/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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 .
*/
/** @file genworld.cpp Functions to generate a map. */
#include "stdafx.h"
#include "landscape.h"
#include "company_func.h"
#include "genworld.h"
#include "gfxinit.h"
#include "window_func.h"
#include "network/network.h"
#include "heightmap.h"
#include "viewport_func.h"
#include "date_func.h"
#include "engine_func.h"
#include "water.h"
#include "video/video_driver.hpp"
#include "tilehighlight_func.h"
#include "saveload/saveload.h"
#include "void_map.h"
#include "town.h"
#include "newgrf.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "progress.h"
#include "error.h"
#include "game/game.hpp"
#include "game/game_instance.hpp"
#include "string_func.h"
#include "thread.h"
#include "tgp.h"
#include "safeguards.h"
void GenerateClearTile();
void GenerateIndustries();
void GenerateObjects();
void GenerateTrees();
void StartupEconomy();
void StartupCompanies();
void StartupDisasters();
void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
/**
* Please only use this variable in genworld.h and genworld.cpp and
* nowhere else. For speed improvements we need it to be global, but
* in no way the meaning of it is to use it anywhere else besides
* in the genworld.h and genworld.cpp!
*/
GenWorldInfo _gw;
/** Whether we are generating the map or not. */
bool _generating_world;
class AbortGenerateWorldSignal { };
/**
* Generation is done; show windows again and delete the progress window.
*/
static void CleanupGeneration()
{
_generating_world = false;
SetMouseCursorBusy(false);
/* Show all vital windows again, because we have hidden them */
if (_game_mode != GM_MENU) ShowVitalWindows();
SetModalProgress(false);
_gw.proc = nullptr;
_gw.abortp = nullptr;
DeleteWindowByClass(WC_MODAL_PROGRESS);
ShowFirstError();
MarkWholeScreenDirty();
}
/**
* The internal, real, generate function.
*/
static void _GenerateWorld()
{
/* Make sure everything is done via OWNER_NONE. */
Backup _cur_company(_current_company, OWNER_NONE, FILE_LINE);
try {
_generating_world = true;
if (_network_dedicated) DEBUG(net, 1, "Generating map, please wait...");
/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
_random.SetSeed(_settings_game.game_creation.generation_seed);
SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
/* Must start economy early because of the costs. */
StartupEconomy();
/* Don't generate landscape items when in the scenario editor. */
if (_gw.mode == GWM_EMPTY) {
SetGeneratingWorldProgress(GWP_OBJECT, 1);
/* Make sure the tiles at the north border are void tiles if needed. */
if (_settings_game.construction.freeform_edges) {
for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
}
/* Make the map the height of the setting */
if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
ConvertGroundTilesIntoWaterTiles();
IncreaseGeneratingWorldProgress(GWP_OBJECT);
_settings_game.game_creation.snow_line_height = DEF_SNOWLINE_HEIGHT;
} else {
GenerateLandscape(_gw.mode);
GenerateClearTile();
/* Only generate towns, tree and industries in newgame mode. */
if (_game_mode != GM_EDITOR) {
if (!GenerateTowns(_settings_game.economy.town_layout)) {
HandleGeneratingWorldAbortion();
return;
}
GenerateIndustries();
GenerateObjects();
GenerateTrees();
}
}
/* These are probably pointless when inside the scenario editor. */
SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
StartupCompanies();
IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
StartupEngines();
IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
StartupDisasters();
_generating_world = false;
/* No need to run the tile loop in the scenario editor. */
if (_gw.mode != GWM_EMPTY) {
uint i;
SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
for (i = 0; i < 0x500; i++) {
RunTileLoop();
_tick_counter++;
IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
}
if (_game_mode != GM_EDITOR) {
Game::StartNew();
if (Game::GetInstance() != nullptr) {
SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
_generating_world = true;
for (i = 0; i < 2500; i++) {
Game::GameLoop();
IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
if (Game::GetInstance()->IsSleeping()) break;
}
_generating_world = false;
}
}
}
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
ResetObjectToPlace();
_cur_company.Trash();
_current_company = _local_company = _gw.lc;
SetGeneratingWorldProgress(GWP_GAME_START, 1);
/* Call any callback */
if (_gw.proc != nullptr) _gw.proc();
IncreaseGeneratingWorldProgress(GWP_GAME_START);
CleanupGeneration();
ShowNewGRFError();
if (_network_dedicated) DEBUG(net, 1, "Map generated, starting game");
DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
if (_debug_desync_level > 0) {
char name[MAX_PATH];
seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
}
} catch (AbortGenerateWorldSignal&) {
CleanupGeneration();
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
if (_cur_company.IsValid()) _cur_company.Restore();
if (_network_dedicated) {
/* Exit the game to prevent a return to main menu. */
DEBUG(net, 0, "Generating map failed, aborting");
_exit_game = true;
} else {
SwitchToMode(_switch_mode);
}
}
}
/**
* Set here the function, if any, that you want to be called when landscape
* generation is done.
* @param proc callback procedure
*/
void GenerateWorldSetCallback(GWDoneProc *proc)
{
_gw.proc = proc;
}
/**
* Set here the function, if any, that you want to be called when landscape
* generation is aborted.
* @param proc callback procedure
*/
void GenerateWorldSetAbortCallback(GWAbortProc *proc)
{
_gw.abortp = proc;
}
/**
* Initializes the abortion process
*/
void AbortGeneratingWorld()
{
_gw.abort = true;
}
/**
* Is the generation being aborted?
* @return the 'aborted' status
*/
bool IsGeneratingWorldAborted()
{
return _gw.abort || _exit_game;
}
/**
* Really handle the abortion, i.e. clean up some of the mess
*/
void HandleGeneratingWorldAbortion()
{
/* Clean up - in SE create an empty map, otherwise, go to intro menu */
_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
if (_gw.abortp != nullptr) _gw.abortp();
throw AbortGenerateWorldSignal();
}
/**
* Generate a world.
* @param mode The mode of world generation (see GenWorldMode).
* @param size_x The X-size of the map.
* @param size_y The Y-size of the map.
* @param reset_settings Whether to reset the game configuration (used for restart)
*/
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
{
if (HasModalProgress()) return;
_gw.mode = mode;
_gw.size_x = size_x;
_gw.size_y = size_y;
SetModalProgress(true);
_gw.abort = false;
_gw.abortp = nullptr;
_gw.lc = _local_company;
/* This disables some commands and stuff */
SetLocalCompany(COMPANY_SPECTATOR);
InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
PrepareGenerateWorldProgress();
if (_settings_game.construction.map_height_limit == 0) {
uint estimated_height = 0;
if (_gw.mode == GWM_EMPTY && _game_mode != GM_MENU) {
estimated_height = _settings_game.game_creation.se_flat_world_height;
} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
estimated_height = GetEstimationTGPMapHeight();
} else {
estimated_height = 0;
}
_settings_game.construction.map_height_limit = std::max(MAP_HEIGHT_LIMIT_AUTO_MINIMUM, std::min(MAX_MAP_HEIGHT_LIMIT, estimated_height + MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM));
}
/* Load the right landscape stuff, and the NewGRFs! */
GfxLoadSprites();
LoadStringWidthTable();
/* Re-init the windowing system */
ResetWindowSystem();
/* Create toolbars */
SetupColoursAndInitialWindow();
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
UnshowCriticalError();
DeleteAllNonVitalWindows();
HideVitalWindows();
ShowGenerateWorldProgress();
/* Centre the view on the map */
if (FindWindowById(WC_MAIN_WINDOW, 0) != nullptr) {
ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
}
_GenerateWorld();
}