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author | planetmaker <planetmaker@openttd.org> | 2013-10-17 21:41:17 +0000 |
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committer | planetmaker <planetmaker@openttd.org> | 2013-10-17 21:41:17 +0000 |
commit | 8033162bb8f175037ccd0cc6a2219605b6f68f26 (patch) | |
tree | ec83d2497f5c91f48f94f440fd63a93a744b27ea | |
parent | 2ee9a2b5e70bb52ae08d8d18d94b7e082a12a63f (diff) | |
download | openttd-8033162bb8f175037ccd0cc6a2219605b6f68f26.tar.xz |
(svn r25876) -Codechange: Unify object placement during map creation
-rw-r--r-- | src/object_cmd.cpp | 62 | ||||
-rw-r--r-- | src/table/object_land.h | 4 |
2 files changed, 43 insertions, 23 deletions
diff --git a/src/object_cmd.cpp b/src/object_cmd.cpp index 7c42dce78..3976a6f6a 100644 --- a/src/object_cmd.cpp +++ b/src/object_cmd.cpp @@ -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--; } } diff --git a/src/table/object_land.h b/src/table/object_land.h index 16f9ee649..035b1ee8e 100644 --- a/src/table/object_land.h +++ b/src/table/object_land.h @@ -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), |