OpenTTD Source 20251104-master-g3befbdd52f
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();
142 Map::CountLandTiles();
144
146 } else {
147 GenerateClearTile();
148 Map::CountLandTiles();
149
150 /* Only generate towns, tree and industries in newgame mode. */
151 if (_game_mode != GM_EDITOR) {
154 return;
155 }
157 GenerateObjects();
159 }
160 }
161
162 /* These are probably pointless when inside the scenario editor. */
168 StartupDisasters();
169 _generating_world = false;
170
172
173 /* No need to run the tile loop in the scenario editor. */
175 uint i;
176
178 for (i = 0; i < 0x500; i++) {
179 RunTileLoop();
182 }
183
184 if (_game_mode != GM_EDITOR) {
185 if (Game::GetInstance() != nullptr) {
187 _generating_world = true;
188 for (i = 0; i < 2500; i++) {
191 if (Game::GetInstance()->IsSleeping()) break;
192 }
193 _generating_world = false;
194 }
195 }
196 }
197
199
201 _cur_company.Trash();
203 /* Show all vital windows again, because we have hidden them. */
204 if (_game_mode != GM_MENU) ShowVitalWindows();
205
207 /* Call any callback */
208 if (GenWorldInfo::proc != nullptr) GenWorldInfo::proc();
210
212
214
215 if (_network_dedicated) Debug(net, 3, "Map generated, starting game");
216 Debug(desync, 1, "new_map: {:08x}", _settings_game.game_creation.generation_seed);
217
218 if (_debug_desync_level > 0) {
219 std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameEconomy::date);
221 }
222 } catch (AbortGenerateWorldSignal&) {
224
226 if (_cur_company.IsValid()) _cur_company.Restore();
227
228 if (_network_dedicated) {
229 /* Exit the game to prevent a return to main menu. */
230 Debug(net, 0, "Generating map failed; closing server");
231 _exit_game = true;
232 } else {
233 SwitchToMode(_switch_mode);
234 }
235 }
236}
237
247
257
262{
263 GenWorldInfo::abort = true;
264}
265
271{
272 return GenWorldInfo::abort || _exit_game;
273}
274
279{
280 /* Clean up - in SE create an empty map, otherwise, go to intro menu */
281 _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
282
284
286}
287
295void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
296{
297 if (HasModalProgress()) return;
298 GenWorldInfo::mode = mode;
299 GenWorldInfo::size_x = size_x;
300 GenWorldInfo::size_y = size_y;
301 SetModalProgress(true);
302 GenWorldInfo::abort = false;
303 GenWorldInfo::abortp = nullptr;
305
306 /* This disables some commands and stuff */
308
309 InitializeGame(GenWorldInfo::size_x, GenWorldInfo::size_y, true, reset_settings);
311
313 uint estimated_height = 0;
314
315 if (GenWorldInfo::mode == GWM_EMPTY && _game_mode != GM_MENU) {
317 } else if (GenWorldInfo::mode == GWM_HEIGHTMAP) {
320 estimated_height = GetEstimationTGPMapHeight();
321 } else {
322 estimated_height = 0;
323 }
324
326 }
327
329
330 /* Load the right landscape stuff, and the NewGRFs! */
336
337 /* Re-init the windowing system */
339
340 /* Create toolbars */
342 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
343
347
349
350 /* Centre the view on the map */
352
354}
355
360{
361 /* Load the JSON file as a string initially. We'll parse it soon. */
362 size_t filesize;
363 auto f = FioFOpenFile(_file_to_saveload.name, "rb", HEIGHTMAP_DIR, &filesize);
364
365 if (!f.has_value()) {
366 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
367 GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
368 return;
369 }
370
371 std::string text(filesize, '\0');
372 size_t len = fread(text.data(), filesize, 1, *f);
373 f.reset();
374 if (len != 1) {
375 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
376 GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
377 return;
378 }
379
380 /* Now parse the JSON. */
381 nlohmann::json town_data;
382 try {
383 town_data = nlohmann::json::parse(text);
384 } catch (nlohmann::json::exception &) {
385 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
386 return;
387 }
388
389 /* Check for JSON formatting errors with the array of towns. */
390 if (!town_data.is_array()) {
391 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
392 return;
393 }
394
395 std::vector<std::pair<Town *, uint> > towns;
396 uint failed_towns = 0;
397
398 /* Iterate through towns and attempt to found them. */
399 for (auto &feature : town_data) {
400 std::string name; // The name of the town.
401 uint population; // The target population of the town when created in OpenTTD. If input is blank, defaults to 0.
402 bool is_city; // Should it be created as a city in OpenTTD? If input is blank, defaults to false.
403 float x_proportion; // The X coordinate of the town, as a proportion 0..1 of the maximum X coordinate.
404 float y_proportion; // The Y coordinate of the town, as a proportion 0..1 of the maximum Y coordinate.
405
406 /* Ensure JSON is formatted properly. */
407 if (!feature.is_object()) {
408 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
409 return;
410 }
411
412 /* Check to ensure all fields exist and are of the correct type.
413 * If the town name is formatted wrong, all we can do is give a general warning. */
414 if (!feature.contains("name") || !feature.at("name").is_string()) {
415 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED), GetEncodedString(STR_TOWN_DATA_ERROR_JSON_FORMATTED_INCORRECTLY), WL_ERROR);
416 return;
417 }
418
419 /* If other fields are formatted wrong, we can actually inform the player which town is the problem. */
420 if (!feature.contains("population") || !feature.at("population").is_number() ||
421 !feature.contains("city") || !feature.at("city").is_boolean() ||
422 !feature.contains("x") || !feature.at("x").is_number() ||
423 !feature.contains("y") || !feature.at("y").is_number()) {
424 feature.at("name").get_to(name);
425 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
426 GetEncodedString(STR_TOWN_DATA_ERROR_TOWN_FORMATTED_INCORRECTLY, name), WL_ERROR);
427 return;
428 }
429
430 /* Set town properties. */
431 feature.at("name").get_to(name);
432 feature.at("population").get_to(population);
433 feature.at("city").get_to(is_city);
434
435 /* Set town coordinates. */
436 feature.at("x").get_to(x_proportion);
437 feature.at("y").get_to(y_proportion);
438
439 /* Check for improper coordinates and warn the player. */
440 if (x_proportion <= 0.0f || y_proportion <= 0.0f || x_proportion >= 1.0f || y_proportion >= 1.0f) {
441 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_LOAD_FAILED),
442 GetEncodedString(STR_TOWN_DATA_ERROR_BAD_COORDINATE, name), WL_ERROR);
443 return;
444 }
445
446 /* Find the target tile for the town. */
447 TileIndex target_tile;
449 case HM_CLOCKWISE:
450 /* Tile coordinates align with what we expect. */
451 target_tile = TileXY(x_proportion * Map::MaxX(), y_proportion * Map::MaxY());
452 break;
454 /* Tile coordinates are rotated and must be adjusted. */
455 target_tile = TileXY((1 - y_proportion * Map::MaxX()), x_proportion * Map::MaxY());
456 break;
457 default: NOT_REACHED();
458 }
459
460 TownID town_id; // The TownID of the town in OpenTTD. Not imported, but set during the founding process and stored here for convenience.
461 /* Try founding on the target tile, and if that doesn't work, find the nearest suitable tile up to 16 tiles away.
462 * The target might be on water, blocked somehow, or on a steep slope that can't be terraformed by the founding command. */
463 for (auto tile : SpiralTileSequence(target_tile, 16, 0, 0)) {
464 std::tuple<CommandCost, Money, TownID> result = Command<CMD_FOUND_TOWN>::Do(DoCommandFlag::Execute, tile, TSZ_SMALL, is_city, _settings_game.economy.town_layout, false, 0, name);
465
466 town_id = std::get<TownID>(result);
467
468 /* Check if the command succeeded. */
469 if (town_id != TownID::Invalid()) break;
470 }
471
472 /* 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.
473 * This allows the player to diagnose a heightmap misalignment, if towns end up in the sea, or place towns manually, if in rough terrain. */
474 if (town_id == TownID::Invalid()) {
475 Command<CMD_PLACE_SIGN>::Post(target_tile, name);
476 failed_towns++;
477 continue;
478 }
479
480 towns.emplace_back(std::make_pair(Town::Get(town_id), population));
481 }
482
483 /* If we couldn't found a town (or multiple), display a message to the player with the number of failed towns. */
484 if (failed_towns > 0) {
485 ShowErrorMessage(GetEncodedString(STR_TOWN_DATA_ERROR_FAILED_TO_FOUND_TOWN, failed_towns), {}, WL_WARNING);
486 }
487
488 /* Now that we've created the towns, let's grow them to their target populations. */
489 for (const auto &item : towns) {
490 Town *t = item.first;
491 uint population = item.second;
492
493 /* Grid towns can grow almost forever, but the town growth algorithm gets less and less efficient as it wanders roads randomly,
494 * 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." */
495 int try_limit = 1000;
496
497 /* If a town repeatedly fails to grow, continuing to try only wastes time. */
498 int fail_limit = 10;
499
500 /* Grow by a constant number of houses each time, instead of growth based on current town size.
501 * We want our try limit to apply in a predictable way, no matter the road layout and other geography. */
502 const int HOUSES_TO_GROW = 10;
503
504 do {
505 uint before = t->cache.num_houses;
506 Command<CMD_EXPAND_TOWN>::Post(t->index, HOUSES_TO_GROW, {TownExpandMode::Buildings, TownExpandMode::Roads});
507 if (t->cache.num_houses <= before) fail_limit--;
508 } while (fail_limit > 0 && try_limit-- > 0 && t->cache.population < population);
509 }
510}
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
Generate TileIndices around a center tile or tile area, with increasing distance.
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:798
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(std::string_view filename, std::string_view 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:55
@ DFT_GAME_FILE
Save game or scenario file.
Definition fileio_type.h:31
@ HEIGHTMAP_DIR
Subdirectory of scenario for heightmaps.
Definition fileio_type.h:93
@ AUTOSAVE_DIR
Subdirectory of save for autosaves.
Definition fileio_type.h:91
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:243
void GenerateWorldSetAbortCallback(GWAbortProc *proc)
Set here the function, if any, that you want to be called when landscape generation is aborted.
Definition genworld.cpp:253
void HandleGeneratingWorldAbortion()
Really handle the abortion, i.e.
Definition genworld.cpp:278
void GenerateTrees()
Place new trees.
Definition tree_cmd.cpp:476
static void _GenerateWorld()
The internal, real, generate function.
Definition genworld.cpp:98
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:295
void AbortGeneratingWorld()
Initializes the abortion process.
Definition genworld.cpp:261
bool IsGeneratingWorldAborted()
Is the generation being aborted?
Definition genworld.cpp:270
void LoadTownData()
Load town data from _file_to_saveload, place towns at the appropriate locations, and expand them to t...
Definition genworld.cpp:359
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:69
@ 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:73
@ GWP_GAME_START
Really prepare to start the game.
Definition genworld.h:74
@ GWP_GAME_INIT
Initialize the game.
Definition genworld.h:71
@ GWP_RUNTILELOOP
Runs the tile loop 1280 times to make snow etc.
Definition genworld.h:72
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 LoadStringWidthTable(FontSizes fontsizes)
Initialize _stringwidth_table cache for the specified font sizes.
Definition gfx.cpp:1254
void SetMouseCursorBusy(bool busy)
Set or unset the ZZZ cursor.
Definition gfx.cpp:1688
SwitchMode _switch_mode
The next mainloop command.
Definition gfx.cpp:50
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:1547
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:582
void SetupColoursAndInitialWindow()
Initialise the default colours (remaps and the likes), and load the main windows.
Definition main_gui.cpp:553
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:385
bool _network_dedicated
are we a dedicated server?
Definition network.cpp:70
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(std::string_view 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:78
Functions/types related to saving and loading games.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
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:90
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,
std::string name
Name of the file.
Definition saveload.h:430
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:281
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:272
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:308
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:299
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:53
uint32_t num_houses
Amount of houses.
Definition town.h:52
Town data structure.
Definition town.h:63
TownCache cache
Container for all cacheable data.
Definition town.h:66
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 constexpr uint DEF_SNOWLINE_HEIGHT
Default snowline height.
Definition tile_type.h:33
static constexpr 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 GenerateTowns(TownLayout layout, std::optional< uint > number=std::nullopt)
Generate a number of towns with a given layout.
bool CheckTownRoadTypes()
Check if towns are able to build road.
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:1205
void ResetWindowSystem()
Reset the windowing system, by means of shutting it down followed by re-initialization.
Definition window.cpp:1874
void HideVitalWindows()
Close all always on-top windows to get an empty screen.
Definition window.cpp:3375
void CloseAllNonVitalWindows()
It is possible that a stickied window gets to a position where the 'close' button is outside the gami...
Definition window.cpp:3337
Window functions not directly related to making/drawing windows.
@ WC_MAIN_WINDOW
Main window; Window numbers:
Definition window_type.h:56
@ WC_MODAL_PROGRESS
Progress report of landscape generation; Window numbers: