_id = id;
373  return true;
374 }
375 
380 {
381  /* Load the JSON file as a string initially. We'll parse it soon. */
382  size_t filesize;
383  auto f = FioFOpenFile(_file_to_saveload.name, "rb", HEIGHTMAP_DIR, &filesize);
384 
385  if (!f.has_value()) {
386  ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
387  return;
388  }
389 
390  std::string text(filesize, '\0');
391  size_t len = fread(text.data(), filesize, 1, *f);
392  f.reset();
393  if (len != 1) {
394  ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
395  return;
396  }
397 
398  /* Now parse the JSON. */
399  nlohmann::json town_data;
400  try {
401  town_data = nlohmann::json::parse(text);
402  } catch (nlohmann::json::exception &) {
403  ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
404  return;
405  }
406 
407  /* Check for JSON formatting errors with the array of towns. */
408  if (!town_data.is_array()) {
409  ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
410  return;
411  }
412 
413  std::vector<std::pair<Town *, uint> > towns;
414  uint failed_towns = 0;
415 
416  /* Iterate through towns and attempt to found them. */
417  for (auto &feature : town_data) {
418  ExternalTownData town;
419 
420  /* Ensure JSON is formatted properly. */
421  if (!feature.is_object()) {
422  ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
423  return;
424  }
425 
426  /* Check to ensure all fields exist and are of the correct type.
427  * If the town name is formatted wrong, all we can do is give a general warning. */
428  if (!feature.contains("name") || !feature.at("name").is_string()) {
429  ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY, WL_ERROR);
430  return;
431  }
432 
433  /* If other fields are formatted wrong, we can actually inform the player which town is the problem. */
434  if (!feature.contains("population") || !feature.at("population").is_number() ||
435  !feature.contains("city") || !feature.at("city").is_boolean() ||
436  !feature.contains("x") || !feature.at("x").is_number() ||
437  !feature.contains("y") || !feature.at("y").is_number()) {
438  feature.at("name").get_to(town.name);
439  SetDParamStr(0, town.name);
440  ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_TOWN_FORMATTED_INCORRECTLY, WL_ERROR);
441  return;
442  }
443 
444  /* Set town properties. */
445  feature.at("name").get_to(town.name);
446  feature.at("population").get_to(town.population);
447  feature.at("city").get_to(town.is_city);
448 
449  /* Set town coordinates. */
450  feature.at("x").get_to(town.x_proportion);
451  feature.at("y").get_to(town.y_proportion);
452 
453  /* Check for improper coordinates and warn the player. */
454  if (town.x_proportion <= 0.0f || town.y_proportion <= 0.0f || town.x_proportion >= 1.0f || town.y_proportion >= 1.0f) {
455  SetDParamStr(0, town.name);
456  ShowErrorMessage(STR_TOWN_DATA_ERROR_LOAD_FAILED, STR_TOWN_DATA_ERROR_BAD_COORDINATE, WL_ERROR);
457  return;
458  }
459 
460  /* Find the target tile for the town. */
461  TileIndex tile;
463  case HM_CLOCKWISE:
464  /* Tile coordinates align with what we expect. */
465  tile = TileXY(town.x_proportion * Map::MaxX(), town.y_proportion * Map::MaxY());
466  break;
468  /* Tile coordinates are rotated and must be adjusted. */
469  tile = TileXY((1 - town.y_proportion * Map::MaxX()), town.x_proportion * Map::MaxY());
470  break;
471  default: NOT_REACHED();
472  }
473 
474  /* Try founding on the target tile, and if that doesn't work, find the nearest suitable tile up to 16 tiles away.
475  * The target might be on water, blocked somehow, or on a steep slope that can't be terraformed by the founding command. */
476  TileIndex search_tile = tile;
477  bool success = CircularTileSearch(&search_tile, 16, 0, 0, TryFoundTownNearby, &town);
478 
479  /* 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.
480  * This allows the player to diagnose a heightmap misalignment, if towns end up in the sea, or place towns manually, if in rough terrain. */
481  if (!success) {
483  failed_towns++;
484  continue;
485  }
486 
487  towns.emplace_back(std::make_pair(Town::Get(town.town_id), town.population));
488  }
489 
490  /* If we couldn't found a town (or multiple), display a message to the player with the number of failed towns. */
491  if (failed_towns > 0) {
492  SetDParam(0, failed_towns);
493  ShowErrorMessage(STR_TOWN_DATA_ERROR_FAILED_TO_FOUND_TOWN, INVALID_STRING_ID, WL_WARNING);
494  }
495 
496  /* Now that we've created the towns, let's grow them to their target populations. */
497  for (const auto &item : towns) {
498  Town *t = item.first;
499  uint population = item.second;
500 
501  /* Grid towns can grow almost forever, but the town growth algorithm gets less and less efficient as it wanders roads randomly,
502  * 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." */
503  int try_limit = 1000;
504 
505  /* If a town repeatedly fails to grow, continuing to try only wastes time. */
506  int fail_limit = 10;
507 
508  /* Grow by a constant number of houses each time, instead of growth based on current town size.
509  * We want our try limit to apply in a predictable way, no matter the road layout and other geography. */
510  const int HOUSES_TO_GROW = 10;
511 
512  do {
513  uint before = t->cache.num_houses;
514  Command<CMD_EXPAND_TOWN>::Post(t->index, HOUSES_TO_GROW);
515  if (t->cache.num_houses <= before) fail_limit--;
516  } while (fail_limit > 0 && try_limit-- > 0 && t->cache.population < population);
517  }
518 }
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:101
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.
@ DC_EXEC
execute the given command
Definition: command_type.h:376
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:52
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.
Definition: company_cmd.cpp:53
Functions related to companies.
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
@ OWNER_NONE
The tile has no ownership.
Definition: company_type.h:25
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
void StartupEngines()
Start/initialise all our engines.
Definition: engine.cpp:763
Functions related to engines.
Functions related to errors.
void UnshowCriticalError()
Unshow the critical error.
Definition: error_gui.cpp:349
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
Definition: error_gui.cpp:367
void ShowFirstError()
Show the first error of the queue.
Definition: error_gui.cpp:335
@ WL_WARNING
Other information.
Definition: error.h:25
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition: error.h:26
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.
Definition: fileio_type.h:120
@ AUTOSAVE_DIR
Subdirectory of save for autosaves.
Definition: fileio_type.h:118
Base functions for all Games.
The GameInstance tracks games.
bool _generating_world
Whether we are generating the map or not.
Definition: genworld.cpp:67
void GenerateWorldSetCallback(GWDoneProc *proc)
Set here the function, if any, that you want to be called when landscape generation is done.
Definition: genworld.cpp:234
void GenerateWorldSetAbortCallback(GWAbortProc *proc)
Set here the function, if any, that you want to be called when landscape generation is aborted.
Definition: genworld.cpp:244
void HandleGeneratingWorldAbortion()
Really handle the abortion, i.e.
Definition: genworld.cpp:269
GenWorldInfo _gw
Please only use this variable in genworld.h and genworld.cpp and nowhere else.
Definition: genworld.cpp:64
void GenerateTrees()
Place new trees.
Definition: tree_cmd.cpp:354
static void _GenerateWorld()
The internal, real, generate function.
Definition: genworld.cpp:91
static bool TryFoundTownNearby(TileIndex tile, void *user_data)
Helper for CircularTileSearch to found a town on or near a given tile.
Definition: genworld.cpp:361
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:74
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
Generate a world.
Definition: genworld.cpp:286
void AbortGeneratingWorld()
Initializes the abortion process.
Definition: genworld.cpp:252
bool IsGeneratingWorldAborted()
Is the generation being aborted?
Definition: genworld.cpp:261
void LoadTownData()
Load town data from _file_to_saveload, place towns at the appropriate locations, and expand them to t...
Definition: genworld.cpp:379
void StartupCompanies()
Start of a new game.
Functions related to world/map generation.
void GWAbortProc()
Called when genworld is aborted.
Definition: genworld.h:55
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:51
void ShowGenerateWorldProgress()
Show the window where a user can follow the process of the map generation.
GenWorldMode
Modes for GenerateWorld.
Definition: genworld.h:27
@ GWM_HEIGHTMAP
Generate a newgame from a heightmap.
Definition: genworld.h:31
@ GWM_EMPTY
Generate an empty map (sea-level)
Definition: genworld.h:29
@ GWP_OBJECT
Generate objects (radio tower, light houses)
Definition: genworld.h:76
@ GWP_MAP_INIT
Initialize/allocate the map, start economy.
Definition: genworld.h:70
@ GWP_RUNSCRIPT
Runs the game script at most 2500 times, or when ever the script sleeps.
Definition: genworld.h:80
@ GWP_GAME_START
Really prepare to start the game.
Definition: genworld.h:81
@ GWP_GAME_INIT
Initialize the game.
Definition: genworld.h:78
@ GWP_RUNTILELOOP
Runs the tile loop 1280 times to make snow etc.
Definition: genworld.h:79
void GWDoneProc()
Procedure called when the genworld process finishes.
Definition: genworld.h:54
static const uint MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM
When map height limit is auto, the map height limit will be the higest peak plus this value.
Definition: genworld.h:52
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
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.
@ LG_TERRAGENESIS
TerraGenesis Perlin landscape generator.
Definition: genworld.h:21
void SetMouseCursorBusy(bool busy)
Set or unset the ZZZ cursor.
Definition: gfx.cpp:1670
void LoadStringWidthTable(bool monospace)
Initialize _stringwidth_table cache.
Definition: gfx.cpp:1210
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:49
void GfxLoadSprites()
Initialise and load all the sprites.
Definition: gfxinit.cpp:323
Functions related to the graphics initialization.
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1529
void FlatEmptyWorld(uint8_t tile_height)
Make an empty world where all tiles are of height 'tile_height'.
Definition: heightmap.cpp:521
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...
Definition: landscape.cpp:769
bool GenerateLandscape(uint8_t mode)
Definition: landscape.cpp:1551
Functions related to OTTD's landscape.
void ShowVitalWindows()
Show the vital in-game windows.
Definition: main_gui.cpp:575
void SetupColoursAndInitialWindow()
Initialise the default colours (remaps and the likes), and load the main windows.
Definition: main_gui.cpp:546
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:247
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition: map_func.h:373
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:68
Basic functions/variables used all over the place.
Base for the NewGRF implementation.
void ShowNewGRFError()
Show the first NewGRF error we can find.
Definition: newgrf_gui.cpp:45
void InitializeBuildingCounts(Town *t)
Initialise building counts for a town.
Functions related to NewGRF houses.
@ 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.
Definition: random_func.cpp:37
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.
Definition: saveload.cpp:3097
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition: saveload.cpp:60
Functions/types related to saving and loading games.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:57
Command definitions related to signs.
Definition of base types and functions in a cross-platform compatible way.
Functions related to low-level strings.
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings.cpp:104
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:357
Functions related to OTTD's strings.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
bool IsValid() const
Checks whether the variable was already restored.
Definition: backup_type.hpp:61
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:346
std::string name
The name of the town.
Definition: genworld.cpp:348
bool is_city
Should it be created as a city in OpenTTD? If input is blank, defaults to false.
Definition: genworld.cpp:350
uint population
The target population of the town when created in OpenTTD. If input is blank, defaults to 0.
Definition: genworld.cpp:349
float x_proportion
The X coordinate of the town, as a proportion 0..1 of the maximum X coordinate.
Definition: genworld.cpp:351
TownID town_id
The TownID of the town in OpenTTD. Not imported, but set during the founding proceess and stored here...
Definition: genworld.cpp:347
float y_proportion
The Y coordinate of the town, as a proportion 0..1 of the maximum Y coordinate.
Definition: genworld.cpp:352
std::string name
Name of the file.
Definition: saveload.h:412
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.h:58
GWDoneProc * proc
Proc that is called when done (can be nullptr)
Definition: genworld.h:64
CompanyID lc
The local_company before generating.
Definition: genworld.h:61
uint size_x
X-size of the map.
Definition: genworld.h:62
uint size_y
Y-size of the map.
Definition: genworld.h:63
bool abort
Whether to abort the thread ASAP.
Definition: genworld.h:59
GWAbortProc * abortp
Proc that is called when aborting (can be nullptr)
Definition: genworld.h:65
GenWorldMode mode
What mode are we making a world in.
Definition: genworld.h:60
static uint SizeY()
Get the size of the map along the Y.
Definition: map_func.h:279
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition: map_func.h:270
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition: map_func.h:306
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition: map_func.h:297
Tindex index
Index of this pool item.
Definition: pool_type.hpp:238
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:339
void SetSeed(uint32_t seed)
(Re)set the state of the random number generator.
Definition: random_func.cpp:56
uint32_t population
Current population of people.
Definition: town.h:44
uint32_t num_houses
Amount of houses.
Definition: town.h:43
Town data structure.
Definition: town.h:54
TownCache cache
Container for all cacheable data.
Definition: town.h:57
uint GetEstimationTGPMapHeight()
Get an overestimation of the highest peak TGP wants to generate.
Definition: tgp.cpp:250
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).
Definition: viewport.cpp:3498
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...
Definition: viewport.cpp:3450
@ 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.
Definition: town_cmd.cpp:982
bool GenerateTowns(TownLayout layout)
Generate a number of towns with a given layout.
Definition: town_cmd.cpp:2386
Command definitions related to towns.
@ TSZ_SMALL
Small town.
Definition: town_type.h:20
Base of all video drivers.
bool ScrollMainWindowToTile(TileIndex tile, bool instant)
Scrolls the viewport of the main window to a given location.
Definition: viewport.cpp:2515
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:1152
void ResetWindowSystem()
Reset the windowing system, by means of shutting it down followed by re-initialization.
Definition: window.cpp:1818
void HideVitalWindows()
Close all always on-top windows to get an empty screen.
Definition: window.cpp:3310
void CloseAllNonVitalWindows()
It is possible that a stickied window gets to a position where the 'close' button is outside the gami...
Definition: window.cpp:3272
Window functions not directly related to making/drawing windows.
@ WC_MAIN_WINDOW
Main window; Window numbers:
Definition: window_type.h:51
@ WC_MODAL_PROGRESS
Progress report of landscape generation; Window numbers:
Definition: window_type.h:469