# genworld.cpp

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    00001 /* $Id: genworld.cpp 18475 2009-12-12 23:56:41Z frosch $ */
    00002
    00005 #include "stdafx.h"
    00006 #include "openttd.h"
    00007 #include "functions.h"
    00008 #include "landscape.h"
    00009 #include "company_func.h"
    00010 #include "variables.h"
    00011 #include "thread.h"
    00012 #include "command_func.h"
    00013 #include "genworld.h"
    00014 #include "gfxinit.h"
    00015 #include "window_func.h"
    00016 #include "network/network.h"
    00017 #include "heightmap.h"
    00018 #include "viewport_func.h"
    00019 #include "gfx_func.h"
    00020 #include "date_func.h"
    00021 #include "core/random_func.hpp"
    00022 #include "engine_func.h"
    00023 #include "newgrf_storage.h"
    00024 #include "water.h"
    00025 #include "blitter/factory.hpp"
    00026 #include "tilehighlight_func.h"
    00027 #include "saveload/saveload.h"
    00028 #include "void_map.h"
    00029 #include "settings_type.h"
    00030 #include "town.h"
    00031
    00032 #include "table/sprites.h"
    00033
    00034 void GenerateClearTile();
    00035 void GenerateIndustries();
    00036 void GenerateUnmovables();
    00037 void GenerateTrees();
    00038
    00039 void StartupEconomy();
    00040 void StartupCompanies();
    00041 void StartupDisasters();
    00042
    00043 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
    00044
    00045 /* Please only use this variable in genworld.h and genworld.c and
    00046  *  nowhere else. For speed improvements we need it to be global, but
    00047  *  in no way the meaning of it is to use it anywhere else besides
    00048  *  in the genworld.h and genworld.c! -- TrueLight */
    00049 gw_info _gw;
    00050
    00052 ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
    00054 ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();
    00055
    00059 bool IsGenerateWorldThreaded()
    00060 {
    00061   return _gw.threaded && !_gw.quit_thread;
    00062 }
    00063
    00068 static void CleanupGeneration()
    00069 {
    00070   _generating_world = false;
    00071
    00072   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
    00073   /* Show all vital windows again, because we have hidden them */
    00074   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
    00075   _gw.active   = false;
    00076   _gw.proc     = NULL;
    00077   _gw.abortp   = NULL;
    00078   _gw.threaded = false;
    00079
    00080   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
    00081   MarkWholeScreenDirty();
    00082   _genworld_mapgen_mutex->EndCritical();
    00083 }
    00084
    00088 static void _GenerateWorld(void *arg)
    00089 {
    00090   try {
    00091     _generating_world = true;
    00092     _genworld_mapgen_mutex->BeginCritical();
    00093     if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
    00094     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
    00095     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
    00096     _random.SetSeed(_settings_game.game_creation.generation_seed);
    00097     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
    00098     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
    00099
    00100     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
    00101     /* Must start economy early because of the costs. */
    00102     StartupEconomy();
    00103
    00104     /* Don't generate landscape items when in the scenario editor. */
    00105     if (_gw.mode == GW_EMPTY) {
    00106       SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
    00107
    00108       /* Make sure the tiles at the north border are void tiles if needed. */
    00109       if (_settings_game.construction.freeform_edges) {
    00110         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
    00111         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
    00112       }
    00113
    00114       /* Make the map the height of the setting */
    00115       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
    00116
    00117       ConvertGroundTilesIntoWaterTiles();
    00118       IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
    00119     } else {
    00120       GenerateLandscape(_gw.mode);
    00121       GenerateClearTile();
    00122
    00123       /* only generate towns, tree and industries in newgame mode. */
    00124       if (_game_mode != GM_EDITOR) {
    00125         if (!GenerateTowns(_settings_game.economy.town_layout)) {
    00126           HandleGeneratingWorldAbortion();
    00127           return;
    00128         }
    00129         GenerateIndustries();
    00130         GenerateUnmovables();
    00131         GenerateTrees();
    00132       }
    00133     }
    00134
    00135     ClearStorageChanges(true);
    00136
    00137     /* These are probably pointless when inside the scenario editor. */
    00138     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
    00139     StartupCompanies();
    00140     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
    00141     StartupEngines();
    00142     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
    00143     StartupDisasters();
    00144     _generating_world = false;
    00145
    00146     /* No need to run the tile loop in the scenario editor. */
    00147     if (_gw.mode != GW_EMPTY) {
    00148       uint i;
    00149
    00150       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
    00151       for (i = 0; i < 0x500; i++) {
    00152         RunTileLoop();
    00153         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
    00154       }
    00155     }
    00156
    00157     ResetObjectToPlace();
    00158     _local_company = _gw.lc;
    00159
    00160     SetGeneratingWorldProgress(GWP_GAME_START, 1);
    00161     /* Call any callback */
    00162     if (_gw.proc != NULL) _gw.proc();
    00163     IncreaseGeneratingWorldProgress(GWP_GAME_START);
    00164
    00165     CleanupGeneration();
    00166
    00167     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
    00168     DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
    00169
    00170     if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, CMD_PAUSE);
    00171     if (_debug_desync_level > 0) {
    00172       char name[MAX_PATH];
    00173       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    00174       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
    00175     }
    00176   } catch (...) {
    00177     _generating_world = false;
    00178     _genworld_mapgen_mutex->EndCritical();
    00179     throw;
    00180   }
    00181 }
    00182
    00187 void GenerateWorldSetCallback(gw_done_proc *proc)
    00188 {
    00189   _gw.proc = proc;
    00190 }
    00191
    00196 void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
    00197 {
    00198   _gw.abortp = proc;
    00199 }
    00200
    00205 void WaitTillGeneratedWorld()
    00206 {
    00207   if (_gw.thread == NULL) return;
    00208
    00209   _genworld_mapgen_mutex->EndCritical();
    00210   _genworld_paint_mutex->EndCritical();
    00211   _gw.quit_thread = true;
    00212   _gw.thread->Join();
    00213   delete _gw.thread;
    00214   _gw.thread   = NULL;
    00215   _gw.threaded = false;
    00216   _genworld_mapgen_mutex->BeginCritical();
    00217   _genworld_paint_mutex->BeginCritical();
    00218 }
    00219
    00223 void AbortGeneratingWorld()
    00224 {
    00225   _gw.abort = true;
    00226 }
    00227
    00231 bool IsGeneratingWorldAborted()
    00232 {
    00233   return _gw.abort;
    00234 }
    00235
    00239 void HandleGeneratingWorldAbortion()
    00240 {
    00241   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
    00242   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
    00243
    00244   if (_gw.abortp != NULL) _gw.abortp();
    00245
    00246   CleanupGeneration();
    00247
    00248   if (_gw.thread != NULL) _gw.thread->Exit();
    00249
    00250   extern void SwitchToMode(SwitchMode new_mode);
    00251   SwitchToMode(_switch_mode);
    00252 }
    00253
    00260 void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y, bool reset_settings)
    00261 {
    00262   if (_gw.active) return;
    00263   _gw.mode   = mode;
    00264   _gw.size_x = size_x;
    00265   _gw.size_y = size_y;
    00266   _gw.active = true;
    00267   _gw.abort  = false;
    00268   _gw.abortp = NULL;
    00269   _gw.lc     = _local_company;
    00270   _gw.quit_thread   = false;
    00271   _gw.threaded      = true;
    00272
    00273   /* This disables some commands and stuff */
    00274   SetLocalCompany(COMPANY_SPECTATOR);
    00275   /* Make sure everything is done via OWNER_NONE */
    00276   _current_company = OWNER_NONE;
    00277
    00278   /* Set the date before loading sprites as some newgrfs check it */
    00279   SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
    00280
    00281   InitializeGame(_gw.size_x, _gw.size_y, false, reset_settings);
    00282   PrepareGenerateWorldProgress();
    00283
    00284   /* Load the right landscape stuff */
    00285   GfxLoadSprites();
    00286   LoadStringWidthTable();
    00287
    00288   /* Initialise cargo payment */
    00289   InitializeLandscapeVariables(false);
    00290
    00291   /* Re-init the windowing system */
    00292   ResetWindowSystem();
    00293
    00294   /* Create toolbars */
    00295   SetupColoursAndInitialWindow();
    00296   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
    00297
    00298   if (_gw.thread != NULL) {
    00299     _gw.thread->Join();
    00300     delete _gw.thread;
    00301     _gw.thread = NULL;
    00302   }
    00303
    00304   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
    00305       !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
    00306     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
    00307     _gw.threaded = false;
    00308     _genworld_mapgen_mutex->EndCritical();
    00309     _GenerateWorld(NULL);
    00310     _genworld_mapgen_mutex->BeginCritical();
    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 }