(svn r25876) -Codechange: Unify object placement during map creation

pull/155/head
planetmaker 11 years ago
parent 3eed8402f1
commit 91c3c20cc5

@ -706,15 +706,12 @@ static bool TryBuildTransmitter()
void GenerateObjects()
{
if (_settings_game.game_creation.landscape == LT_TOYLAND) return;
/* Set a guestimate on how much we progress */
SetGeneratingWorldProgress(GWP_OBJECT, NUM_OBJECTS);
/* add radio tower */
int radiotower_to_build = ScaleByMapSize(15); // maximum number of radio towers on the map
int lighthouses_to_build = _settings_game.game_creation.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7);
/* Scale the amount of lighthouses with the amount of land at the borders. */
if (_settings_game.construction.freeform_edges && lighthouses_to_build != 0) {
uint num_water_tiles = 0;
/* Determine number of water tiles at map border needed for freeform_edges */
uint num_water_tiles = 0;
if (_settings_game.construction.freeform_edges) {
for (uint x = 0; x < MapMaxX(); x++) {
if (IsTileType(TileXY(x, 1), MP_WATER)) num_water_tiles++;
if (IsTileType(TileXY(x, MapMaxY() - 1), MP_WATER)) num_water_tiles++;
@ -723,24 +720,47 @@ void GenerateObjects()
if (IsTileType(TileXY(1, y), MP_WATER)) num_water_tiles++;
if (IsTileType(TileXY(MapMaxX() - 1, y), MP_WATER)) num_water_tiles++;
}
/* The -6 is because the top borders are MP_VOID (-2) and all corners
* are counted twice (-4). */
lighthouses_to_build = lighthouses_to_build * num_water_tiles / (2 * MapMaxY() + 2 * MapMaxX() - 6);
}
SetGeneratingWorldProgress(GWP_OBJECT, radiotower_to_build + lighthouses_to_build);
/* Iterate over all possible object types */
for (uint i = 0; i < NUM_OBJECTS; i++) {
const ObjectSpec *spec = ObjectSpec::Get(i);
for (uint i = ScaleByMapSize(1000); i != 0 && Object::CanAllocateItem(); i--) {
if (!TryBuildTransmitter()) continue;
IncreaseGeneratingWorldProgress(GWP_OBJECT);
if (--radiotower_to_build == 0) break;
}
/* Continue, if the object was never available till now or shall not be placed */
if (!spec->WasEverAvailable() || spec->generate_amount == 0) continue;
/* add lighthouses */
for (int loop_count = 0; loop_count < 1000 && lighthouses_to_build != 0 && Object::CanAllocateItem(); loop_count++) {
if (!TryBuildLightHouse()) continue;
uint16 amount = spec->generate_amount;
/* Scale by map size */
if ((spec->flags & OBJECT_FLAG_SCALE_BY_WATER) && _settings_game.construction.freeform_edges) {
/* Scale the amount of lighthouses with the amount of land at the borders.
* The -6 is because the top borders are MP_VOID (-2) and all corners
* are counted twice (-4). */
amount = ScaleByMapSize1D(amount * num_water_tiles) / (2 * MapMaxY() + 2 * MapMaxX() - 6);
} else if (spec->flags & OBJECT_FLAG_SCALE_BY_WATER) {
amount = ScaleByMapSize1D(amount);
} else {
amount = ScaleByMapSize(amount);
}
/* Now try to place the requested amount of this object */
for (uint j = ScaleByMapSize(1000); j != 0 && amount != 0 && Object::CanAllocateItem(); j--) {
switch (i) {
case OBJECT_LIGHTHOUSE:
if (TryBuildTransmitter()) amount--;
break;
case OBJECT_TRANSMITTER:
if (TryBuildLightHouse()) amount--;
break;
default:
uint8 view = RandomRange(spec->views);
if (CmdBuildObject(RandomTile(), DC_EXEC | DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, i, view, NULL).Succeeded()) amount--;
break;
}
}
IncreaseGeneratingWorldProgress(GWP_OBJECT);
lighthouses_to_build--;
}
}

@ -123,7 +123,7 @@ static const DrawTileSprites _object_hq[] = {
#undef TILE_SPRITE_LINE
#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 }
#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 }
/* Climates
* T = Temperate
@ -137,7 +137,7 @@ static const DrawTileSprites _object_hq[] = {
/** Specification of the original object structures. */
extern const ObjectSpec _original_objects[] = {
M(STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER, 0x11, 0, 0, 10, T|A|S , 15, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT),
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),
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),
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!
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
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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