357 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			357 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * 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.
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 * 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.
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 * 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/>.
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 */
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/** @file genworld.cpp Functions to generate a map. */
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#include "stdafx.h"
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#include "landscape.h"
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#include "company_func.h"
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#include "genworld.h"
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#include "gfxinit.h"
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#include "window_func.h"
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#include "network/network.h"
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#include "heightmap.h"
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#include "viewport_func.h"
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#include "date_func.h"
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#include "engine_func.h"
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#include "water.h"
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#include "video/video_driver.hpp"
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#include "tilehighlight_func.h"
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#include "saveload/saveload.h"
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#include "void_map.h"
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#include "town.h"
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#include "newgrf.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "progress.h"
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#include "error.h"
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#include "game/game.hpp"
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#include "game/game_instance.hpp"
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#include "string_func.h"
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#include "safeguards.h"
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void GenerateClearTile();
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void GenerateIndustries();
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void GenerateObjects();
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void GenerateTrees();
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void StartupEconomy();
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void StartupCompanies();
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void StartupDisasters();
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void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
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/**
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 * Please only use this variable in genworld.h and genworld.cpp and
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 *  nowhere else. For speed improvements we need it to be global, but
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 *  in no way the meaning of it is to use it anywhere else besides
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 *  in the genworld.h and genworld.cpp!
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 */
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GenWorldInfo _gw;
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/** Whether we are generating the map or not. */
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bool _generating_world;
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/**
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 * Tells if the world generation is done in a thread or not.
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 * @return the 'threaded' status
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 */
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bool IsGenerateWorldThreaded()
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{
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	return _gw.threaded && !_gw.quit_thread;
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}
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/**
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 * Clean up the 'mess' of generation. That is, show windows again, reset
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 * thread variables, and delete the progress window.
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 */
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static void CleanupGeneration()
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{
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	_generating_world = false;
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	if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
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	/* Show all vital windows again, because we have hidden them */
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	if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
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	SetModalProgress(false);
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	_gw.proc     = NULL;
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	_gw.abortp   = NULL;
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	_gw.threaded = false;
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	DeleteWindowByClass(WC_MODAL_PROGRESS);
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	ShowFirstError();
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	MarkWholeScreenDirty();
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}
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/**
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 * The internal, real, generate function.
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 */
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static void _GenerateWorld(void *)
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{
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	/* Make sure everything is done via OWNER_NONE. */
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	Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
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	try {
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		_generating_world = true;
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		_modal_progress_work_mutex->BeginCritical();
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		if (_network_dedicated) DEBUG(net, 1, "Generating map, please wait...");
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		/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
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		if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
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		_random.SetSeed(_settings_game.game_creation.generation_seed);
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		SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
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		SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
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		BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
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		IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
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		/* Must start economy early because of the costs. */
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		StartupEconomy();
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		/* Don't generate landscape items when in the scenario editor. */
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		if (_gw.mode == GWM_EMPTY) {
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			SetGeneratingWorldProgress(GWP_OBJECT, 1);
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			/* Make sure the tiles at the north border are void tiles if needed. */
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			if (_settings_game.construction.freeform_edges) {
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				for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
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				for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
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			}
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			/* Make the map the height of the setting */
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			if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
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			ConvertGroundTilesIntoWaterTiles();
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			IncreaseGeneratingWorldProgress(GWP_OBJECT);
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		} else {
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			GenerateLandscape(_gw.mode);
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			GenerateClearTile();
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			/* only generate towns, tree and industries in newgame mode. */
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			if (_game_mode != GM_EDITOR) {
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				if (!GenerateTowns(_settings_game.economy.town_layout)) {
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					_cur_company.Restore();
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					HandleGeneratingWorldAbortion();
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					return;
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				}
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				GenerateIndustries();
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				GenerateObjects();
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				GenerateTrees();
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			}
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		}
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		/* These are probably pointless when inside the scenario editor. */
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		SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
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		StartupCompanies();
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		IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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		StartupEngines();
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		IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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		StartupDisasters();
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		_generating_world = false;
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		/* No need to run the tile loop in the scenario editor. */
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		if (_gw.mode != GWM_EMPTY) {
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			uint i;
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			SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
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			for (i = 0; i < 0x500; i++) {
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				RunTileLoop();
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				_tick_counter++;
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				IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
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			}
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			if (_game_mode != GM_EDITOR) {
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				Game::StartNew();
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				if (Game::GetInstance() != NULL) {
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					SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
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					_generating_world = true;
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					for (i = 0; i < 2500; i++) {
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						Game::GameLoop();
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						IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
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						if (Game::GetInstance()->IsSleeping()) break;
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					}
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					_generating_world = false;
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				}
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			}
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		}
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		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
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		ResetObjectToPlace();
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		_cur_company.Trash();
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		_current_company = _local_company = _gw.lc;
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		SetGeneratingWorldProgress(GWP_GAME_START, 1);
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		/* Call any callback */
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		if (_gw.proc != NULL) _gw.proc();
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		IncreaseGeneratingWorldProgress(GWP_GAME_START);
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		CleanupGeneration();
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		_modal_progress_work_mutex->EndCritical();
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		ShowNewGRFError();
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		if (_network_dedicated) DEBUG(net, 1, "Map generated, starting game");
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		DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
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		if (_debug_desync_level > 0) {
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			char name[MAX_PATH];
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			seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
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		}
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	} catch (...) {
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		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
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		if (_cur_company.IsValid()) _cur_company.Restore();
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		_generating_world = false;
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		_modal_progress_work_mutex->EndCritical();
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		throw;
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	}
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}
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/**
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 * Set here the function, if any, that you want to be called when landscape
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 * generation is done.
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 * @param proc callback procedure
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 */
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void GenerateWorldSetCallback(GWDoneProc *proc)
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{
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	_gw.proc = proc;
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}
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/**
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 * Set here the function, if any, that you want to be called when landscape
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 * generation is aborted.
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 * @param proc callback procedure
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 */
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void GenerateWorldSetAbortCallback(GWAbortProc *proc)
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{
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	_gw.abortp = proc;
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}
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/**
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 * This will wait for the thread to finish up his work. It will not continue
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 * till the work is done.
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 */
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void WaitTillGeneratedWorld()
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{
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	if (_gw.thread == NULL) return;
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	_modal_progress_work_mutex->EndCritical();
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	_modal_progress_paint_mutex->EndCritical();
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	_gw.quit_thread = true;
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	_gw.thread->Join();
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	delete _gw.thread;
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	_gw.thread   = NULL;
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	_gw.threaded = false;
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	_modal_progress_work_mutex->BeginCritical();
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	_modal_progress_paint_mutex->BeginCritical();
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}
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/**
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 * Initializes the abortion process
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 */
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void AbortGeneratingWorld()
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{
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	_gw.abort = true;
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}
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/**
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 * Is the generation being aborted?
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 * @return the 'aborted' status
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 */
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bool IsGeneratingWorldAborted()
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{
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	return _gw.abort;
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}
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/**
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 * Really handle the abortion, i.e. clean up some of the mess
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 */
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void HandleGeneratingWorldAbortion()
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{
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	/* Clean up - in SE create an empty map, otherwise, go to intro menu */
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	_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
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	if (_gw.abortp != NULL) _gw.abortp();
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	CleanupGeneration();
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	if (_gw.thread != NULL) _gw.thread->Exit();
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	SwitchToMode(_switch_mode);
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}
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/**
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 * Generate a world.
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 * @param mode The mode of world generation (see GenWorldMode).
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 * @param size_x The X-size of the map.
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 * @param size_y The Y-size of the map.
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 * @param reset_settings Whether to reset the game configuration (used for restart)
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 */
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void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
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{
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	if (HasModalProgress()) return;
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	_gw.mode   = mode;
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	_gw.size_x = size_x;
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	_gw.size_y = size_y;
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	SetModalProgress(true);
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	_gw.abort  = false;
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	_gw.abortp = NULL;
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	_gw.lc     = _local_company;
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	_gw.quit_thread   = false;
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	_gw.threaded      = true;
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	/* This disables some commands and stuff */
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	SetLocalCompany(COMPANY_SPECTATOR);
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	InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
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	PrepareGenerateWorldProgress();
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	/* Load the right landscape stuff, and the NewGRFs! */
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	GfxLoadSprites();
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	LoadStringWidthTable();
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	/* Re-init the windowing system */
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	ResetWindowSystem();
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	/* Create toolbars */
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	SetupColoursAndInitialWindow();
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	SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
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	if (_gw.thread != NULL) {
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		_gw.thread->Join();
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		delete _gw.thread;
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		_gw.thread = NULL;
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	}
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	if (!VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
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		DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
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		_gw.threaded = false;
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		_modal_progress_work_mutex->EndCritical();
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		_GenerateWorld(NULL);
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		_modal_progress_work_mutex->BeginCritical();
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		return;
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	}
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	UnshowCriticalError();
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	/* Remove any open window */
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	DeleteAllNonVitalWindows();
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	/* Hide vital windows, because we don't allow to use them */
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	HideVitalWindows();
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	/* Don't show the dialog if we don't have a thread */
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	ShowGenerateWorldProgress();
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	/* Centre the view on the map */
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	if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
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		ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
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	}
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}
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