genworld.cpp

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00001 /* $Id: genworld.cpp 20872 2010-10-02 14:51:33Z rubidium $ */
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 "openttd.h"
00014 #include "landscape.h"
00015 #include "company_func.h"
00016 #include "variables.h"
00017 #include "thread/thread.h"
00018 #include "command_func.h"
00019 #include "genworld.h"
00020 #include "gfxinit.h"
00021 #include "window_func.h"
00022 #include "network/network.h"
00023 #include "heightmap.h"
00024 #include "viewport_func.h"
00025 #include "gfx_func.h"
00026 #include "date_func.h"
00027 #include "engine_func.h"
00028 #include "newgrf_storage.h"
00029 #include "water.h"
00030 #include "blitter/factory.hpp"
00031 #include "tilehighlight_func.h"
00032 #include "saveload/saveload.h"
00033 #include "void_map.h"
00034 #include "town.h"
00035 #include "newgrf.h"
00036 #include "core/random_func.hpp"
00037 
00038 #include "table/sprites.h"
00039 
00040 void GenerateClearTile();
00041 void GenerateIndustries();
00042 void GenerateUnmovables();
00043 void GenerateTrees();
00044 
00045 void StartupEconomy();
00046 void StartupCompanies();
00047 void StartupDisasters();
00048 
00049 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
00050 
00057 GenWorldInfo _gw;
00058 
00060 ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
00062 ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();
00063 
00068 bool IsGenerateWorldThreaded()
00069 {
00070   return _gw.threaded && !_gw.quit_thread;
00071 }
00072 
00077 static void CleanupGeneration()
00078 {
00079   _generating_world = false;
00080 
00081   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00082   /* Show all vital windows again, because we have hidden them */
00083   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00084   _gw.active   = false;
00085   _gw.proc     = NULL;
00086   _gw.abortp   = NULL;
00087   _gw.threaded = false;
00088 
00089   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00090   MarkWholeScreenDirty();
00091 }
00092 
00096 static void _GenerateWorld(void *)
00097 {
00098   try {
00099     _generating_world = true;
00100     _genworld_mapgen_mutex->BeginCritical();
00101     if (_network_dedicated) DEBUG(net, 0, "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     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00109     /* Must start economy early because of the costs. */
00110     StartupEconomy();
00111 
00112     /* Don't generate landscape items when in the scenario editor. */
00113     if (_gw.mode == GWM_EMPTY) {
00114       SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00115 
00116       /* Make sure the tiles at the north border are void tiles if needed. */
00117       if (_settings_game.construction.freeform_edges) {
00118         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00119         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00120       }
00121 
00122       /* Make the map the height of the setting */
00123       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00124 
00125       ConvertGroundTilesIntoWaterTiles();
00126       IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
00127     } else {
00128       GenerateLandscape(_gw.mode);
00129       GenerateClearTile();
00130 
00131       /* only generate towns, tree and industries in newgame mode. */
00132       if (_game_mode != GM_EDITOR) {
00133         if (!GenerateTowns(_settings_game.economy.town_layout)) {
00134           HandleGeneratingWorldAbortion();
00135           return;
00136         }
00137         GenerateIndustries();
00138         GenerateUnmovables();
00139         GenerateTrees();
00140       }
00141     }
00142 
00143     ClearStorageChanges(true);
00144 
00145     /* These are probably pointless when inside the scenario editor. */
00146     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00147     StartupCompanies();
00148     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00149     StartupEngines();
00150     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00151     StartupDisasters();
00152     _generating_world = false;
00153 
00154     /* No need to run the tile loop in the scenario editor. */
00155     if (_gw.mode != GWM_EMPTY) {
00156       uint i;
00157 
00158       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00159       for (i = 0; i < 0x500; i++) {
00160         RunTileLoop();
00161         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00162       }
00163     }
00164 
00165     ResetObjectToPlace();
00166     _local_company = _gw.lc;
00167 
00168     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00169     /* Call any callback */
00170     if (_gw.proc != NULL) _gw.proc();
00171     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00172 
00173     CleanupGeneration();
00174     _genworld_mapgen_mutex->EndCritical();
00175 
00176     ShowNewGRFError();
00177 
00178     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00179     DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
00180 
00181     if (_debug_desync_level > 0) {
00182       char name[MAX_PATH];
00183       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00184       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
00185     }
00186   } catch (...) {
00187     _generating_world = false;
00188     _genworld_mapgen_mutex->EndCritical();
00189     throw;
00190   }
00191 }
00192 
00198 void GenerateWorldSetCallback(GWDoneProc *proc)
00199 {
00200   _gw.proc = proc;
00201 }
00202 
00208 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
00209 {
00210   _gw.abortp = proc;
00211 }
00212 
00217 void WaitTillGeneratedWorld()
00218 {
00219   if (_gw.thread == NULL) return;
00220 
00221   _genworld_mapgen_mutex->EndCritical();
00222   _genworld_paint_mutex->EndCritical();
00223   _gw.quit_thread = true;
00224   _gw.thread->Join();
00225   delete _gw.thread;
00226   _gw.thread   = NULL;
00227   _gw.threaded = false;
00228   _genworld_mapgen_mutex->BeginCritical();
00229   _genworld_paint_mutex->BeginCritical();
00230 }
00231 
00235 void AbortGeneratingWorld()
00236 {
00237   _gw.abort = true;
00238 }
00239 
00244 bool IsGeneratingWorldAborted()
00245 {
00246   return _gw.abort;
00247 }
00248 
00252 void HandleGeneratingWorldAbortion()
00253 {
00254   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
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 
00274 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00275 {
00276   if (_gw.active) return;
00277   _gw.mode   = mode;
00278   _gw.size_x = size_x;
00279   _gw.size_y = size_y;
00280   _gw.active = true;
00281   _gw.abort  = false;
00282   _gw.abortp = NULL;
00283   _gw.lc     = _local_company;
00284   _gw.quit_thread   = false;
00285   _gw.threaded      = true;
00286 
00287   /* This disables some commands and stuff */
00288   SetLocalCompany(COMPANY_SPECTATOR);
00289   /* Make sure everything is done via OWNER_NONE */
00290   _current_company = OWNER_NONE;
00291 
00292   /* Set the date before loading sprites as some newgrfs check it */
00293   SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00294 
00295   InitializeGame(_gw.size_x, _gw.size_y, false, reset_settings);
00296   PrepareGenerateWorldProgress();
00297 
00298   /* Load the right landscape stuff */
00299   GfxLoadSprites();
00300   LoadStringWidthTable();
00301 
00302   /* Re-init the windowing system */
00303   ResetWindowSystem();
00304 
00305   /* Create toolbars */
00306   SetupColoursAndInitialWindow();
00307   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00308 
00309   if (_gw.thread != NULL) {
00310     _gw.thread->Join();
00311     delete _gw.thread;
00312     _gw.thread = NULL;
00313   }
00314 
00315   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
00316       !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00317     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00318     _gw.threaded = false;
00319     _genworld_mapgen_mutex->EndCritical();
00320     _GenerateWorld(NULL);
00321     _genworld_mapgen_mutex->BeginCritical();
00322     return;
00323   }
00324 
00325   /* Remove any open window */
00326   DeleteAllNonVitalWindows();
00327   /* Hide vital windows, because we don't allow to use them */
00328   HideVitalWindows();
00329 
00330   /* Don't show the dialog if we don't have a thread */
00331   ShowGenerateWorldProgress();
00332 
00333   /* Centre the view on the map */
00334   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00335     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00336   }
00337 }

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