OpenTTD Source  14.0-beta3
genworld.cpp
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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 
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"
20 #include "timer/timer_game_tick.h"
21 #include "engine_func.h"
22 #include "water.h"
23 #include "video/video_driver.hpp"
24 #include "tilehighlight_func.h"
25 #include "saveload/saveload.h"
26 #include "void_map.h"
27 #include "town.h"
28 #include "newgrf.h"
29 #include "core/random_func.hpp"
30 #include "core/backup_type.hpp"
31 #include "progress.h"
32 #include "error.h"
33 #include "game/game.hpp"
34 #include "game/game_instance.hpp"
35 #include "string_func.h"
36 #include "thread.h"
37 #include "tgp.h"
38 
39 #include "safeguards.h"
40 
41 
42 void GenerateClearTile();
43 void GenerateIndustries();
44 void GenerateObjects();
45 void GenerateTrees();
46 
47 void StartupEconomy();
48 void StartupCompanies();
49 void StartupDisasters();
50 
51 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
52 
60 
63 
65 
69 static void CleanupGeneration()
70 {
71  _generating_world = false;
72 
73  SetMouseCursorBusy(false);
74  SetModalProgress(false);
75  _gw.proc = nullptr;
76  _gw.abortp = nullptr;
77 
81 }
82 
86 static void _GenerateWorld()
87 {
88  /* Make sure everything is done via OWNER_NONE. */
89  Backup<CompanyID> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
90 
91  try {
92  _generating_world = true;
93  if (_network_dedicated) Debug(net, 3, "Generating map, please wait...");
94  /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
97  SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
98  ScriptObject::InitializeRandomizers();
99 
101 
103  /* Must start economy early because of the costs. */
104  StartupEconomy();
105 
106  bool landscape_generated = false;
107 
108  /* Don't generate landscape items when in the scenario editor. */
109  if (_gw.mode != GWM_EMPTY) {
110  landscape_generated = GenerateLandscape(_gw.mode);
111  }
112 
113  if (!landscape_generated) {
115 
116  /* Make sure the tiles at the north border are void tiles if needed. */
118  for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, 0));
119  for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(0, y));
120  }
121 
122  /* Make the map the height of the setting */
124 
125  ConvertGroundTilesIntoWaterTiles();
127 
129  } else {
130  GenerateClearTile();
131 
132  /* Only generate towns, tree and industries in newgame mode. */
133  if (_game_mode != GM_EDITOR) {
136  return;
137  }
139  GenerateObjects();
140  GenerateTrees();
141  }
142  }
143 
144  /* These are probably pointless when inside the scenario editor. */
148  StartupEngines();
150  StartupDisasters();
151  _generating_world = false;
152 
153  /* No need to run the tile loop in the scenario editor. */
154  if (_gw.mode != GWM_EMPTY) {
155  uint i;
156 
158  for (i = 0; i < 0x500; i++) {
159  RunTileLoop();
162  }
163 
164  if (_game_mode != GM_EDITOR) {
165  Game::StartNew();
166 
167  if (Game::GetInstance() != nullptr) {
169  _generating_world = true;
170  for (i = 0; i < 2500; i++) {
171  Game::GameLoop();
173  if (Game::GetInstance()->IsSleeping()) break;
174  }
175  _generating_world = false;
176  }
177  }
178  }
179 
181 
183  _cur_company.Trash();
185  /* Show all vital windows again, because we have hidden them. */
186  if (_game_mode != GM_MENU) ShowVitalWindows();
187 
189  /* Call any callback */
190  if (_gw.proc != nullptr) _gw.proc();
192 
194 
195  ShowNewGRFError();
196 
197  if (_network_dedicated) Debug(net, 3, "Map generated, starting game");
198  Debug(desync, 1, "new_map: {:08x}", _settings_game.game_creation.generation_seed);
199 
200  if (_debug_desync_level > 0) {
201  std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameEconomy::date);
203  }
204  } catch (AbortGenerateWorldSignal&) {
206 
208  if (_cur_company.IsValid()) _cur_company.Restore();
209 
210  if (_network_dedicated) {
211  /* Exit the game to prevent a return to main menu. */
212  Debug(net, 0, "Generating map failed; closing server");
213  _exit_game = true;
214  } else {
215  SwitchToMode(_switch_mode);
216  }
217  }
218 }
219 
226 {
227  _gw.proc = proc;
228 }
229 
236 {
237  _gw.abortp = proc;
238 }
239 
244 {
245  _gw.abort = true;
246 }
247 
253 {
254  return _gw.abort || _exit_game;
255 }
256 
261 {
262  /* Clean up - in SE create an empty map, otherwise, go to intro menu */
263  _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
264 
265  if (_gw.abortp != nullptr) _gw.abortp();
266 
267  throw AbortGenerateWorldSignal();
268 }
269 
277 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
278 {
279  if (HasModalProgress()) return;
280  _gw.mode = mode;
281  _gw.size_x = size_x;
282  _gw.size_y = size_y;
283  SetModalProgress(true);
284  _gw.abort = false;
285  _gw.abortp = nullptr;
287 
288  /* This disables some commands and stuff */
290 
291  InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
293 
295  uint estimated_height = 0;
296 
297  if (_gw.mode == GWM_EMPTY && _game_mode != GM_MENU) {
299  } else if (_gw.mode == GWM_HEIGHTMAP) {
300  estimated_height = _settings_game.game_creation.heightmap_height;
302  estimated_height = GetEstimationTGPMapHeight();
303  } else {
304  estimated_height = 0;
305  }
306 
308  }
309 
311 
312  /* Load the right landscape stuff, and the NewGRFs! */
313  GfxLoadSprites();
315 
316  /* Re-init the windowing system */
318 
319  /* Create toolbars */
321  SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
322 
326 
328 
329  /* Centre the view on the map */
330  ScrollMainWindowToTile(TileXY(Map::SizeX() / 2, Map::SizeY() / 2), true);
331 
332  _GenerateWorld();
333 }
GenWorldInfo::size_y
uint size_y
Y-size of the map.
Definition: genworld.h:63
game.hpp
LoadStringWidthTable
void LoadStringWidthTable(bool monospace)
Initialize _stringwidth_table cache.
Definition: gfx.cpp:1233
ShowFirstError
void ShowFirstError()
Show the first error of the queue.
Definition: error_gui.cpp:335
GWP_GAME_INIT
@ GWP_GAME_INIT
Initialize the game.
Definition: genworld.h:78
SetMouseCursorBusy
void SetMouseCursorBusy(bool busy)
Set or unset the ZZZ cursor.
Definition: gfx.cpp:1693
ShowGenerateWorldProgress
void ShowGenerateWorldProgress()
Show the window where a user can follow the process of the map generation.
Definition: genworld_gui.cpp:1468
CloseWindowByClass
void CloseWindowByClass(WindowClass cls, int data)
Close all windows of a given class.
Definition: window.cpp:1153
HideVitalWindows
void HideVitalWindows()
Close all always on-top windows to get an empty screen.
Definition: window.cpp:3299
game_instance.hpp
GWP_RUNTILELOOP
@ GWP_RUNTILELOOP
Runs the tile loop 1280 times to make snow etc.
Definition: genworld.h:79
ScrollMainWindowToTile
bool ScrollMainWindowToTile(TileIndex tile, bool instant)
Scrolls the viewport of the main window to a given location.
Definition: viewport.cpp:2509
_GenerateWorld
static void _GenerateWorld()
The internal, real, generate function.
Definition: genworld.cpp:86
TimerGameTick::counter
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Definition: timer_game_tick.h:33
GenWorldInfo::abort
bool abort
Whether to abort the thread ASAP.
Definition: genworld.h:59
water.h
GenWorldInfo::lc
CompanyID lc
The local_company before generating.
Definition: genworld.h:61
tgp.h
_gw
GenWorldInfo _gw
Please only use this variable in genworld.h and genworld.cpp and nowhere else.
Definition: genworld.cpp:59
AbortGeneratingWorld
void AbortGeneratingWorld()
Initializes the abortion process.
Definition: genworld.cpp:243
EconomySettings::town_layout
TownLayout town_layout
select town layout,
Definition: settings_type.h:553
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
GenWorldInfo::abortp
GWAbortProc * abortp
Proc that is called when aborting (can be nullptr)
Definition: genworld.h:65
timer_game_calendar.h
SaveOrLoad
SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
Main Save or Load function where the high-level saveload functions are handled.
Definition: saveload.cpp:3037
SM_EDITOR
@ SM_EDITOR
Switch to scenario editor.
Definition: openttd.h:31
AbortGenerateWorldSignal
Definition: genworld.cpp:64
GenWorldInfo::mode
GenWorldMode mode
What mode are we making a world in.
Definition: genworld.h:60
GenerateWorldSetCallback
void GenerateWorldSetCallback(GWDoneProc *proc)
Set here the function, if any, that you want to be called when landscape generation is done.
Definition: genworld.cpp:225
void_map.h
SetLocalCompany
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
Definition: company_cmd.cpp:114
DFT_GAME_FILE
@ DFT_GAME_FILE
Save game or scenario file.
Definition: fileio_type.h:31
saveload.h
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:37
AUTOSAVE_DIR
@ AUTOSAVE_DIR
Subdirectory of save for autosaves.
Definition: fileio_type.h:111
GWAbortProc
void GWAbortProc()
Called when genworld is aborted.
Definition: genworld.h:55
GetEstimationTGPMapHeight
uint GetEstimationTGPMapHeight()
Get an overestimation of the highest peak TGP wants to generate.
Definition: tgp.cpp:252
town.h
DEF_SNOWLINE_HEIGHT
static const uint DEF_SNOWLINE_HEIGHT
Default snowline height.
Definition: tile_type.h:33
StartupEngines
void StartupEngines()
Start/initialise all our engines.
Definition: engine.cpp:763
genworld.h
GameCreationSettings::heightmap_height
byte heightmap_height
highest mountain for heightmap (towards what it scales)
Definition: settings_type.h:350
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition: genworld_gui.cpp:1550
ShowNewGRFError
void ShowNewGRFError()
Show the first NewGRF error we can find.
Definition: newgrf_gui.cpp:45
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:619
GenerateLandscape
bool GenerateLandscape(byte mode)
Definition: landscape.cpp:1560
GenWorldInfo::proc
GWDoneProc * proc
Proc that is called when done (can be nullptr)
Definition: genworld.h:64
WC_MODAL_PROGRESS
@ WC_MODAL_PROGRESS
Progress report of landscape generation; Window numbers:
Definition: window_type.h:463
heightmap.h
ShowVitalWindows
void ShowVitalWindows()
Show the vital in-game windows.
Definition: main_gui.cpp:569
GWM_HEIGHTMAP
@ GWM_HEIGHTMAP
Generate a newgame from a heightmap.
Definition: genworld.h:31
SLO_SAVE
@ SLO_SAVE
File is being saved.
Definition: fileio_type.h:50
tilehighlight_func.h
Randomizer::SetSeed
void SetSeed(uint32_t seed)
(Re)set the state of the random number generator.
Definition: random_func.cpp:67
MAX_MAP_HEIGHT_LIMIT
static const uint MAX_MAP_HEIGHT_LIMIT
Upper bound of maximum allowed heightlevel (in the construction settings)
Definition: tile_type.h:30
ConstructionSettings::map_height_limit
uint8_t map_height_limit
the maximum allowed heightlevel
Definition: settings_type.h:370
MakeVoid
void MakeVoid(Tile t)
Make a nice void tile ;)
Definition: void_map.h:19
GenerateWorldSetAbortCallback
void GenerateWorldSetAbortCallback(GWAbortProc *proc)
Set here the function, if any, that you want to be called when landscape generation is aborted.
Definition: genworld.cpp:235
GenerateTrees
void GenerateTrees()
Place new trees.
Definition: tree_cmd.cpp:353
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:55
HasModalProgress
bool HasModalProgress()
Check if we are currently in a modal progress state.
Definition: progress.h:17
PSM_ENTER_GAMELOOP
@ PSM_ENTER_GAMELOOP
Enter the gameloop, changes will be permanent.
Definition: newgrf_storage.h:21
timer_game_tick.h
MAP_HEIGHT_LIMIT_AUTO_MINIMUM
static const uint MAP_HEIGHT_LIMIT_AUTO_MINIMUM
When map height limit is auto, make this the lowest possible map height limit.
Definition: genworld.h:51
Game::StartNew
static void StartNew(bool randomise=true)
Start up a new GameScript.
Definition: game_core.cpp:72
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition: settings_type.h:628
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition: company_cmd.cpp:49
GameCreationSettings::snow_line_height
byte snow_line_height
the configured snow line height (deduced from "snow_coverage")
Definition: settings_type.h:347
safeguards.h
GWP_GAME_START
@ GWP_GAME_START
Really prepare to start the game.
Definition: genworld.h:81
GWP_OBJECT
@ GWP_OBJECT
Generate objects (radio tower, light houses)
Definition: genworld.h:76
ConstructionSettings::freeform_edges
bool freeform_edges
allow terraforming the tiles at the map edges
Definition: settings_type.h:383
GWP_MAP_INIT
@ GWP_MAP_INIT
Initialize/allocate the map, start economy.
Definition: genworld.h:70
GameCreationSettings::se_flat_world_height
byte se_flat_world_height
land height a flat world gets in SE
Definition: settings_type.h:354
HT_NONE
@ HT_NONE
default
Definition: tilehighlight_type.h:20
gfxinit.h
error.h
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:62
MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM
static const uint MAP_HEIGHT_LIMIT_AUTO_CEILING_ROOM
When map height limit is auto, the map height limit will be the higest peak plus this value.
Definition: genworld.h:52
stdafx.h
landscape.h
viewport_func.h
FlatEmptyWorld
void FlatEmptyWorld(byte tile_height)
Make an empty world where all tiles are of height 'tile_height'.
Definition: heightmap.cpp:546
Backup::IsValid
bool IsValid() const
Checks whether the variable was already restored.
Definition: backup_type.hpp:63
GENERATE_NEW_SEED
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
Definition: genworld.h:24
GenWorldInfo
Properties of current genworld process.
Definition: genworld.h:58
Map::SizeX
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition: map_func.h:270
_generating_world
bool _generating_world
Whether we are generating the map or not.
Definition: genworld.cpp:62
string_func.h
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:48
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:50
Game::GameLoop
static void GameLoop()
Called every game-tick to let Game do something.
Definition: game_core.cpp:31
Backup::Trash
void Trash()
Trash the backup.
Definition: backup_type.hpp:103
GenerateTowns
bool GenerateTowns(TownLayout layout)
Generate a number of towns with a given layout.
Definition: town_cmd.cpp:2329
PrepareGenerateWorldProgress
void PrepareGenerateWorldProgress()
Initializes the progress counters to the starting point.
Definition: genworld_gui.cpp:1456
GameCreationSettings::generation_seed
uint32_t generation_seed
noise seed for world generation
Definition: settings_type.h:340
HandleGeneratingWorldAbortion
void HandleGeneratingWorldAbortion()
Really handle the abortion, i.e.
Definition: genworld.cpp:260
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:112
UnshowCriticalError
void UnshowCriticalError()
Unshow the critical error.
Definition: error_gui.cpp:349
GameCreationSettings::land_generator
byte land_generator
the landscape generator
Definition: settings_type.h:345
video_driver.hpp
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
SetGeneratingWorldProgress
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
Definition: genworld_gui.cpp:1536
OWNER_NONE
@ OWNER_NONE
The tile has no ownership.
Definition: company_type.h:25
GWM_EMPTY
@ GWM_EMPTY
Generate an empty map (sea-level)
Definition: genworld.h:29
newgrf.h
LG_TERRAGENESIS
@ LG_TERRAGENESIS
TerraGenesis Perlin landscape generator.
Definition: genworld.h:21
progress.h
WC_MAIN_WINDOW
@ WC_MAIN_WINDOW
Main window; Window numbers:
Definition: window_type.h:51
GfxLoadSprites
void GfxLoadSprites()
Initialise and load all the sprites.
Definition: gfxinit.cpp:327
company_func.h
SM_MENU
@ SM_MENU
Switch to game intro menu.
Definition: openttd.h:33
GenerateIndustries
void GenerateIndustries()
This function will create random industries during game creation.
Definition: industry_cmd.cpp:2439
network.h
window_func.h
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1552
TileXY
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition: map_func.h:385
StartupCompanies
void StartupCompanies()
Start of a new game.
Definition: company_cmd.cpp:655
random_func.hpp
GenWorldInfo::size_x
uint size_x
X-size of the map.
Definition: genworld.h:62
IsGeneratingWorldAborted
bool IsGeneratingWorldAborted()
Is the generation being aborted?
Definition: genworld.cpp:252
GenerateWorld
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
Generate a world.
Definition: genworld.cpp:277
PSM_LEAVE_GAMELOOP
@ PSM_LEAVE_GAMELOOP
Leave the gameloop, changes will be temporary.
Definition: newgrf_storage.h:22
BasePersistentStorageArray::SwitchMode
static void SwitchMode(PersistentStorageMode mode, bool ignore_prev_mode=false)
Clear temporary changes made since the last call to SwitchMode, and set whether subsequent changes sh...
Definition: newgrf_storage.cpp:54
CleanupGeneration
static void CleanupGeneration()
Generation is done; show windows again and delete the progress window.
Definition: genworld.cpp:69
ResetWindowSystem
void ResetWindowSystem()
Reset the windowing system, by means of shutting it down followed by re-initialization.
Definition: window.cpp:1819
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition: settings_type.h:620
CloseAllNonVitalWindows
void CloseAllNonVitalWindows()
It is possible that a stickied window gets to a position where the 'close' button is outside the gami...
Definition: window.cpp:3261
SetObjectToPlace
void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
Change the cursor and mouse click/drag handling to a mode for performing special operations like tile...
Definition: viewport.cpp:3435
GenWorldMode
GenWorldMode
Modes for GenerateWorld.
Definition: genworld.h:27
GWDoneProc
void GWDoneProc()
Procedure called when the genworld process finishes.
Definition: genworld.h:54
SetModalProgress
void SetModalProgress(bool state)
Set the modal progress state.
Definition: progress.cpp:22
Game::GetInstance
static class GameInstance * GetInstance()
Get the current active instance.
Definition: game.hpp:102
thread.h
ResetObjectToPlace
void ResetObjectToPlace()
Reset the cursor and mouse mode handling back to default (normal cursor, only clicking in windows).
Definition: viewport.cpp:3483
Map::SizeY
static uint SizeY()
Get the size of the map along the Y.
Definition: map_func.h:279
SetupColoursAndInitialWindow
void SetupColoursAndInitialWindow()
Initialise the default colours (remaps and the likes), and load the main windows.
Definition: main_gui.cpp:541
engine_func.h
GWP_RUNSCRIPT
@ GWP_RUNSCRIPT
Runs the game script at most 2500 times, or when ever the script sleeps.
Definition: genworld.h:80
RunTileLoop
void RunTileLoop()
Gradually iterate over all tiles on the map, calling their TileLoopProcs once every 256 ticks.
Definition: landscape.cpp:759
backup_type.hpp
TimerGameEconomy::date
static Date date
Current date in days (day counter).
Definition: timer_game_economy.h:37