1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <http://www.gnu.org/licenses/>.
6 */
7
8 /** @file genworld.cpp Functions to generate a map. */
9
10 #include "stdafx.h"
11 #include "landscape.h"
12 #include "company_func.h"
13 #include "genworld.h"
14 #include "gfxinit.h"
15 #include "window_func.h"
16 #include "network/network.h"
17 #include "heightmap.h"
18 #include "viewport_func.h"
19 #include "date_func.h"
20 #include "engine_func.h"
21 #include "water.h"
22 #include "video/video_driver.hpp"
23 #include "tilehighlight_func.h"
24 #include "saveload/saveload.h"
25 #include "void_map.h"
26 #include "town.h"
27 #include "newgrf.h"
28 #include "core/random_func.hpp"
29 #include "core/backup_type.hpp"
30 #include "progress.h"
31 #include "error.h"
32 #include "game/game.hpp"
33 #include "game/game_instance.hpp"
34 #include "string_func.h"
35 #include "thread.h"
36 #include "tgp.h"
37
38 #include "safeguards.h"
39
40
41 void GenerateClearTile();
42 void GenerateIndustries();
43 void GenerateObjects();
44 void GenerateTrees();
45
46 void StartupEconomy();
47 void StartupCompanies();
48 void StartupDisasters();
49
50 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
51
52 /**
53 * Please only use this variable in genworld.h and genworld.cpp and
54 * nowhere else. For speed improvements we need it to be global, but
55 * in no way the meaning of it is to use it anywhere else besides
56 * in the genworld.h and genworld.cpp!
57 */
58 GenWorldInfo _gw;
59
60 /** Whether we are generating the map or not. */
61 bool _generating_world;
62
63 class AbortGenerateWorldSignal { };
64
65 /**
66 * Generation is done; show windows again and delete the progress window.
67 */
CleanupGeneration()68 static void CleanupGeneration()
69 {
70 _generating_world = false;
71
72 SetMouseCursorBusy(false);
73 /* Show all vital windows again, because we have hidden them */
74 if (_game_mode != GM_MENU) ShowVitalWindows();
75 SetModalProgress(false);
76 _gw.proc = nullptr;
77 _gw.abortp = nullptr;
78
79 CloseWindowByClass(WC_MODAL_PROGRESS);
80 ShowFirstError();
81 MarkWholeScreenDirty();
82 }
83
84 /**
85 * The internal, real, generate function.
86 */
_GenerateWorld()87 static void _GenerateWorld()
88 {
89 /* Make sure everything is done via OWNER_NONE. */
90 Backup<CompanyID> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
91
92 try {
93 _generating_world = true;
94 if (_network_dedicated) Debug(net, 3, "Generating map, please wait...");
95 /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
96 if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
97 _random.SetSeed(_settings_game.game_creation.generation_seed);
98 SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
99 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
100
101 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
102
103 IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
104 /* Must start economy early because of the costs. */
105 StartupEconomy();
106
107 /* Don't generate landscape items when in the scenario editor. */
108 if (_gw.mode == GWM_EMPTY) {
109 SetGeneratingWorldProgress(GWP_OBJECT, 1);
110
111 /* Make sure the tiles at the north border are void tiles if needed. */
112 if (_settings_game.construction.freeform_edges) {
113 for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
114 for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
115 }
116
117 /* Make the map the height of the setting */
118 if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
119
120 ConvertGroundTilesIntoWaterTiles();
121 IncreaseGeneratingWorldProgress(GWP_OBJECT);
122
123 _settings_game.game_creation.snow_line_height = DEF_SNOWLINE_HEIGHT;
124 } else {
125 GenerateLandscape(_gw.mode);
126 GenerateClearTile();
127
128 /* Only generate towns, tree and industries in newgame mode. */
129 if (_game_mode != GM_EDITOR) {
130 if (!GenerateTowns(_settings_game.economy.town_layout)) {
131 HandleGeneratingWorldAbortion();
132 return;
133 }
134 GenerateIndustries();
135 GenerateObjects();
136 GenerateTrees();
137 }
138 }
139
140 /* These are probably pointless when inside the scenario editor. */
141 SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
142 StartupCompanies();
143 IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
144 StartupEngines();
145 IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
146 StartupDisasters();
147 _generating_world = false;
148
149 /* No need to run the tile loop in the scenario editor. */
150 if (_gw.mode != GWM_EMPTY) {
151 uint i;
152
153 SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
154 for (i = 0; i < 0x500; i++) {
155 RunTileLoop();
156 _tick_counter++;
157 IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
158 }
159
160 if (_game_mode != GM_EDITOR) {
161 Game::StartNew();
162
163 if (Game::GetInstance() != nullptr) {
164 SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
165 _generating_world = true;
166 for (i = 0; i < 2500; i++) {
167 Game::GameLoop();
168 IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
169 if (Game::GetInstance()->IsSleeping()) break;
170 }
171 _generating_world = false;
172 }
173 }
174 }
175
176 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
177
178 ResetObjectToPlace();
179 _cur_company.Trash();
180 _current_company = _local_company = _gw.lc;
181
182 SetGeneratingWorldProgress(GWP_GAME_START, 1);
183 /* Call any callback */
184 if (_gw.proc != nullptr) _gw.proc();
185 IncreaseGeneratingWorldProgress(GWP_GAME_START);
186
187 CleanupGeneration();
188
189 ShowNewGRFError();
190
191 if (_network_dedicated) Debug(net, 3, "Map generated, starting game");
192 Debug(desync, 1, "new_map: {:08x}", _settings_game.game_creation.generation_seed);
193
194 if (_debug_desync_level > 0) {
195 char name[MAX_PATH];
196 seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
197 SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
198 }
199 } catch (AbortGenerateWorldSignal&) {
200 CleanupGeneration();
201
202 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
203 if (_cur_company.IsValid()) _cur_company.Restore();
204
205 if (_network_dedicated) {
206 /* Exit the game to prevent a return to main menu. */
207 Debug(net, 0, "Generating map failed; closing server");
208 _exit_game = true;
209 } else {
210 SwitchToMode(_switch_mode);
211 }
212 }
213 }
214
215 /**
216 * Set here the function, if any, that you want to be called when landscape
217 * generation is done.
218 * @param proc callback procedure
219 */
GenerateWorldSetCallback(GWDoneProc * proc)220 void GenerateWorldSetCallback(GWDoneProc *proc)
221 {
222 _gw.proc = proc;
223 }
224
225 /**
226 * Set here the function, if any, that you want to be called when landscape
227 * generation is aborted.
228 * @param proc callback procedure
229 */
GenerateWorldSetAbortCallback(GWAbortProc * proc)230 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
231 {
232 _gw.abortp = proc;
233 }
234
235 /**
236 * Initializes the abortion process
237 */
AbortGeneratingWorld()238 void AbortGeneratingWorld()
239 {
240 _gw.abort = true;
241 }
242
243 /**
244 * Is the generation being aborted?
245 * @return the 'aborted' status
246 */
IsGeneratingWorldAborted()247 bool IsGeneratingWorldAborted()
248 {
249 return _gw.abort || _exit_game;
250 }
251
252 /**
253 * Really handle the abortion, i.e. clean up some of the mess
254 */
HandleGeneratingWorldAbortion()255 void HandleGeneratingWorldAbortion()
256 {
257 /* Clean up - in SE create an empty map, otherwise, go to intro menu */
258 _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
259
260 if (_gw.abortp != nullptr) _gw.abortp();
261
262 throw AbortGenerateWorldSignal();
263 }
264
265 /**
266 * Generate a world.
267 * @param mode The mode of world generation (see GenWorldMode).
268 * @param size_x The X-size of the map.
269 * @param size_y The Y-size of the map.
270 * @param reset_settings Whether to reset the game configuration (used for restart)
271 */
GenerateWorld(GenWorldMode mode,uint size_x,uint size_y,bool reset_settings)272 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
273 {
274 if (HasModalProgress()) return;
275 _gw.mode = mode;
276 _gw.size_x = size_x;
277 _gw.size_y = size_y;
278 SetModalProgress(true);
279 _gw.abort = false;
280 _gw.abortp = nullptr;
281 _gw.lc = _local_company;
282
283 /* This disables some commands and stuff */
284 SetLocalCompany(COMPANY_SPECTATOR);
285
286 InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
287 PrepareGenerateWorldProgress();
288
289 if (_settings_game.construction.map_height_limit == 0) {
290 uint estimated_height = 0;
291
292 if (_gw.mode == GWM_EMPTY && _game_mode != GM_MENU) {
293 estimated_height = _settings_game.game_creation.se_flat_world_height;
294 } else if (_gw.mode == GWM_HEIGHTMAP) {
295 estimated_height = _settings_game.game_creation.heightmap_height;
296 } else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
297 estimated_height = GetEstimationTGPMapHeight();
298 } else {
299 estimated_height = 0;
300 }
301
302 _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));
303 }
304
305 /* Load the right landscape stuff, and the NewGRFs! */
306 GfxLoadSprites();
307 LoadStringWidthTable();
308
309 /* Re-init the windowing system */
310 ResetWindowSystem();
311
312 /* Create toolbars */
313 SetupColoursAndInitialWindow();
314 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
315
316 UnshowCriticalError();
317 CloseAllNonVitalWindows();
318 HideVitalWindows();
319
320 ShowGenerateWorldProgress();
321
322 /* Centre the view on the map */
323 if (FindWindowById(WC_MAIN_WINDOW, 0) != nullptr) {
324 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
325 }
326
327 _GenerateWorld();
328 }
329