00001
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
00045
00046
00047
00048 gw_info _gw;
00049
00057 void SetGeneratingWorldPaintStatus(bool status)
00058 {
00059 _gw.wait_for_draw = status;
00060 }
00061
00068 bool IsGeneratingWorldReadyForPaint()
00069 {
00070
00071
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
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
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
00121 StartupEconomy();
00122
00123
00124 if (_gw.mode == GW_EMPTY) {
00125 SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00126
00127
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
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
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
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
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
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
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
00288 SetLocalCompany(COMPANY_SPECTATOR);
00289
00290 _current_company = OWNER_NONE;
00291
00292
00293 SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00294
00295
00296 GfxLoadSprites();
00297 LoadStringWidthTable();
00298
00299 InitializeGame(_gw.size_x, _gw.size_y, false);
00300 PrepareGenerateWorldProgress();
00301
00302
00303 ResetWindowSystem();
00304
00305
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
00323 DeleteAllNonVitalWindows();
00324
00325 HideVitalWindows();
00326
00327
00328 ShowGenerateWorldProgress();
00329
00330
00331 if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00332 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00333 }
00334 }