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"
22 #include "date_func.h"
23 #include "engine_func.h"
24 #include "newgrf_storage.h"
26 #include "video/video_driver.hpp"
27 #include "tilehighlight_func.h"
28 #include "saveload/saveload.h"
32 #include "core/random_func.hpp"
33 #include "core/backup_type.hpp"
36 #include "table/sprites.h"
38 void GenerateClearTile();
39 void GenerateIndustries();
40 void GenerateObjects();
43 void StartupEconomy();
44 void StartupCompanies();
45 void StartupDisasters();
47 void InitializeGame(uint size_x
, uint size_y
, bool reset_date
, bool reset_settings
);
50 * Please only use this variable in genworld.h and genworld.cpp and
51 * nowhere else. For speed improvements we need it to be global, but
52 * in no way the meaning of it is to use it anywhere else besides
53 * in the genworld.h and genworld.cpp! -- TrueLight
57 /** Whether we are generating the map or not. */
58 bool _generating_world
;
61 * Tells if the world generation is done in a thread or not.
62 * @return the 'threaded' status
64 bool IsGenerateWorldThreaded()
66 return _gw
.threaded
&& !_gw
.quit_thread
;
70 * Clean up the 'mess' of generation. That is, show windows again, reset
71 * thread variables, and delete the progress window.
73 static void CleanupGeneration()
75 _generating_world
= false;
77 if (_cursor
.sprite
== SPR_CURSOR_ZZZ
) SetMouseCursor(SPR_CURSOR_MOUSE
, PAL_NONE
);
78 /* Show all vital windows again, because we have hidden them */
79 if (_gw
.threaded
&& _game_mode
!= GM_MENU
) ShowVitalWindows();
80 SetModalProgress(false);
85 DeleteWindowById(WC_MODAL_PROGRESS
, 0);
86 MarkWholeScreenDirty();
90 * The internal, real, generate function.
92 static void _GenerateWorld(void *)
94 /* Make sure everything is done via OWNER_NONE. */
95 Backup
<CompanyByte
> _cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
98 _generating_world
= true;
99 _modal_progress_work_mutex
->BeginCritical();
100 if (_network_dedicated
) DEBUG(net
, 0, "Generating map, please wait...");
101 /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
102 if (_settings_game
.game_creation
.generation_seed
== GENERATE_NEW_SEED
) _settings_game
.game_creation
.generation_seed
= _settings_newgame
.game_creation
.generation_seed
= InteractiveRandom();
103 _random
.SetSeed(_settings_game
.game_creation
.generation_seed
);
104 SetGeneratingWorldProgress(GWP_MAP_INIT
, 2);
105 SetObjectToPlace(SPR_CURSOR_ZZZ
, PAL_NONE
, HT_NONE
, WC_MAIN_WINDOW
, 0);
107 IncreaseGeneratingWorldProgress(GWP_MAP_INIT
);
108 /* Must start economy early because of the costs. */
111 /* Don't generate landscape items when in the scenario editor. */
112 if (_gw
.mode
== GWM_EMPTY
) {
113 SetGeneratingWorldProgress(GWP_OBJECT
, 1);
115 /* Make sure the tiles at the north border are void tiles if needed. */
116 if (_settings_game
.construction
.freeform_edges
) {
117 for (uint row
= 0; row
< MapSizeY(); row
++) MakeVoid(TileXY(0, row
));
118 for (uint col
= 0; col
< MapSizeX(); col
++) MakeVoid(TileXY(col
, 0));
121 /* Make the map the height of the setting */
122 if (_game_mode
!= GM_MENU
) FlatEmptyWorld(_settings_game
.game_creation
.se_flat_world_height
);
124 ConvertGroundTilesIntoWaterTiles();
125 IncreaseGeneratingWorldProgress(GWP_OBJECT
);
127 GenerateLandscape(_gw
.mode
);
130 /* only generate towns, tree and industries in newgame mode. */
131 if (_game_mode
!= GM_EDITOR
) {
132 if (!GenerateTowns(_settings_game
.economy
.town_layout
)) {
133 _cur_company
.Restore();
134 HandleGeneratingWorldAbortion();
137 GenerateIndustries();
143 ClearStorageChanges(true);
145 /* These are probably pointless when inside the scenario editor. */
146 SetGeneratingWorldProgress(GWP_GAME_INIT
, 3);
148 IncreaseGeneratingWorldProgress(GWP_GAME_INIT
);
150 IncreaseGeneratingWorldProgress(GWP_GAME_INIT
);
152 _generating_world
= false;
154 /* No need to run the tile loop in the scenario editor. */
155 if (_gw
.mode
!= GWM_EMPTY
) {
158 SetGeneratingWorldProgress(GWP_RUNTILELOOP
, 0x500);
159 for (i
= 0; i
< 0x500; i
++) {
161 IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP
);
165 ResetObjectToPlace();
166 _cur_company
.Trash();
167 _current_company
= _local_company
= _gw
.lc
;
169 SetGeneratingWorldProgress(GWP_GAME_START
, 1);
170 /* Call any callback */
171 if (_gw
.proc
!= NULL
) _gw
.proc();
172 IncreaseGeneratingWorldProgress(GWP_GAME_START
);
175 _modal_progress_work_mutex
->EndCritical();
179 if (_network_dedicated
) DEBUG(net
, 0, "Map generated, starting game");
180 DEBUG(desync
, 1, "new_map: %08x", _settings_game
.game_creation
.generation_seed
);
182 if (_debug_desync_level
> 0) {
184 snprintf(name
, lengthof(name
), "dmp_cmds_%08x_%08x.sav", _settings_game
.game_creation
.generation_seed
, _date
);
185 SaveOrLoad(name
, SL_SAVE
, AUTOSAVE_DIR
, false);
188 if (_cur_company
.IsValid()) _cur_company
.Restore();
189 _generating_world
= false;
190 _modal_progress_work_mutex
->EndCritical();
196 * Set here the function, if any, that you want to be called when landscape
197 * generation is done.
198 * @param proc callback procedure
200 void GenerateWorldSetCallback(GWDoneProc
*proc
)
206 * Set here the function, if any, that you want to be called when landscape
207 * generation is aborted.
208 * @param proc callback procedure
210 void GenerateWorldSetAbortCallback(GWAbortProc
*proc
)
216 * This will wait for the thread to finish up his work. It will not continue
217 * till the work is done.
219 void WaitTillGeneratedWorld()
221 if (_gw
.thread
== NULL
) return;
223 _modal_progress_work_mutex
->EndCritical();
224 _modal_progress_paint_mutex
->EndCritical();
225 _gw
.quit_thread
= true;
229 _gw
.threaded
= false;
230 _modal_progress_work_mutex
->BeginCritical();
231 _modal_progress_paint_mutex
->BeginCritical();
235 * Initializes the abortion process
237 void AbortGeneratingWorld()
243 * Is the generation being aborted?
244 * @return the 'aborted' status
246 bool IsGeneratingWorldAborted()
252 * Really handle the abortion, i.e. clean up some of the mess
254 void HandleGeneratingWorldAbortion()
256 /* Clean up - in SE create an empty map, otherwise, go to intro menu */
257 _switch_mode
= (_game_mode
== GM_EDITOR
) ? SM_EDITOR
: SM_MENU
;
259 if (_gw
.abortp
!= NULL
) _gw
.abortp();
263 if (_gw
.thread
!= NULL
) _gw
.thread
->Exit();
265 extern void SwitchToMode(SwitchMode new_mode
);
266 SwitchToMode(_switch_mode
);
271 * @param mode The mode of world generation (see GenWorldMode).
272 * @param size_x The X-size of the map.
273 * @param size_y The Y-size of the map.
274 * @param reset_settings Whether to reset the game configuration (used for restart)
276 void GenerateWorld(GenWorldMode mode
, uint size_x
, uint size_y
, bool reset_settings
)
278 if (HasModalProgress()) return;
282 SetModalProgress(true);
285 _gw
.lc
= _local_company
;
286 _gw
.quit_thread
= false;
289 /* This disables some commands and stuff */
290 SetLocalCompany(COMPANY_SPECTATOR
);
292 InitializeGame(_gw
.size_x
, _gw
.size_y
, true, reset_settings
);
293 PrepareGenerateWorldProgress();
295 /* Load the right landscape stuff, and the NewGRFs! */
297 LoadStringWidthTable();
299 /* Re-init the windowing system */
302 /* Create toolbars */
303 SetupColoursAndInitialWindow();
304 SetObjectToPlace(SPR_CURSOR_ZZZ
, PAL_NONE
, HT_NONE
, WC_MAIN_WINDOW
, 0);
306 if (_gw
.thread
!= NULL
) {
312 if (!_video_driver
->HasGUI() || !ThreadObject::New(&_GenerateWorld
, NULL
, &_gw
.thread
)) {
313 DEBUG(misc
, 1, "Cannot create genworld thread, reverting to single-threaded mode");
314 _gw
.threaded
= false;
315 _modal_progress_work_mutex
->EndCritical();
316 _GenerateWorld(NULL
);
317 _modal_progress_work_mutex
->BeginCritical();
321 /* Remove any open window */
322 DeleteAllNonVitalWindows();
323 /* Hide vital windows, because we don't allow to use them */
326 /* Don't show the dialog if we don't have a thread */
327 ShowGenerateWorldProgress();
329 /* Centre the view on the map */
330 if (FindWindowById(WC_MAIN_WINDOW
, 0) != NULL
) {
331 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);