genworld.cpp

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00001 /* $Id: genworld.cpp 15689 2009-03-12 15:14:22Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "landscape.h"
00008 #include "company_func.h"
00009 #include "variables.h"
00010 #include "thread.h"
00011 #include "command_func.h"
00012 #include "genworld.h"
00013 #include "gfxinit.h"
00014 #include "window_func.h"
00015 #include "network/network.h"
00016 #include "heightmap.h"
00017 #include "viewport_func.h"
00018 #include "gfx_func.h"
00019 #include "date_func.h"
00020 #include "core/random_func.hpp"
00021 #include "engine_func.h"
00022 #include "newgrf_storage.h"
00023 #include "water.h"
00024 #include "blitter/factory.hpp"
00025 #include "tilehighlight_func.h"
00026 #include "saveload/saveload.h"
00027 #include "void_map.h"
00028 #include "settings_type.h"
00029 #include "town.h"
00030 
00031 #include "table/sprites.h"
00032 
00033 void GenerateClearTile();
00034 void GenerateIndustries();
00035 void GenerateUnmovables();
00036 void GenerateTrees();
00037 
00038 void StartupEconomy();
00039 void StartupCompanies();
00040 void StartupDisasters();
00041 
00042 void InitializeGame(uint size_x, uint size_y, bool reset_date);
00043 
00044 /* Please only use this variable in genworld.h and genworld.c and
00045  *  nowhere else. For speed improvements we need it to be global, but
00046  *  in no way the meaning of it is to use it anywhere else besides
00047  *  in the genworld.h and genworld.c! -- TrueLight */
00048 gw_info _gw;
00049 
00057 void SetGeneratingWorldPaintStatus(bool status)
00058 {
00059   _gw.wait_for_draw = status;
00060 }
00061 
00068 bool IsGeneratingWorldReadyForPaint()
00069 {
00070   /* If we are in quit_thread mode, ignore this and always return false. This
00071    *  forces the screen to not be drawn, and the GUI not to wait for a draw. */
00072   if (!_gw.active || _gw.quit_thread || !_gw.threaded) return false;
00073 
00074   return _gw.wait_for_draw;
00075 }
00076 
00080 bool IsGenerateWorldThreaded()
00081 {
00082   return _gw.threaded && !_gw.quit_thread;
00083 }
00084 
00089 static void CleanupGeneration()
00090 {
00091   _generating_world = false;
00092 
00093   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00094   /* Show all vital windows again, because we have hidden them */
00095   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00096   _gw.active   = false;
00097   _gw.proc     = NULL;
00098   _gw.abortp   = NULL;
00099   _gw.threaded = false;
00100 
00101   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00102   MarkWholeScreenDirty();
00103 }
00104 
00108 static void _GenerateWorld(void *arg)
00109 {
00110   try {
00111     _generating_world = true;
00112     if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00113     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00114     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00115     _random.SetSeed(_settings_game.game_creation.generation_seed);
00116     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00117     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
00118 
00119     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00120     /* Must start economy early because of the costs. */
00121     StartupEconomy();
00122 
00123     /* Don't generate landscape items when in the scenario editor. */
00124     if (_gw.mode == GW_EMPTY) {
00125       SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00126 
00127       /* Make sure the tiles at the north border are void tiles if needed. */
00128       if (_settings_game.construction.freeform_edges) {
00129         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00130         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00131       }
00132 
00133       /* Make the map the height of the setting */
00134       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00135 
00136       ConvertGroundTilesIntoWaterTiles();
00137       IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
00138     } else {
00139       GenerateLandscape(_gw.mode);
00140       GenerateClearTile();
00141 
00142       /* only generate towns, tree and industries in newgame mode. */
00143       if (_game_mode != GM_EDITOR) {
00144         if (!GenerateTowns(_settings_game.economy.town_layout)) {
00145           HandleGeneratingWorldAbortion();
00146           return;
00147         }
00148         GenerateIndustries();
00149         GenerateUnmovables();
00150         GenerateTrees();
00151       }
00152     }
00153 
00154     ClearStorageChanges(true);
00155 
00156     /* These are probably pointless when inside the scenario editor. */
00157     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00158     StartupCompanies();
00159     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00160     StartupEngines();
00161     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00162     StartupDisasters();
00163     _generating_world = false;
00164 
00165     /* No need to run the tile loop in the scenario editor. */
00166     if (_gw.mode != GW_EMPTY) {
00167       uint i;
00168 
00169       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00170       for (i = 0; i < 0x500; i++) {
00171         RunTileLoop();
00172         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00173       }
00174     }
00175 
00176     ResetObjectToPlace();
00177     _local_company = _gw.lc;
00178 
00179     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00180     /* Call any callback */
00181     if (_gw.proc != NULL) _gw.proc();
00182     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00183 
00184     CleanupGeneration();
00185 
00186     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00187     DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
00188 
00189     if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, CMD_PAUSE);
00190     if (_debug_desync_level > 0) {
00191       char name[MAX_PATH];
00192       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00193       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
00194     }
00195   } catch (...) {
00196     _generating_world = false;
00197     throw;
00198   }
00199 }
00200 
00205 void GenerateWorldSetCallback(gw_done_proc *proc)
00206 {
00207   _gw.proc = proc;
00208 }
00209 
00214 void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
00215 {
00216   _gw.abortp = proc;
00217 }
00218 
00223 void WaitTillGeneratedWorld()
00224 {
00225   if (_gw.thread == NULL) return;
00226   _gw.quit_thread = true;
00227   _gw.thread->Join();
00228   delete _gw.thread;
00229   _gw.thread   = NULL;
00230   _gw.threaded = false;
00231 }
00232 
00236 void AbortGeneratingWorld()
00237 {
00238   _gw.abort = true;
00239 }
00240 
00244 bool IsGeneratingWorldAborted()
00245 {
00246   return _gw.abort;
00247 }
00248 
00252 void HandleGeneratingWorldAbortion()
00253 {
00254   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00255   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00256 
00257   if (_gw.abortp != NULL) _gw.abortp();
00258 
00259   CleanupGeneration();
00260 
00261   if (_gw.thread != NULL) _gw.thread->Exit();
00262 
00263   extern void SwitchToMode(SwitchMode new_mode);
00264   SwitchToMode(_switch_mode);
00265 }
00266 
00273 void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
00274 {
00275   if (_gw.active) return;
00276   _gw.mode   = mode;
00277   _gw.size_x = size_x;
00278   _gw.size_y = size_y;
00279   _gw.active = true;
00280   _gw.abort  = false;
00281   _gw.abortp = NULL;
00282   _gw.lc     = _local_company;
00283   _gw.wait_for_draw = false;
00284   _gw.quit_thread   = false;
00285   _gw.threaded      = true;
00286 
00287   /* This disables some commands and stuff */
00288   SetLocalCompany(COMPANY_SPECTATOR);
00289   /* Make sure everything is done via OWNER_NONE */
00290   _current_company = OWNER_NONE;
00291 
00292   /* Set the date before loading sprites as some newgrfs check it */
00293   SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00294 
00295   /* Load the right landscape stuff */
00296   GfxLoadSprites();
00297   LoadStringWidthTable();
00298 
00299   InitializeGame(_gw.size_x, _gw.size_y, false);
00300   PrepareGenerateWorldProgress();
00301 
00302   /* Re-init the windowing system */
00303   ResetWindowSystem();
00304 
00305   /* Create toolbars */
00306   SetupColoursAndInitialWindow();
00307 
00308   if (_gw.thread != NULL) {
00309     _gw.thread->Join();
00310     delete _gw.thread;
00311     _gw.thread = NULL;
00312   }
00313 
00314   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
00315       !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00316     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00317     _gw.threaded = false;
00318     _GenerateWorld(NULL);
00319     return;
00320   }
00321 
00322   /* Remove any open window */
00323   DeleteAllNonVitalWindows();
00324   /* Hide vital windows, because we don't allow to use them */
00325   HideVitalWindows();
00326 
00327   /* Don't show the dialog if we don't have a thread */
00328   ShowGenerateWorldProgress();
00329 
00330   /* Centre the view on the map */
00331   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00332     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00333   }
00334 }

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