genworld.cpp

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00001 /* $Id: genworld.cpp 15495 2009-02-14 23:17:32Z yexo $ */
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 
00088 static void _GenerateWorld(void *arg)
00089 {
00090   try {
00091     _generating_world = true;
00092     if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00093     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00094     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00095     _random.SetSeed(_settings_game.game_creation.generation_seed);
00096     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00097     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
00098 
00099     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00100     /* Must start economy early because of the costs. */
00101     StartupEconomy();
00102 
00103     /* Don't generate landscape items when in the scenario editor. */
00104     if (_gw.mode == GW_EMPTY) {
00105       SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00106 
00107       /* Make sure the tiles at the north border are void tiles if needed. */
00108       if (_settings_game.construction.freeform_edges) {
00109         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00110         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00111       }
00112 
00113       /* Make the map the height of the setting */
00114       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00115 
00116       ConvertGroundTilesIntoWaterTiles();
00117       IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
00118     } else {
00119       GenerateLandscape(_gw.mode);
00120       GenerateClearTile();
00121 
00122       /* only generate towns, tree and industries in newgame mode. */
00123       if (_game_mode != GM_EDITOR) {
00124         GenerateTowns(_settings_game.economy.town_layout);
00125         GenerateIndustries();
00126         GenerateUnmovables();
00127         GenerateTrees();
00128       }
00129     }
00130 
00131     ClearStorageChanges(true);
00132 
00133     /* These are probably pointless when inside the scenario editor. */
00134     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00135     StartupCompanies();
00136     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00137     StartupEngines();
00138     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00139     StartupDisasters();
00140     _generating_world = false;
00141 
00142     /* No need to run the tile loop in the scenario editor. */
00143     if (_gw.mode != GW_EMPTY) {
00144       uint i;
00145 
00146       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00147       for (i = 0; i < 0x500; i++) {
00148         RunTileLoop();
00149         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00150       }
00151     }
00152 
00153     ResetObjectToPlace();
00154     _local_company = _gw.lc;
00155 
00156     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00157     /* Call any callback */
00158     if (_gw.proc != NULL) _gw.proc();
00159     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00160 
00161     if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00162     /* Show all vital windows again, because we have hidden them */
00163     if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00164     _gw.active   = false;
00165     _gw.proc     = NULL;
00166     _gw.threaded = false;
00167 
00168     DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00169     MarkWholeScreenDirty();
00170 
00171     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00172     DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
00173 
00174     if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, CMD_PAUSE);
00175     if (_debug_desync_level > 0) {
00176       char name[MAX_PATH];
00177       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00178       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
00179     }
00180   } catch (...) {
00181     _generating_world = false;
00182     throw;
00183   }
00184 }
00185 
00190 void GenerateWorldSetCallback(gw_done_proc *proc)
00191 {
00192   _gw.proc = proc;
00193 }
00194 
00199 void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
00200 {
00201   _gw.abortp = proc;
00202 }
00203 
00208 void WaitTillGeneratedWorld()
00209 {
00210   if (_gw.thread == NULL) return;
00211   _gw.quit_thread = true;
00212   _gw.thread->Join();
00213   delete _gw.thread;
00214   _gw.thread   = NULL;
00215   _gw.threaded = false;
00216 }
00217 
00221 void AbortGeneratingWorld()
00222 {
00223   _gw.abort = true;
00224 }
00225 
00229 bool IsGeneratingWorldAborted()
00230 {
00231   return _gw.abort;
00232 }
00233 
00237 void HandleGeneratingWorldAbortion()
00238 {
00239   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00240   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00241 
00242   if (_gw.abortp != NULL) _gw.abortp();
00243 
00244   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00245   /* Show all vital windows again, because we have hidden them */
00246   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00247 
00248   _gw.active   = false;
00249   _gw.proc     = NULL;
00250   _gw.abortp   = NULL;
00251   _gw.threaded = false;
00252 
00253   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00254   MarkWholeScreenDirty();
00255 
00256   _gw.thread->Exit();
00257 }
00258 
00265 void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
00266 {
00267   if (_gw.active) return;
00268   _gw.mode   = mode;
00269   _gw.size_x = size_x;
00270   _gw.size_y = size_y;
00271   _gw.active = true;
00272   _gw.abort  = false;
00273   _gw.abortp = NULL;
00274   _gw.lc     = _local_company;
00275   _gw.wait_for_draw = false;
00276   _gw.quit_thread   = false;
00277   _gw.threaded      = true;
00278 
00279   /* This disables some commands and stuff */
00280   SetLocalCompany(COMPANY_SPECTATOR);
00281   /* Make sure everything is done via OWNER_NONE */
00282   _current_company = OWNER_NONE;
00283 
00284   /* Set the date before loading sprites as some newgrfs check it */
00285   SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00286 
00287   /* Load the right landscape stuff */
00288   GfxLoadSprites();
00289   LoadStringWidthTable();
00290 
00291   InitializeGame(_gw.size_x, _gw.size_y, false);
00292   PrepareGenerateWorldProgress();
00293 
00294   /* Re-init the windowing system */
00295   ResetWindowSystem();
00296 
00297   /* Create toolbars */
00298   SetupColoursAndInitialWindow();
00299 
00300   if (_gw.thread != NULL) {
00301     _gw.thread->Join();
00302     delete _gw.thread;
00303     _gw.thread = NULL;
00304   }
00305 
00306   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
00307       !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00308     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00309     _gw.threaded = false;
00310     _GenerateWorld(NULL);
00311     return;
00312   }
00313 
00314   /* Remove any open window */
00315   DeleteAllNonVitalWindows();
00316   /* Hide vital windows, because we don't allow to use them */
00317   HideVitalWindows();
00318 
00319   /* Don't show the dialog if we don't have a thread */
00320   ShowGenerateWorldProgress();
00321 
00322   /* Centre the view on the map */
00323   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00324     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00325   }
00326 }

Generated on Mon Mar 9 23:33:47 2009 for openttd by  doxygen 1.5.6