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fbab1a3556
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fbab1a3556 | |
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7bb4940ebd | |
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bea6f90a7d |
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@ -83,7 +83,7 @@ void AIInstance::Died()
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void AIInstance::LoadDummyScript()
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{
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ScriptAllocatorScope alloc_scope(this->engine);
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ScriptAllocatorScope alloc_scope(this->engine.get());
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Script_CreateDummy(this->engine->GetVM(), STR_ERROR_AI_NO_AI_FOUND, "AI");
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}
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@ -9,6 +9,7 @@
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#include "stdafx.h"
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#include "heightmap.h"
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#include "landscape.h"
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#include "clear_map.h"
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#include "strings_func.h"
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#include "void_map.h"
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@ -523,6 +524,10 @@ bool LoadHeightmap(DetailedFileType dft, std::string_view filename)
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GrayscaleToMapHeights(x, y, map);
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FixSlopes();
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/* If all map borders are water, we will draw infinite water. */
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_settings_game.game_creation.water_borders = (CheckWaterBorders(false) ? BORDERFLAGS_ALL : BorderFlag{});
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MarkWholeScreenDirty();
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return true;
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@ -635,6 +635,41 @@ void ClearSnowLine()
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_snow_line = nullptr;
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}
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/**
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* Check if all tiles on the map edge should be considered water borders.
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* @param allow_non_flat_void Should we allow non-flat void tiles? (if map edge raised, then flattened to sea level)
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* @return true If the edge of the map is flat and height 0, allowing for infinite water borders.
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*/
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bool CheckWaterBorders(bool allow_non_flat_void)
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{
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auto check_tile = [allow_non_flat_void](uint x, uint y, Slope inner_edge) -> bool {
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auto [slope, h] = GetTilePixelSlopeOutsideMap(x, y);
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/* The edge tile is flat. */
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if ((slope == SLOPE_FLAT) && (h == 0)) return true;
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if (allow_non_flat_void && h == 0 && (slope & inner_edge) == 0 && IsTileType(TileXY(x, y), MP_VOID)) return true;
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return false;
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};
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/* Check the map corners. */
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if (!check_tile(0, 0, SLOPE_S)) return false;
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if (!check_tile(0, Map::SizeY(), SLOPE_W)) return false;
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if (!check_tile(Map::SizeX(), 0, SLOPE_E)) return false;
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if (!check_tile(Map::SizeX(), Map::SizeY(), SLOPE_N)) return false;
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/* Check the map edges.*/
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for (uint x = 0; x <= Map::SizeX(); x++) {
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if (!check_tile(x, 0, SLOPE_SE)) return false;
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if (!check_tile(x, Map::SizeY(), SLOPE_NW)) return false;
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}
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for (uint y = 1; y < Map::SizeY(); y++) {
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if (!check_tile(0, y, SLOPE_SW)) return false;
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if (!check_tile(Map::SizeX(), y, SLOPE_NE)) return false;
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}
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return true;
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}
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/**
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* Clear a piece of landscape
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* @param flags of operation to conduct
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@ -33,6 +33,8 @@ uint8_t HighestSnowLine();
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uint8_t LowestSnowLine();
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void ClearSnowLine();
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bool CheckWaterBorders(bool allow_non_flat_void);
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int GetSlopeZInCorner(Slope tileh, Corner corner);
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std::tuple<Slope, int> GetFoundationSlope(TileIndex tile);
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@ -1024,6 +1024,27 @@ bool AfterLoadGame()
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_settings_game.construction.freeform_edges = false;
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}
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/* Handle infinite water borders. */
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if (IsSavegameVersionBefore(SLV_INFINITE_WATER_BORDERS)) {
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if (CheckWaterBorders(true)) {
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/* We passed the water borders check, yay! */
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_settings_game.game_creation.water_borders = BORDERFLAGS_ALL;
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/* Flatten void tiles, which may have been affected by terraforming near the map edge. */
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for (uint x = 0; x <= Map::SizeX(); x++) {
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SetTileHeightOutsideMap(x, 0, 0);
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SetTileHeightOutsideMap(x, Map::SizeY(), 0);
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}
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for (uint y = 1; y < Map::SizeY(); y++) {
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SetTileHeightOutsideMap(0, y, 0);
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SetTileHeightOutsideMap(Map::SizeX(), y, 0);
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}
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} else {
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/* Not all edges are ocean. */
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_settings_game.game_creation.water_borders = BorderFlag{};
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}
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}
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/* From version 9.0, we update the max passengers of a town (was sometimes negative
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* before that. */
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if (IsSavegameVersionBefore(SLV_9)) {
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@ -405,6 +405,7 @@ enum SaveLoadVersion : uint16_t {
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SLV_FACE_STYLES, ///< 355 PR#14319 Addition of face styles, replacing gender and ethnicity.
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SLV_INDUSTRY_NUM_VALID_HISTORY, ///< 356 PR#14416 Store number of valid history records for industries.
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SLV_INFINITE_WATER_BORDERS, ///< 357 PR#13289 Draw infinite water when all borders are water.
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SL_MAX_VERSION, ///< Highest possible saveload version
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};
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@ -53,7 +53,7 @@ static ScriptStorage &GetStorage()
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/* static */ ScriptInstance *ScriptObject::ActiveInstance::active = nullptr;
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ScriptObject::ActiveInstance::ActiveInstance(ScriptInstance &instance) : alc_scope(instance.engine)
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ScriptObject::ActiveInstance::ActiveInstance(ScriptInstance &instance) : alc_scope(instance.engine.get())
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{
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this->last_active = ScriptObject::ActiveInstance::active;
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ScriptObject::ActiveInstance::active = &instance;
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@ -230,8 +230,8 @@ ScriptObject::DisableDoCommandScope::DisableDoCommandScope()
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/* static */ bool ScriptObject::CanSuspend()
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{
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Squirrel *squirrel = ScriptObject::GetActiveInstance().engine;
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return GetStorage().allow_do_command && squirrel->CanSuspend();
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Squirrel &squirrel = *ScriptObject::GetActiveInstance().engine;
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return GetStorage().allow_do_command && squirrel.CanSuspend();
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}
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/* static */ ScriptEventQueue &ScriptObject::GetEventQueue()
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@ -50,8 +50,8 @@ static void PrintFunc(bool error_msg, std::string_view message)
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ScriptInstance::ScriptInstance(std::string_view api_name)
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{
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this->storage = new ScriptStorage();
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this->engine = new Squirrel(api_name);
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this->storage = std::make_unique<ScriptStorage>();
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this->engine = std::make_unique<Squirrel>(api_name);
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this->engine->SetPrintFunction(&PrintFunc);
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}
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@ -59,10 +59,10 @@ void ScriptInstance::Initialize(const std::string &main_script, const std::strin
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{
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ScriptObject::ActiveInstance active(*this);
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this->controller = new ScriptController(company);
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this->controller = std::make_unique<ScriptController>(company);
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/* Register the API functions and classes */
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this->engine->SetGlobalPointer(this->engine);
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this->engine->SetGlobalPointer(this->engine.get());
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this->RegisterAPI();
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if (this->IsDead()) {
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/* Failed to register API; a message has already been logged. */
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@ -81,12 +81,11 @@ void ScriptInstance::Initialize(const std::string &main_script, const std::strin
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}
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/* Create the main-class */
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this->instance = new SQObject();
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if (!this->engine->CreateClassInstance(instance_name, this->controller, this->instance)) {
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this->instance = std::make_unique<SQObject>();
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if (!this->engine->CreateClassInstance(instance_name, this->controller.get(), this->instance.get())) {
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/* If CreateClassInstance has returned false instance has not been
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* registered with squirrel, so avoid trying to Release it by clearing it now */
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delete this->instance;
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this->instance = nullptr;
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this->instance.reset();
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this->Died();
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return;
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}
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@ -158,11 +157,10 @@ ScriptInstance::~ScriptInstance()
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ScriptObject::ActiveInstance active(*this);
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this->in_shutdown = true;
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if (instance != nullptr) this->engine->ReleaseObject(this->instance);
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if (engine != nullptr) delete this->engine;
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delete this->storage;
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delete this->controller;
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delete this->instance;
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if (instance != nullptr) this->engine->ReleaseObject(this->instance.get());
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/* Engine must be reset explicitly in scope of the active instance. */
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this->engine.reset();
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}
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void ScriptInstance::Continue()
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@ -179,11 +177,9 @@ void ScriptInstance::Died()
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this->last_allocated_memory = this->GetAllocatedMemory(); // Update cache
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if (this->instance != nullptr) this->engine->ReleaseObject(this->instance);
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delete this->instance;
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delete this->engine;
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this->instance = nullptr;
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this->engine = nullptr;
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if (this->instance != nullptr) this->engine->ReleaseObject(this->instance.get());
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this->engine.reset();
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this->instance.reset();
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}
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void ScriptInstance::GameLoop()
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@ -256,7 +256,7 @@ public:
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void ReleaseSQObject(HSQOBJECT *obj);
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protected:
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class Squirrel *engine = nullptr; ///< A wrapper around the squirrel vm.
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std::unique_ptr<class Squirrel> engine; ///< A wrapper around the squirrel vm.
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std::string api_version{}; ///< Current API used by this script.
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/**
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@ -288,9 +288,9 @@ protected:
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virtual void LoadDummyScript() = 0;
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private:
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class ScriptController *controller = nullptr; ///< The script main class.
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class ScriptStorage *storage = nullptr; ///< Some global information for each running script.
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SQObject *instance = nullptr; ///< Squirrel-pointer to the script main class.
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std::unique_ptr<class ScriptStorage> storage; ///< Some global information for each running script.
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std::unique_ptr<class ScriptController> controller; ///< The script main class.
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std::unique_ptr<SQObject> instance; ///< Squirrel-pointer to the script main class.
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bool is_started = false; ///< Is the scripts constructor executed?
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bool is_dead = false; ///< True if the script has been stopped.
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@ -264,6 +264,7 @@ cat = SC_BASIC
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var = game_creation.water_borders
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type = SLE_UINT8
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from = SLV_111
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flags = SettingFlag::NewgameOnly
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def = 15
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min = 0
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max = 16
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@ -111,16 +111,25 @@ static std::tuple<CommandCost, TileIndex> TerraformTileHeight(TerraformerState *
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*/
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if (height == TerraformGetHeightOfTile(ts, tile)) return { CMD_ERROR, INVALID_TILE };
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/* Check "too close to edge of map". Only possible when freeform-edges is off. */
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uint x = TileX(tile);
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uint y = TileY(tile);
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if (!_settings_game.construction.freeform_edges && ((x <= 1) || (y <= 1) || (x >= Map::MaxX() - 1) || (y >= Map::MaxY() - 1))) {
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/*
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* Determine a sensible error tile
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*/
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if (x == 1) x = 0;
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if (y == 1) y = 0;
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return { CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP), TileXY(x, y) };
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/* If the map has infinite water borders, don't allow terraforming the outer ring of tiles to avoid blocking ships in a confusing way. */
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if (_settings_game.game_creation.water_borders == BORDERFLAGS_ALL) {
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uint x = TileX(tile);
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uint y = TileY(tile);
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auto check_tile = [&](uint x_min, uint y_min, uint x_max, uint y_max) -> bool {
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return ((x <= x_min) || (y <= y_min) || (x >= Map::MaxX() - x_max) || (y >= Map::MaxY() - y_max));
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};
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/* If free-form edges is off, distances are a bit different. */
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if (!_settings_game.construction.freeform_edges && check_tile(1, 1, 1, 1)) {
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/* Determine a sensible error tile. */
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if (x == 1) x = 0;
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if (y == 1) y = 0;
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return { CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP), TileXY(x, y) };
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}
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/* Freeform edges are enabled. */
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if (check_tile(2, 2, 1, 1)) return { CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP), TileXY(x, y) };
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}
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/* Mark incident tiles that are involved in the terraforming. */
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@ -209,7 +218,11 @@ std::tuple<CommandCost, Money, TileIndex> CmdTerraformLand(DoCommandFlags flags,
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assert(t < Map::Size());
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/* MP_VOID tiles can be terraformed but as tunnels and bridges
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* cannot go under / over these tiles they don't need checking. */
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if (IsTileType(t, MP_VOID)) continue;
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if (IsTileType(t, MP_VOID)) {
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/* All water borders are drawn with infinite water, so don't allow terraforming off the map edge. */
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if (_settings_game.game_creation.water_borders == BORDERFLAGS_ALL) return { CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP), 0, t };
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continue;
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}
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/* Find new heights of tile corners */
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int z_N = TerraformGetHeightOfTile(&ts, t + TileDiffXY(0, 0));
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@ -61,6 +61,18 @@ inline void SetTileHeight(Tile tile, uint height)
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tile.height() = height;
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}
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/**
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* Sets the height of a tile, also for tiles outside the map (virtual "black" tiles).
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*
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* @param tile The tile to change the height
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* @param height The new height value of the tile
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* @pre height <= MAX_TILE_HEIGHT
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*/
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inline void SetTileHeightOutsideMap(int x, int y, uint height)
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{
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SetTileHeight(TileXY(Clamp(x, 0, Map::MaxX()), Clamp(y, 0, Map::MaxY())), height);
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}
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/**
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* Returns the height of a tile in pixels.
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*
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@ -21,7 +21,12 @@
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static void DrawTile_Void(TileInfo *ti)
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{
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DrawGroundSprite(SPR_FLAT_BARE_LAND + SlopeToSpriteOffset(ti->tileh), PALETTE_ALL_BLACK);
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/* If all borders are water, draw infinite water off the edges of the map. */
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if (_settings_game.game_creation.water_borders == BORDERFLAGS_ALL) {
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DrawGroundSprite(SPR_FLAT_WATER_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
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} else {
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DrawGroundSprite(SPR_FLAT_BARE_LAND + SlopeToSpriteOffset(ti->tileh), PALETTE_ALL_BLACK);
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}
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}
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