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
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
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
00101 StartupEconomy();
00102
00103
00104 if (_gw.mode == GW_EMPTY) {
00105 SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00106
00107
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
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
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
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
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
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
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
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
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
00280 SetLocalCompany(COMPANY_SPECTATOR);
00281
00282 _current_company = OWNER_NONE;
00283
00284
00285 SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00286
00287
00288 GfxLoadSprites();
00289 LoadStringWidthTable();
00290
00291 InitializeGame(_gw.size_x, _gw.size_y, false);
00292 PrepareGenerateWorldProgress();
00293
00294
00295 ResetWindowSystem();
00296
00297
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
00315 DeleteAllNonVitalWindows();
00316
00317 HideVitalWindows();
00318
00319
00320 ShowGenerateWorldProgress();
00321
00322
00323 if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00324 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00325 }
00326 }