genworld.cpp

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00001 /* $Id: genworld.cpp 26544 2014-04-29 18:41:19Z frosch $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "landscape.h"
00014 #include "company_func.h"
00015 #include "genworld.h"
00016 #include "gfxinit.h"
00017 #include "window_func.h"
00018 #include "network/network.h"
00019 #include "heightmap.h"
00020 #include "viewport_func.h"
00021 #include "date_func.h"
00022 #include "engine_func.h"
00023 #include "water.h"
00024 #include "video/video_driver.hpp"
00025 #include "tilehighlight_func.h"
00026 #include "saveload/saveload.h"
00027 #include "void_map.h"
00028 #include "town.h"
00029 #include "newgrf.h"
00030 #include "core/random_func.hpp"
00031 #include "core/backup_type.hpp"
00032 #include "progress.h"
00033 #include "error.h"
00034 #include "game/game.hpp"
00035 #include "game/game_instance.hpp"
00036 
00037 
00038 void GenerateClearTile();
00039 void GenerateIndustries();
00040 void GenerateObjects();
00041 void GenerateTrees();
00042 
00043 void StartupEconomy();
00044 void StartupCompanies();
00045 void StartupDisasters();
00046 
00047 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
00048 
00055 GenWorldInfo _gw;
00056 
00058 bool _generating_world;
00059 
00064 bool IsGenerateWorldThreaded()
00065 {
00066   return _gw.threaded && !_gw.quit_thread;
00067 }
00068 
00073 static void CleanupGeneration()
00074 {
00075   _generating_world = false;
00076 
00077   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00078   /* Show all vital windows again, because we have hidden them */
00079   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00080   SetModalProgress(false);
00081   _gw.proc     = NULL;
00082   _gw.abortp   = NULL;
00083   _gw.threaded = false;
00084 
00085   DeleteWindowByClass(WC_MODAL_PROGRESS);
00086   ShowFirstError();
00087   MarkWholeScreenDirty();
00088 }
00089 
00093 static void _GenerateWorld(void *)
00094 {
00095   /* Make sure everything is done via OWNER_NONE. */
00096   Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
00097 
00098   try {
00099     _generating_world = true;
00100     _modal_progress_work_mutex->BeginCritical();
00101     if (_network_dedicated) DEBUG(net, 1, "Generating map, please wait...");
00102     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00103     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00104     _random.SetSeed(_settings_game.game_creation.generation_seed);
00105     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00106     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00107 
00108     BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
00109 
00110     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00111     /* Must start economy early because of the costs. */
00112     StartupEconomy();
00113 
00114     /* Don't generate landscape items when in the scenario editor. */
00115     if (_gw.mode == GWM_EMPTY) {
00116       SetGeneratingWorldProgress(GWP_OBJECT, 1);
00117 
00118       /* Make sure the tiles at the north border are void tiles if needed. */
00119       if (_settings_game.construction.freeform_edges) {
00120         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00121         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00122       }
00123 
00124       /* Make the map the height of the setting */
00125       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00126 
00127       ConvertGroundTilesIntoWaterTiles();
00128       IncreaseGeneratingWorldProgress(GWP_OBJECT);
00129     } else {
00130       GenerateLandscape(_gw.mode);
00131       GenerateClearTile();
00132 
00133       /* only generate towns, tree and industries in newgame mode. */
00134       if (_game_mode != GM_EDITOR) {
00135         if (!GenerateTowns(_settings_game.economy.town_layout)) {
00136           _cur_company.Restore();
00137           HandleGeneratingWorldAbortion();
00138           return;
00139         }
00140         GenerateIndustries();
00141         GenerateObjects();
00142         GenerateTrees();
00143       }
00144     }
00145 
00146     /* These are probably pointless when inside the scenario editor. */
00147     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00148     StartupCompanies();
00149     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00150     StartupEngines();
00151     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00152     StartupDisasters();
00153     _generating_world = false;
00154 
00155     /* No need to run the tile loop in the scenario editor. */
00156     if (_gw.mode != GWM_EMPTY) {
00157       uint i;
00158 
00159       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00160       for (i = 0; i < 0x500; i++) {
00161         RunTileLoop();
00162         _tick_counter++;
00163         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00164       }
00165 
00166       if (_game_mode != GM_EDITOR) {
00167         Game::StartNew();
00168 
00169         if (Game::GetInstance() != NULL) {
00170           SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
00171           _generating_world = true;
00172           for (i = 0; i < 2500; i++) {
00173             Game::GameLoop();
00174             IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
00175             if (Game::GetInstance()->IsSleeping()) break;
00176           }
00177           _generating_world = false;
00178         }
00179       }
00180     }
00181 
00182     BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
00183 
00184     ResetObjectToPlace();
00185     _cur_company.Trash();
00186     _current_company = _local_company = _gw.lc;
00187 
00188     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00189     /* Call any callback */
00190     if (_gw.proc != NULL) _gw.proc();
00191     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00192 
00193     CleanupGeneration();
00194     _modal_progress_work_mutex->EndCritical();
00195 
00196     ShowNewGRFError();
00197 
00198     if (_network_dedicated) DEBUG(net, 1, "Map generated, starting game");
00199     DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
00200 
00201     if (_debug_desync_level > 0) {
00202       char name[MAX_PATH];
00203       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00204       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
00205     }
00206   } catch (...) {
00207     BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
00208     if (_cur_company.IsValid()) _cur_company.Restore();
00209     _generating_world = false;
00210     _modal_progress_work_mutex->EndCritical();
00211     throw;
00212   }
00213 }
00214 
00220 void GenerateWorldSetCallback(GWDoneProc *proc)
00221 {
00222   _gw.proc = proc;
00223 }
00224 
00230 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
00231 {
00232   _gw.abortp = proc;
00233 }
00234 
00239 void WaitTillGeneratedWorld()
00240 {
00241   if (_gw.thread == NULL) return;
00242 
00243   _modal_progress_work_mutex->EndCritical();
00244   _modal_progress_paint_mutex->EndCritical();
00245   _gw.quit_thread = true;
00246   _gw.thread->Join();
00247   delete _gw.thread;
00248   _gw.thread   = NULL;
00249   _gw.threaded = false;
00250   _modal_progress_work_mutex->BeginCritical();
00251   _modal_progress_paint_mutex->BeginCritical();
00252 }
00253 
00257 void AbortGeneratingWorld()
00258 {
00259   _gw.abort = true;
00260 }
00261 
00266 bool IsGeneratingWorldAborted()
00267 {
00268   return _gw.abort;
00269 }
00270 
00274 void HandleGeneratingWorldAbortion()
00275 {
00276   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00277   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00278 
00279   if (_gw.abortp != NULL) _gw.abortp();
00280 
00281   CleanupGeneration();
00282 
00283   if (_gw.thread != NULL) _gw.thread->Exit();
00284 
00285   SwitchToMode(_switch_mode);
00286 }
00287 
00295 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00296 {
00297   if (HasModalProgress()) return;
00298   _gw.mode   = mode;
00299   _gw.size_x = size_x;
00300   _gw.size_y = size_y;
00301   SetModalProgress(true);
00302   _gw.abort  = false;
00303   _gw.abortp = NULL;
00304   _gw.lc     = _local_company;
00305   _gw.quit_thread   = false;
00306   _gw.threaded      = true;
00307 
00308   /* This disables some commands and stuff */
00309   SetLocalCompany(COMPANY_SPECTATOR);
00310 
00311   InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
00312   PrepareGenerateWorldProgress();
00313 
00314   /* Load the right landscape stuff, and the NewGRFs! */
00315   GfxLoadSprites();
00316   LoadStringWidthTable();
00317 
00318   /* Re-init the windowing system */
00319   ResetWindowSystem();
00320 
00321   /* Create toolbars */
00322   SetupColoursAndInitialWindow();
00323   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00324 
00325   if (_gw.thread != NULL) {
00326     _gw.thread->Join();
00327     delete _gw.thread;
00328     _gw.thread = NULL;
00329   }
00330 
00331   if (!VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00332     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00333     _gw.threaded = false;
00334     _modal_progress_work_mutex->EndCritical();
00335     _GenerateWorld(NULL);
00336     _modal_progress_work_mutex->BeginCritical();
00337     return;
00338   }
00339 
00340   UnshowCriticalError();
00341   /* Remove any open window */
00342   DeleteAllNonVitalWindows();
00343   /* Hide vital windows, because we don't allow to use them */
00344   HideVitalWindows();
00345 
00346   /* Don't show the dialog if we don't have a thread */
00347   ShowGenerateWorldProgress();
00348 
00349   /* Centre the view on the map */
00350   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00351     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00352   }
00353 }