/* * 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(); }