mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
936d636cdd
Move InitializeWaterRegions to AllocateMap No longer ForceUpdate in InitializeWaterRegions
356 lines
10 KiB
C++
356 lines
10 KiB
C++
/*
|
|
* 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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/** @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 "sl/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 "signal_func.h"
|
|
#include "newgrf_industrytiles.h"
|
|
#include "station_func.h"
|
|
|
|
#include "safeguards.h"
|
|
|
|
|
|
void GenerateClearTile();
|
|
void GenerateIndustries();
|
|
void GenerateObjects();
|
|
void GenerateTrees();
|
|
void GeneratePublicRoads();
|
|
|
|
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;
|
|
|
|
extern bool _town_noise_no_update;
|
|
|
|
class AbortGenerateWorldSignal { };
|
|
|
|
/**
|
|
* Generation is done; show windows again and delete the progress window.
|
|
*/
|
|
static void CleanupGeneration()
|
|
{
|
|
_generating_world = false;
|
|
_town_noise_no_update = 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;
|
|
|
|
CloseWindowByClass(WC_MODAL_PROGRESS);
|
|
ShowFirstError();
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
/**
|
|
* The internal, real, generate function.
|
|
*/
|
|
static void _GenerateWorld()
|
|
{
|
|
/* Make sure everything is done via OWNER_NONE. */
|
|
Backup<CompanyID> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
|
|
|
|
try {
|
|
_generating_world = true;
|
|
_town_noise_no_update = true;
|
|
if (_network_dedicated) DEBUG(net, 3, "Generating map, please wait...");
|
|
/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
|
|
_random.SetSeed(_settings_game.game_creation.generation_seed);
|
|
|
|
/* Generates a unique id for the savegame, to avoid accidentally overwriting a save */
|
|
/* We keep id 0 for old savegames that don't have an id */
|
|
_settings_game.game_creation.generation_unique_id = _interactive_random.Next(UINT32_MAX - 1) + 1; /* Generates between [1,UINT32_MAX] */
|
|
|
|
SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
|
|
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
|
|
ScriptObject::InitializeRandomizers();
|
|
|
|
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;
|
|
UpdateCachedSnowLine();
|
|
UpdateCachedSnowLineBounds();
|
|
} 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();
|
|
GeneratePublicRoads();
|
|
}
|
|
}
|
|
|
|
/* 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;
|
|
_town_noise_no_update = false;
|
|
UpdateAirportsNoise();
|
|
|
|
/* 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, 3, "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.base());
|
|
SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false, SMF_ZSTD_OK);
|
|
}
|
|
} 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; closing server");
|
|
_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 (_gw.mode == GWM_HEIGHTMAP) {
|
|
estimated_height = _settings_game.game_creation.heightmap_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));
|
|
}
|
|
|
|
if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
|
|
|
|
/* Load the right landscape stuff, and the NewGRFs! */
|
|
GfxLoadSprites();
|
|
InitialiseExtraAspectsVariable();
|
|
LoadStringWidthTable();
|
|
AnalyseEngineCallbacks();
|
|
AnalyseIndustryTileSpriteGroups();
|
|
extern void AnalyseHouseSpriteGroups();
|
|
AnalyseHouseSpriteGroups();
|
|
|
|
/* Re-init the windowing system */
|
|
ResetWindowSystem();
|
|
|
|
/* Create toolbars */
|
|
SetupColoursAndInitialWindow();
|
|
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
|
|
|
|
UnshowCriticalError();
|
|
CloseAllNonVitalWindows();
|
|
HideVitalWindows();
|
|
|
|
ShowGenerateWorldProgress();
|
|
|
|
/* Centre the view on the map */
|
|
if (FindWindowById(WC_MAIN_WINDOW, 0) != nullptr) {
|
|
ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
|
|
}
|
|
|
|
_GenerateWorld();
|
|
|
|
ReInitAllWindows(false);
|
|
}
|