mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-10-31 15:20:10 +00:00
356 lines
10 KiB
C++
356 lines
10 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file genworld.cpp Functions to generate a map. */
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#include "stdafx.h"
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#include "landscape.h"
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#include "company_func.h"
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#include "genworld.h"
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#include "gfxinit.h"
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#include "window_func.h"
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#include "network/network.h"
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#include "heightmap.h"
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#include "viewport_func.h"
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#include "date_func.h"
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#include "engine_func.h"
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#include "water.h"
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#include "video/video_driver.hpp"
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#include "tilehighlight_func.h"
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#include "sl/saveload.h"
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#include "void_map.h"
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#include "town.h"
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#include "newgrf.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "progress.h"
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#include "error.h"
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#include "game/game.hpp"
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#include "game/game_instance.hpp"
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#include "string_func.h"
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#include "thread.h"
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#include "tgp.h"
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#include "signal_func.h"
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#include "newgrf_industrytiles.h"
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#include "station_func.h"
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#include "safeguards.h"
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void GenerateClearTile();
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void GenerateIndustries();
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void GenerateObjects();
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void GenerateTrees();
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void GeneratePublicRoads();
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void StartupEconomy();
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void StartupCompanies();
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void StartupDisasters();
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void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
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/**
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* Please only use this variable in genworld.h and genworld.cpp and
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* nowhere else. For speed improvements we need it to be global, but
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* in no way the meaning of it is to use it anywhere else besides
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* in the genworld.h and genworld.cpp!
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*/
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GenWorldInfo _gw;
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/** Whether we are generating the map or not. */
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bool _generating_world;
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extern bool _town_noise_no_update;
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class AbortGenerateWorldSignal { };
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/**
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* Generation is done; show windows again and delete the progress window.
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*/
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static void CleanupGeneration()
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{
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_generating_world = false;
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_town_noise_no_update = false;
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SetMouseCursorBusy(false);
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/* Show all vital windows again, because we have hidden them */
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if (_game_mode != GM_MENU) ShowVitalWindows();
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SetModalProgress(false);
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_gw.proc = nullptr;
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_gw.abortp = nullptr;
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CloseWindowByClass(WC_MODAL_PROGRESS);
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ShowFirstError();
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MarkWholeScreenDirty();
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}
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/**
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* The internal, real, generate function.
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*/
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static void _GenerateWorld()
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{
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/* Make sure everything is done via OWNER_NONE. */
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Backup<CompanyID> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
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try {
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_generating_world = true;
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_town_noise_no_update = true;
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if (_network_dedicated) DEBUG(net, 3, "Generating map, please wait...");
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/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
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_random.SetSeed(_settings_game.game_creation.generation_seed);
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/* Generates a unique id for the savegame, to avoid accidentally overwriting a save */
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/* We keep id 0 for old savegames that don't have an id */
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_settings_game.game_creation.generation_unique_id = _interactive_random.Next(UINT32_MAX - 1) + 1; /* Generates between [1,UINT32_MAX] */
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SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
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SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
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ScriptObject::InitializeRandomizers();
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
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IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
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/* Must start economy early because of the costs. */
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StartupEconomy();
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/* Don't generate landscape items when in the scenario editor. */
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if (_gw.mode == GWM_EMPTY) {
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SetGeneratingWorldProgress(GWP_OBJECT, 1);
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/* Make sure the tiles at the north border are void tiles if needed. */
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if (_settings_game.construction.freeform_edges) {
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for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
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for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
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}
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/* Make the map the height of the setting */
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if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
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ConvertGroundTilesIntoWaterTiles();
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IncreaseGeneratingWorldProgress(GWP_OBJECT);
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_settings_game.game_creation.snow_line_height = DEF_SNOWLINE_HEIGHT;
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UpdateCachedSnowLine();
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UpdateCachedSnowLineBounds();
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} else {
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GenerateLandscape(_gw.mode);
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GenerateClearTile();
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/* Only generate towns, tree and industries in newgame mode. */
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if (_game_mode != GM_EDITOR) {
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if (!GenerateTowns(_settings_game.economy.town_layout)) {
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HandleGeneratingWorldAbortion();
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return;
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}
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GenerateIndustries();
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GenerateObjects();
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GenerateTrees();
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GeneratePublicRoads();
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}
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}
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/* These are probably pointless when inside the scenario editor. */
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SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
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StartupCompanies();
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IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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StartupEngines();
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IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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StartupDisasters();
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_generating_world = false;
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_town_noise_no_update = false;
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UpdateAirportsNoise();
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/* No need to run the tile loop in the scenario editor. */
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if (_gw.mode != GWM_EMPTY) {
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uint i;
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SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
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for (i = 0; i < 0x500; i++) {
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RunTileLoop();
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_tick_counter++;
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IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
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}
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if (_game_mode != GM_EDITOR) {
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Game::StartNew();
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if (Game::GetInstance() != nullptr) {
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SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
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_generating_world = true;
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for (i = 0; i < 2500; i++) {
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Game::GameLoop();
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IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
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if (Game::GetInstance()->IsSleeping()) break;
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}
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_generating_world = false;
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}
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}
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}
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
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ResetObjectToPlace();
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_cur_company.Trash();
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_current_company = _local_company = _gw.lc;
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SetGeneratingWorldProgress(GWP_GAME_START, 1);
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/* Call any callback */
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if (_gw.proc != nullptr) _gw.proc();
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IncreaseGeneratingWorldProgress(GWP_GAME_START);
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CleanupGeneration();
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ShowNewGRFError();
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if (_network_dedicated) DEBUG(net, 3, "Map generated, starting game");
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DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
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if (_debug_desync_level > 0) {
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char name[MAX_PATH];
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seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date.base());
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SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false, SMF_ZSTD_OK);
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}
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} catch (AbortGenerateWorldSignal&) {
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CleanupGeneration();
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
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if (_cur_company.IsValid()) _cur_company.Restore();
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if (_network_dedicated) {
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/* Exit the game to prevent a return to main menu. */
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DEBUG(net, 0, "Generating map failed; closing server");
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_exit_game = true;
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} else {
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SwitchToMode(_switch_mode);
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}
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}
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}
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/**
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* Set here the function, if any, that you want to be called when landscape
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* generation is done.
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* @param proc callback procedure
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*/
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void GenerateWorldSetCallback(GWDoneProc *proc)
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{
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_gw.proc = proc;
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}
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/**
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* Set here the function, if any, that you want to be called when landscape
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* generation is aborted.
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* @param proc callback procedure
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*/
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void GenerateWorldSetAbortCallback(GWAbortProc *proc)
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{
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_gw.abortp = proc;
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}
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/**
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* Initializes the abortion process
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*/
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void AbortGeneratingWorld()
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{
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_gw.abort = true;
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}
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/**
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* Is the generation being aborted?
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* @return the 'aborted' status
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*/
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bool IsGeneratingWorldAborted()
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{
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return _gw.abort || _exit_game;
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}
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/**
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* Really handle the abortion, i.e. clean up some of the mess
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*/
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void HandleGeneratingWorldAbortion()
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{
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/* Clean up - in SE create an empty map, otherwise, go to intro menu */
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_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
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if (_gw.abortp != nullptr) _gw.abortp();
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throw AbortGenerateWorldSignal();
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}
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/**
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* Generate a world.
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* @param mode The mode of world generation (see GenWorldMode).
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* @param size_x The X-size of the map.
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* @param size_y The Y-size of the map.
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* @param reset_settings Whether to reset the game configuration (used for restart)
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*/
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void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
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{
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if (HasModalProgress()) return;
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_gw.mode = mode;
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_gw.size_x = size_x;
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_gw.size_y = size_y;
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SetModalProgress(true);
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_gw.abort = false;
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_gw.abortp = nullptr;
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_gw.lc = _local_company;
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/* This disables some commands and stuff */
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SetLocalCompany(COMPANY_SPECTATOR);
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InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
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PrepareGenerateWorldProgress();
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if (_settings_game.construction.map_height_limit == 0) {
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uint estimated_height = 0;
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if (_gw.mode == GWM_EMPTY && _game_mode != GM_MENU) {
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estimated_height = _settings_game.game_creation.se_flat_world_height;
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} else if (_gw.mode == GWM_HEIGHTMAP) {
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estimated_height = _settings_game.game_creation.heightmap_height;
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} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
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estimated_height = GetEstimationTGPMapHeight();
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} else {
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estimated_height = 0;
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}
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_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));
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}
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if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
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/* Load the right landscape stuff, and the NewGRFs! */
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GfxLoadSprites();
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InitialiseExtraAspectsVariable();
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LoadStringWidthTable();
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AnalyseEngineCallbacks();
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AnalyseIndustryTileSpriteGroups();
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extern void AnalyseHouseSpriteGroups();
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AnalyseHouseSpriteGroups();
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/* Re-init the windowing system */
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ResetWindowSystem();
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/* Create toolbars */
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SetupColoursAndInitialWindow();
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SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
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UnshowCriticalError();
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CloseAllNonVitalWindows();
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HideVitalWindows();
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ShowGenerateWorldProgress();
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/* Centre the view on the map */
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if (FindWindowById(WC_MAIN_WINDOW, 0) != nullptr) {
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ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
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}
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_GenerateWorld();
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ReInitAllWindows(false);
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}
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