4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file genworld.cpp Functions to generate a map. */
13 #include "landscape.h"
14 #include "company_func.h"
17 #include "window_func.h"
18 #include "network/network.h"
19 #include "heightmap.h"
20 #include "viewport_func.h"
21 #include "date_func.h"
22 #include "engine_func.h"
24 #include "video/video_driver.hpp"
25 #include "tilehighlight_func.h"
26 #include "saveload/saveload.h"
30 #include "core/random_func.hpp"
31 #include "core/backup_type.hpp"
34 #include "game/game.hpp"
35 #include "game/game_instance.hpp"
36 #include "string_func.h"
38 #include "safeguards.h"
41 void GenerateClearTile();
42 void GenerateIndustries();
43 void GenerateObjects();
46 void StartupEconomy();
47 void StartupCompanies();
48 void StartupDisasters();
50 void InitializeGame(uint size_x
, uint size_y
, bool reset_date
, bool reset_settings
);
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!
60 /** Whether we are generating the map or not. */
61 bool _generating_world
;
64 * Tells if the world generation is done in a thread or not.
65 * @return the 'threaded' status
67 bool IsGenerateWorldThreaded()
69 return _gw
.threaded
&& !_gw
.quit_thread
;
73 * Clean up the 'mess' of generation. That is, show windows again, reset
74 * thread variables, and delete the progress window.
76 static void CleanupGeneration()
78 _generating_world
= false;
80 SetMouseCursorBusy(false);
81 /* Show all vital windows again, because we have hidden them */
82 if (_gw
.threaded
&& _game_mode
!= GM_MENU
) ShowVitalWindows();
83 SetModalProgress(false);
88 DeleteWindowByClass(WC_MODAL_PROGRESS
);
90 MarkWholeScreenDirty();
94 * The internal, real, generate function.
96 static void _GenerateWorld(void *)
98 /* Make sure everything is done via OWNER_NONE. */
99 Backup
<CompanyByte
> _cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
102 _generating_world
= true;
103 _modal_progress_work_mutex
->BeginCritical();
104 if (_network_dedicated
) DEBUG(net
, 1, "Generating map, please wait...");
105 /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
106 if (_settings_game
.game_creation
.generation_seed
== GENERATE_NEW_SEED
) _settings_game
.game_creation
.generation_seed
= _settings_newgame
.game_creation
.generation_seed
= InteractiveRandom();
107 _random
.SetSeed(_settings_game
.game_creation
.generation_seed
);
108 SetGeneratingWorldProgress(GWP_MAP_INIT
, 2);
109 SetObjectToPlace(SPR_CURSOR_ZZZ
, PAL_NONE
, HT_NONE
, WC_MAIN_WINDOW
, 0);
111 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
113 IncreaseGeneratingWorldProgress(GWP_MAP_INIT
);
114 /* Must start economy early because of the costs. */
117 /* Don't generate landscape items when in the scenario editor. */
118 if (_gw
.mode
== GWM_EMPTY
) {
119 SetGeneratingWorldProgress(GWP_OBJECT
, 1);
121 /* Make sure the tiles at the north border are void tiles if needed. */
122 if (_settings_game
.construction
.freeform_edges
) {
123 for (uint row
= 0; row
< MapSizeY(); row
++) MakeVoid(TileXY(0, row
));
124 for (uint col
= 0; col
< MapSizeX(); col
++) MakeVoid(TileXY(col
, 0));
127 /* Make the map the height of the setting */
128 if (_game_mode
!= GM_MENU
) FlatEmptyWorld(_settings_game
.game_creation
.se_flat_world_height
);
130 ConvertGroundTilesIntoWaterTiles();
131 IncreaseGeneratingWorldProgress(GWP_OBJECT
);
133 GenerateLandscape(_gw
.mode
);
136 /* only generate towns, tree and industries in newgame mode. */
137 if (_game_mode
!= GM_EDITOR
) {
138 if (!GenerateTowns(_settings_game
.economy
.town_layout
)) {
139 _cur_company
.Restore();
140 HandleGeneratingWorldAbortion();
143 GenerateIndustries();
149 /* These are probably pointless when inside the scenario editor. */
150 SetGeneratingWorldProgress(GWP_GAME_INIT
, 3);
152 IncreaseGeneratingWorldProgress(GWP_GAME_INIT
);
154 IncreaseGeneratingWorldProgress(GWP_GAME_INIT
);
156 _generating_world
= false;
158 /* No need to run the tile loop in the scenario editor. */
159 if (_gw
.mode
!= GWM_EMPTY
) {
162 SetGeneratingWorldProgress(GWP_RUNTILELOOP
, 0x500);
163 for (i
= 0; i
< 0x500; i
++) {
166 IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP
);
169 if (_game_mode
!= GM_EDITOR
) {
172 if (Game::GetInstance() != NULL
) {
173 SetGeneratingWorldProgress(GWP_RUNSCRIPT
, 2500);
174 _generating_world
= true;
175 for (i
= 0; i
< 2500; i
++) {
177 IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT
);
178 if (Game::GetInstance()->IsSleeping()) break;
180 _generating_world
= false;
185 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
187 ResetObjectToPlace();
188 _cur_company
.Trash();
189 _current_company
= _local_company
= _gw
.lc
;
191 SetGeneratingWorldProgress(GWP_GAME_START
, 1);
192 /* Call any callback */
193 if (_gw
.proc
!= NULL
) _gw
.proc();
194 IncreaseGeneratingWorldProgress(GWP_GAME_START
);
197 _modal_progress_work_mutex
->EndCritical();
201 if (_network_dedicated
) DEBUG(net
, 1, "Map generated, starting game");
202 DEBUG(desync
, 1, "new_map: %08x", _settings_game
.game_creation
.generation_seed
);
204 if (_debug_desync_level
> 0) {
206 seprintf(name
, lastof(name
), "dmp_cmds_%08x_%08x.sav", _settings_game
.game_creation
.generation_seed
, _date
);
207 SaveOrLoad(name
, SLO_SAVE
, DFT_GAME_FILE
, AUTOSAVE_DIR
, false);
210 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
, true);
211 if (_cur_company
.IsValid()) _cur_company
.Restore();
212 _generating_world
= false;
213 _modal_progress_work_mutex
->EndCritical();
219 * Set here the function, if any, that you want to be called when landscape
220 * generation is done.
221 * @param proc callback procedure
223 void GenerateWorldSetCallback(GWDoneProc
*proc
)
229 * Set here the function, if any, that you want to be called when landscape
230 * generation is aborted.
231 * @param proc callback procedure
233 void GenerateWorldSetAbortCallback(GWAbortProc
*proc
)
239 * This will wait for the thread to finish up his work. It will not continue
240 * till the work is done.
242 void WaitTillGeneratedWorld()
244 if (_gw
.thread
== NULL
) return;
246 _modal_progress_work_mutex
->EndCritical();
247 _modal_progress_paint_mutex
->EndCritical();
248 _gw
.quit_thread
= true;
252 _gw
.threaded
= false;
253 _modal_progress_work_mutex
->BeginCritical();
254 _modal_progress_paint_mutex
->BeginCritical();
258 * Initializes the abortion process
260 void AbortGeneratingWorld()
266 * Is the generation being aborted?
267 * @return the 'aborted' status
269 bool IsGeneratingWorldAborted()
275 * Really handle the abortion, i.e. clean up some of the mess
277 void HandleGeneratingWorldAbortion()
279 /* Clean up - in SE create an empty map, otherwise, go to intro menu */
280 _switch_mode
= (_game_mode
== GM_EDITOR
) ? SM_EDITOR
: SM_MENU
;
282 if (_gw
.abortp
!= NULL
) _gw
.abortp();
286 if (_gw
.thread
!= NULL
) _gw
.thread
->Exit();
288 SwitchToMode(_switch_mode
);
293 * @param mode The mode of world generation (see GenWorldMode).
294 * @param size_x The X-size of the map.
295 * @param size_y The Y-size of the map.
296 * @param reset_settings Whether to reset the game configuration (used for restart)
298 void GenerateWorld(GenWorldMode mode
, uint size_x
, uint size_y
, bool reset_settings
)
300 if (HasModalProgress()) return;
304 SetModalProgress(true);
307 _gw
.lc
= _local_company
;
308 _gw
.quit_thread
= false;
311 /* This disables some commands and stuff */
312 SetLocalCompany(COMPANY_SPECTATOR
);
314 InitializeGame(_gw
.size_x
, _gw
.size_y
, true, reset_settings
);
315 PrepareGenerateWorldProgress();
317 /* Load the right landscape stuff, and the NewGRFs! */
319 LoadStringWidthTable();
321 /* Re-init the windowing system */
324 /* Create toolbars */
325 SetupColoursAndInitialWindow();
326 SetObjectToPlace(SPR_CURSOR_ZZZ
, PAL_NONE
, HT_NONE
, WC_MAIN_WINDOW
, 0);
328 if (_gw
.thread
!= NULL
) {
334 if (!VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld
, NULL
, &_gw
.thread
, "ottd:genworld")) {
335 DEBUG(misc
, 1, "Cannot create genworld thread, reverting to single-threaded mode");
336 _gw
.threaded
= false;
337 _modal_progress_work_mutex
->EndCritical();
338 _GenerateWorld(NULL
);
339 _modal_progress_work_mutex
->BeginCritical();
343 UnshowCriticalError();
344 /* Remove any open window */
345 DeleteAllNonVitalWindows();
346 /* Hide vital windows, because we don't allow to use them */
349 /* Don't show the dialog if we don't have a thread */
350 ShowGenerateWorldProgress();
352 /* Centre the view on the map */
353 if (FindWindowById(WC_MAIN_WINDOW
, 0) != NULL
) {
354 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);