Index: src/settings.cpp =================================================================== --- src/settings.cpp (revision 13664) +++ src/settings.cpp (working copy) @@ -62,6 +62,7 @@ #include "blitter/factory.hpp" #include "gamelog.h" #include "station_func.h" +#include "map_type.h" #include "table/strings.h" @@ -1741,8 +1742,8 @@ SDT_VAR(GameSettings, game_creation.heightmap_rotation, SLE_UINT8, S,MS, 0, 0, 1, 0, STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION, NULL), SDT_VAR(GameSettings, game_creation.se_flat_world_height, SLE_UINT8, S, 0, 0, 0, 15, 0, STR_CONFIG_PATCHES_SE_FLAT_WORLD_HEIGHT, NULL), - SDT_VAR(GameSettings, game_creation.map_x, SLE_UINT8, S, 0, 8, 6, 11, 0, STR_CONFIG_PATCHES_MAP_X, NULL), - SDT_VAR(GameSettings, game_creation.map_y, SLE_UINT8, S, 0, 8, 6, 11, 0, STR_CONFIG_PATCHES_MAP_Y, NULL), + SDT_VAR(GameSettings, game_creation.map_x, SLE_UINT8, S, 0, 8, MIN_MAP_SIZE_BITS, MAX_MAP_SIZE_BITS, 0, STR_CONFIG_PATCHES_MAP_X, NULL), + SDT_VAR(GameSettings, game_creation.map_y, SLE_UINT8, S, 0, 8, MIN_MAP_SIZE_BITS, MAX_MAP_SIZE_BITS, 0, STR_CONFIG_PATCHES_MAP_Y, NULL), SDT_CONDOMANY(GameSettings, locale.currency, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL, NULL), SDT_CONDOMANY(GameSettings, locale.units, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 1, 2, "imperial|metric|si", STR_NULL, NULL, NULL), Index: src/lang/english.txt =================================================================== --- src/lang/english.txt (revision 13664) +++ src/lang/english.txt (working copy) @@ -3328,6 +3328,9 @@ STR_NUM_1 :{BLACK}{SKIP}{NUM} STR_NUM_2 :{BLACK}{SKIP}{SKIP}{NUM} STR_NUM_3 :{BLACK}{SKIP}{SKIP}{SKIP}{NUM} +STR_RED_NUM_1 :{RED}{SKIP}{NUM} +STR_RED_NUM_2 :{RED}{SKIP}{SKIP}{NUM} +STR_RED_NUM_3 :{RED}{SKIP}{SKIP}{SKIP}{NUM} ########### String for New Landscape Generator @@ -3357,6 +3360,7 @@ STR_HEIGHTMAP_SCALE_WARNING_MESSAGE :{YELLOW}Resizing source map too much is not recommended. Continue with the generation? STR_TOWN_LAYOUT_WARNING_CAPTION :{WHITE}Town layout warning STR_TOWN_LAYOUT_WARNING_MESSAGE :{YELLOW}The town layout "no more roads" is not recommended. Continue with the generation? +STR_MAP_TOO_MANY_TILES_MESSAGE :{YELLOW}Too many tiles in map. Maximum number of tiles is {NUM}, you have selected {NUM} STR_HEIGHTMAP_NAME :{BLACK}Heightmap name: STR_HEIGHTMAP_SIZE :{BLACK}Size: {ORANGE}{NUM} x {NUM} STR_GENERATION_WORLD :{WHITE}Generating world... Index: src/genworld_gui.cpp =================================================================== --- src/genworld_gui.cpp (revision 13664) +++ src/genworld_gui.cpp (working copy) @@ -24,6 +24,7 @@ #include "fios.h" #include "string_func.h" #include "gfx_func.h" +#include "map_type.h" #include "settings_type.h" #include "widgets/dropdown_type.h" #include "widgets/dropdown_func.h" @@ -222,11 +223,33 @@ if (confirmed) StartGeneratingLandscape((glwp_modes)w->window_number); } +/** + Check if map size set lies in allowed boundaries. + @param printWarning If set to true, messagebox with warning is printed out if size is outside limits. + @return true if size is ok, false otherwise. +*/ +static bool CheckMapSize(bool printWarning = true) +{ + uint64 map_x = 1U << _settings_newgame.game_creation.map_x; + uint64 map_y = 1U << _settings_newgame.game_creation.map_y; + uint64 tiles = map_x * map_y; + + if (_settings_newgame.game_creation.map_x + _settings_newgame.game_creation.map_y > MAX_MAP_TILES_BITS) { + if (printWarning) { + SetDParam(0, MAX_MAP_TILES); + SetDParam(1, tiles); + ShowErrorMessage(INVALID_STRING_ID, STR_MAP_TOO_MANY_TILES_MESSAGE, 0, 0); + } + return false; + } + return true; +} + static DropDownList *BuildMapsizeDropDown() { DropDownList *list = new DropDownList(); - for (uint i = 6; i <= 11; i++) { + for (uint i = MIN_MAP_SIZE_BITS; i <= MAX_MAP_SIZE_BITS; i++) { DropDownListParamStringItem *item = new DropDownListParamStringItem(STR_JUST_INT, i, false); item->SetParam(0, 1 << i); list->push_back(item); @@ -307,6 +330,11 @@ this->widget[GLAND_HEIGHTMAP_ROTATION_PULLDOWN].data = _rotation[_settings_newgame.game_creation.heightmap_rotation]; } + /* Draw sizes in mapsize selection dropdowns in red if too large size is selected */ + bool mapsize_valid = CheckMapSize(false); + this->widget[GLAND_MAPSIZE_X_PULLDOWN].data = mapsize_valid ? STR_NUM_1 : STR_RED_NUM_1; + this->widget[GLAND_MAPSIZE_Y_PULLDOWN].data = mapsize_valid ? STR_NUM_2 : STR_RED_NUM_2; + /* Set parameters for widget text that requires them. */ SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1)); // GLAND_START_DATE_TEXT SetDParam(1, 1 << _settings_newgame.game_creation.map_x); // GLAND_MAPSIZE_X_PULLDOWN @@ -377,6 +405,7 @@ break; case GLAND_GENERATE_BUTTON: // Generate + if (!CheckMapSize()) break; _settings_game = _settings_newgame; if (_settings_game.economy.town_layout == TL_NO_ROADS) { @@ -664,6 +693,11 @@ SetDParam(2, 1 << _settings_newgame.game_creation.map_y); // CSCEN_MAPSIZE_Y_PULLDOWN SetDParam(3, _settings_newgame.game_creation.se_flat_world_height); // CSCEN_FLAT_LAND_HEIGHT_TEXT + /* Draw sizes in mapsize selection dropdowns in red if too large size is selected */ + bool mapsize_valid = CheckMapSize(false); + this->widget[CSCEN_MAPSIZE_X_PULLDOWN].data = mapsize_valid ? STR_NUM_1 : STR_RED_NUM_1; + this->widget[CSCEN_MAPSIZE_Y_PULLDOWN].data = mapsize_valid ? STR_NUM_2 : STR_RED_NUM_2; + this->DrawWidgets(); } @@ -687,10 +721,12 @@ break; case CSCEN_EMPTY_WORLD: // Empty world / flat world + if (!CheckMapSize()) break; StartGeneratingLandscape(GLWP_SCENARIO); break; case CSCEN_RANDOM_WORLD: // Generate + if (!CheckMapSize()) break; ShowGenerateLandscape(); break; Index: src/saveload.cpp =================================================================== --- src/saveload.cpp (revision 13664) +++ src/saveload.cpp (working copy) @@ -1164,8 +1164,11 @@ CursorID cursor; }; -/* A maximum size of of 128K * 500 = 64.000KB savegames */ -STATIC_OLD_POOL(Savegame, byte, 17, 500, NULL, NULL) +/* + * A maximum size of of 128K * 500 * N = 64000 KiB savegames + * N = 1 for 2048*2048 or appropriately more for larger sizes + */ +STATIC_OLD_POOL(Savegame, byte, 17, 500 * (MAX_MAP_TILES / 2048) / 2048, NULL, NULL) static ThreadedSave _ts; static bool InitMem() Index: src/map_type.h =================================================================== --- src/map_type.h (revision 13664) +++ src/map_type.h (working copy) @@ -5,6 +5,19 @@ #ifndef MAP_TYPE_H #define MAP_TYPE_H +/** Minimal size of map is equal to 2 ^ MIN_MAP_SIZE_BITS */ +#define MIN_MAP_SIZE_BITS 6 +/** Maximal size of map is equal to 2 ^ MAX_MAP_SIZE_BITS */ +#define MAX_MAP_SIZE_BITS 13 +/** Maximal number of tiles in a map is equal to 2 ^ MAX_MAP_TILES_BITS. */ +#define MAX_MAP_TILES_BITS 22 +/** Minimal map size. */ +#define MIN_MAP_SIZE (1 << MIN_MAP_SIZE_BITS) // = 64 +/** Maximal map size. */ +#define MAX_MAP_SIZE (1 << MAX_MAP_SIZE_BITS) // = 8192 +/** Maximal number of tiles in a map. */ +#define MAX_MAP_TILES (1 << MAX_MAP_TILES_BITS) // = 2048 * 2048 + /** * Data that is stored per tile. Also used TileExtended for this. * Look at docs/landscape.html for the exact meaning of the members. Index: src/map.cpp =================================================================== --- src/map.cpp (revision 13664) +++ src/map.cpp (working copy) @@ -33,16 +33,18 @@ */ void AllocateMap(uint size_x, uint size_y) { + DEBUG(map, 2, "Min/max map size %d/%d, max map tiles %d", MIN_MAP_SIZE, MAX_MAP_SIZE, MAX_MAP_TILES); + DEBUG(map, 1, "Allocating map of size %dx%d", size_x, size_y); + /* Make sure that the map size is within the limits and that * the x axis size is a power of 2. */ - if (size_x < 64 || size_x > 2048 || - size_y < 64 || size_y > 2048 || + if (size_x < MIN_MAP_SIZE || + size_x * size_y > MAX_MAP_TILES || + size_y < MIN_MAP_SIZE || (size_x & (size_x - 1)) != 0 || (size_y & (size_y - 1)) != 0) error("Invalid map size"); - DEBUG(map, 1, "Allocating map of size %dx%d", size_x, size_y); - _map_log_x = FindFirstBit(size_x); _map_log_y = FindFirstBit(size_y); _map_size_x = size_x; Index: src/openttd.cpp =================================================================== --- src/openttd.cpp (revision 13664) +++ src/openttd.cpp (working copy) @@ -711,6 +711,24 @@ MarkWholeScreenDirty(); } +/* + * Too large size may be stored in settings (especially if switching between between OpenTTD + * versions with different map size limits), we have to check if it is valid before generating world. + * Simple separate checking of X and Y map sizes is not enough, as their sum is what counts for the limit. + * Check the size and decrease the larger of the sizes till the size is in limit. + */ +static void FixConfigMapSize() +{ + while (_settings_game.game_creation.map_x + _settings_game.game_creation.map_y > MAX_MAP_TILES_BITS) { + /* Repeat reducing larger of X/Y dimensions until the map size is within allowable limits */ + if (_settings_game.game_creation.map_x > _settings_game.game_creation.map_y) { + _settings_game.game_creation.map_x--; + } else { + _settings_game.game_creation.map_y--; + } + } +} + static void MakeNewGame(bool from_heightmap) { _game_mode = GM_NORMAL; @@ -721,6 +739,7 @@ _industry_mngr.ResetMapping(); GenerateWorldSetCallback(&MakeNewGameDone); + FixConfigMapSize(); GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); } @@ -738,6 +757,7 @@ ResetGRFConfig(true); GenerateWorldSetCallback(&MakeNewEditorWorldDone); + FixConfigMapSize(); GenerateWorld(GW_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); } @@ -917,6 +937,7 @@ case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */ SetLocalPlayer(OWNER_NONE); + FixConfigMapSize(); GenerateWorld(GW_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); MarkWholeScreenDirty(); break; @@ -950,6 +971,7 @@ case SM_GENRANDLAND: /* Generate random land within scenario editor */ SetLocalPlayer(OWNER_NONE); + FixConfigMapSize(); GenerateWorld(GW_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); /* XXX: set date */ MarkWholeScreenDirty();