335 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			335 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
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| 
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| /** @file genworld.cpp Functions to generate a map. */
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| 
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| #include "stdafx.h"
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| #include "openttd.h"
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| #include "landscape.h"
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| #include "company_func.h"
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| #include "variables.h"
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| #include "thread.h"
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| #include "command_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 "gfx_func.h"
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| #include "date_func.h"
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| #include "core/random_func.hpp"
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| #include "engine_func.h"
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| #include "newgrf_storage.h"
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| #include "water.h"
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| #include "blitter/factory.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 "settings_type.h"
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| #include "town.h"
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| 
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| #include "table/sprites.h"
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| 
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| void GenerateClearTile();
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| void GenerateIndustries();
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| void GenerateUnmovables();
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| void GenerateTrees();
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| 
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| void StartupEconomy();
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| void StartupCompanies();
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| void StartupDisasters();
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| 
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| void InitializeGame(uint size_x, uint size_y, bool reset_date);
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| 
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| /* Please only use this variable in genworld.h and genworld.c 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.c! -- TrueLight */
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| gw_info _gw;
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| 
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| /**
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|  * Set the status of the Paint flag.
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|  *  If it is true, the thread will hold with any futher generating till
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|  *  the drawing of the screen is done. This is handled by
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|  *  SetGeneratingWorldProgress(), so calling that function will stall
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|  *  from time to time.
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|  */
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| void SetGeneratingWorldPaintStatus(bool status)
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| {
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| 	_gw.wait_for_draw = status;
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| }
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| 
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| /**
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|  * Returns true if the thread wants the main program to do a (full) paint.
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|  *  If this returns false, please do not update the screen. Because we are
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|  *  writing in a thread, it can cause damaged data (reading and writing the
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|  *  same tile at the same time).
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|  */
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| bool IsGeneratingWorldReadyForPaint()
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| {
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| 	/* If we are in quit_thread mode, ignore this and always return false. This
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| 	 *  forces the screen to not be drawn, and the GUI not to wait for a draw. */
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| 	if (!_gw.active || _gw.quit_thread || !_gw.threaded) return false;
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| 
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| 	return _gw.wait_for_draw;
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| }
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| 
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| /**
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|  * Tells if the world generation is done in a thread or not.
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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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| /**
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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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| 
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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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| 	_gw.active   = 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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| 
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| 	DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
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| 	MarkWholeScreenDirty();
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| }
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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 *arg)
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| {
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| 	try {
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| 		_generating_world = true;
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| 		if (_network_dedicated) DEBUG(net, 0, "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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| 
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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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| 
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| 		/* Don't generate landscape items when in the scenario editor. */
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| 		if (_gw.mode == GW_EMPTY) {
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| 			SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
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| 
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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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| 
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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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| 
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| 			ConvertGroundTilesIntoWaterTiles();
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| 			IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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| 		} else {
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| 			GenerateLandscape(_gw.mode);
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| 			GenerateClearTile();
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| 
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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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| 					HandleGeneratingWorldAbortion();
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| 					return;
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| 				}
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| 				GenerateIndustries();
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| 				GenerateUnmovables();
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| 				GenerateTrees();
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| 			}
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| 		}
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| 
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| 		ClearStorageChanges(true);
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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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| 
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| 		/* No need to run the tile loop in the scenario editor. */
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| 		if (_gw.mode != GW_EMPTY) {
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| 			uint i;
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| 
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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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| 				IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
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| 			}
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| 		}
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| 
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| 		ResetObjectToPlace();
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| 		_local_company = _gw.lc;
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| 
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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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| 
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| 		CleanupGeneration();
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| 
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| 		if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
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| 		DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
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| 
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| 		if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, CMD_PAUSE);
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| 		if (_debug_desync_level > 0) {
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| 			char name[MAX_PATH];
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| 			snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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| 			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
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| 		}
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| 	} catch (...) {
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| 		_generating_world = false;
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| 		throw;
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| 	}
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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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|  */
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| void GenerateWorldSetCallback(gw_done_proc *proc)
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| {
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| 	_gw.proc = proc;
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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 aborted.
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|  */
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| void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
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| {
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| 	_gw.abortp = proc;
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| }
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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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| 	_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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| }
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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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| /**
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|  * Is the generation being aborted?
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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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| /**
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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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| 
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| 	if (_gw.abortp != NULL) _gw.abortp();
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| 
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| 	CleanupGeneration();
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| 
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| 	if (_gw.thread != NULL) _gw.thread->Exit();
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| 
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| 	extern void SwitchToMode(SwitchMode new_mode);
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| 	SwitchToMode(_switch_mode);
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| }
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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 GenerateWorldModes).
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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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|  */
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| void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
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| {
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| 	if (_gw.active) 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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| 	_gw.active = 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.wait_for_draw = false;
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| 	_gw.quit_thread   = false;
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| 	_gw.threaded      = true;
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| 
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| 	/* This disables some commands and stuff */
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| 	SetLocalCompany(COMPANY_SPECTATOR);
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| 	/* Make sure everything is done via OWNER_NONE */
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| 	_current_company = OWNER_NONE;
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| 
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| 	/* Set the date before loading sprites as some newgrfs check it */
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| 	SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
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| 
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| 	/* Load the right landscape stuff */
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| 	GfxLoadSprites();
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| 	LoadStringWidthTable();
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| 
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| 	InitializeGame(_gw.size_x, _gw.size_y, false);
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| 	PrepareGenerateWorldProgress();
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| 
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| 	/* Re-init the windowing system */
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| 	ResetWindowSystem();
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| 
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| 	/* Create toolbars */
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| 	SetupColoursAndInitialWindow();
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| 
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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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| 
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| 	if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
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| 	    !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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| 		_GenerateWorld(NULL);
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| 		return;
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| 	}
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| 
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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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| 
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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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| 
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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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