genworld.cpp

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00001 /* $Id: genworld.cpp 17158 2009-08-12 15:22:50Z 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, bool reset_settings);
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 
00051 ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
00053 ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();
00054 
00058 bool IsGenerateWorldThreaded()
00059 {
00060   return _gw.threaded && !_gw.quit_thread;
00061 }
00062 
00067 static void CleanupGeneration()
00068 {
00069   _generating_world = false;
00070 
00071   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00072   /* Show all vital windows again, because we have hidden them */
00073   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00074   _gw.active   = false;
00075   _gw.proc     = NULL;
00076   _gw.abortp   = NULL;
00077   _gw.threaded = false;
00078 
00079   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00080   MarkWholeScreenDirty();
00081   _genworld_mapgen_mutex->EndCritical();
00082 }
00083 
00087 static void _GenerateWorld(void *arg)
00088 {
00089   try {
00090     _generating_world = true;
00091     _genworld_mapgen_mutex->BeginCritical();
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         if (!GenerateTowns(_settings_game.economy.town_layout)) {
00125           HandleGeneratingWorldAbortion();
00126           return;
00127         }
00128         GenerateIndustries();
00129         GenerateUnmovables();
00130         GenerateTrees();
00131       }
00132     }
00133 
00134     ClearStorageChanges(true);
00135 
00136     /* These are probably pointless when inside the scenario editor. */
00137     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00138     StartupCompanies();
00139     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00140     StartupEngines();
00141     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00142     StartupDisasters();
00143     _generating_world = false;
00144 
00145     /* No need to run the tile loop in the scenario editor. */
00146     if (_gw.mode != GW_EMPTY) {
00147       uint i;
00148 
00149       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00150       for (i = 0; i < 0x500; i++) {
00151         RunTileLoop();
00152         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00153       }
00154     }
00155 
00156     ResetObjectToPlace();
00157     _local_company = _gw.lc;
00158 
00159     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00160     /* Call any callback */
00161     if (_gw.proc != NULL) _gw.proc();
00162     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00163 
00164     CleanupGeneration();
00165 
00166     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00167     DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
00168 
00169     if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, CMD_PAUSE);
00170     if (_debug_desync_level > 0) {
00171       char name[MAX_PATH];
00172       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00173       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
00174     }
00175   } catch (...) {
00176     _generating_world = false;
00177     _genworld_mapgen_mutex->EndCritical();
00178     throw;
00179   }
00180 }
00181 
00186 void GenerateWorldSetCallback(gw_done_proc *proc)
00187 {
00188   _gw.proc = proc;
00189 }
00190 
00195 void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
00196 {
00197   _gw.abortp = proc;
00198 }
00199 
00204 void WaitTillGeneratedWorld()
00205 {
00206   if (_gw.thread == NULL) return;
00207 
00208   _genworld_mapgen_mutex->EndCritical();
00209   _genworld_paint_mutex->EndCritical();
00210   _gw.quit_thread = true;
00211   _gw.thread->Join();
00212   delete _gw.thread;
00213   _gw.thread   = NULL;
00214   _gw.threaded = false;
00215   _genworld_mapgen_mutex->BeginCritical();
00216   _genworld_paint_mutex->BeginCritical();
00217 }
00218 
00222 void AbortGeneratingWorld()
00223 {
00224   _gw.abort = true;
00225 }
00226 
00230 bool IsGeneratingWorldAborted()
00231 {
00232   return _gw.abort;
00233 }
00234 
00238 void HandleGeneratingWorldAbortion()
00239 {
00240   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00241   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00242 
00243   if (_gw.abortp != NULL) _gw.abortp();
00244 
00245   CleanupGeneration();
00246 
00247   if (_gw.thread != NULL) _gw.thread->Exit();
00248 
00249   extern void SwitchToMode(SwitchMode new_mode);
00250   SwitchToMode(_switch_mode);
00251 }
00252 
00259 void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00260 {
00261   if (_gw.active) return;
00262   _gw.mode   = mode;
00263   _gw.size_x = size_x;
00264   _gw.size_y = size_y;
00265   _gw.active = true;
00266   _gw.abort  = false;
00267   _gw.abortp = NULL;
00268   _gw.lc     = _local_company;
00269   _gw.quit_thread   = false;
00270   _gw.threaded      = true;
00271 
00272   /* This disables some commands and stuff */
00273   SetLocalCompany(COMPANY_SPECTATOR);
00274   /* Make sure everything is done via OWNER_NONE */
00275   _current_company = OWNER_NONE;
00276 
00277   /* Set the date before loading sprites as some newgrfs check it */
00278   SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00279 
00280   /* Load the right landscape stuff */
00281   GfxLoadSprites();
00282   LoadStringWidthTable();
00283 
00284   InitializeGame(_gw.size_x, _gw.size_y, false, reset_settings);
00285   PrepareGenerateWorldProgress();
00286 
00287   /* Re-init the windowing system */
00288   ResetWindowSystem();
00289 
00290   /* Create toolbars */
00291   SetupColoursAndInitialWindow();
00292 
00293   if (_gw.thread != NULL) {
00294     _gw.thread->Join();
00295     delete _gw.thread;
00296     _gw.thread = NULL;
00297   }
00298 
00299   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
00300       !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00301     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00302     _gw.threaded = false;
00303     _genworld_mapgen_mutex->EndCritical();
00304     _GenerateWorld(NULL);
00305     _genworld_mapgen_mutex->BeginCritical();
00306     return;
00307   }
00308 
00309   /* Remove any open window */
00310   DeleteAllNonVitalWindows();
00311   /* Hide vital windows, because we don't allow to use them */
00312   HideVitalWindows();
00313 
00314   /* Don't show the dialog if we don't have a thread */
00315   ShowGenerateWorldProgress();
00316 
00317   /* Centre the view on the map */
00318   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00319     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00320   }
00321 }

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