genworld.cpp

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00001 /* $Id: genworld.cpp 12004 2008-01-29 00:27:25Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "landscape.h"
00008 #include "player_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 "debug.h"
00017 #include "settings_func.h"
00018 #include "heightmap.h"
00019 #include "viewport_func.h"
00020 #include "gfx_func.h"
00021 #include "map_func.h"
00022 #include "date_func.h"
00023 #include "core/random_func.hpp"
00024 #include "engine.h"
00025 #include "settings_type.h"
00026 #include "newgrf_storage.h"
00027 #include "water.h"
00028 
00029 #include "table/sprites.h"
00030 
00031 void GenerateClearTile();
00032 void GenerateIndustries();
00033 void GenerateUnmovables();
00034 bool GenerateTowns();
00035 void GenerateTrees();
00036 
00037 void StartupEconomy();
00038 void StartupPlayers();
00039 void StartupDisasters();
00040 
00041 void InitializeGame(int mode, uint size_x, uint size_y);
00042 
00043 /* Please only use this variable in genworld.h and genworld.c and
00044  *  nowhere else. For speed improvements we need it to be global, but
00045  *  in no way the meaning of it is to use it anywhere else besides
00046  *  in the genworld.h and genworld.c! -- TrueLight */
00047 gw_info _gw;
00048 
00056 void SetGeneratingWorldPaintStatus(bool status)
00057 {
00058   _gw.wait_for_draw = status;
00059 }
00060 
00067 bool IsGeneratingWorldReadyForPaint()
00068 {
00069   /* If we are in quit_thread mode, ignore this and always return false. This
00070    *  forces the screen to not be drawn, and the GUI not to wait for a draw. */
00071   if (!_gw.active || _gw.quit_thread || !_gw.threaded) return false;
00072 
00073   return _gw.wait_for_draw;
00074 }
00075 
00079 bool IsGenerateWorldThreaded()
00080 {
00081   return _gw.threaded && !_gw.quit_thread;
00082 }
00083 
00087 static void *_GenerateWorld(void *arg)
00088 {
00089   _generating_world = true;
00090   if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00091   /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00092   if (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom();
00093   _random.SetSeed(_patches.generation_seed);
00094   SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00095   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
00096 
00097   IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00098   /* Must start economy early because of the costs. */
00099   StartupEconomy();
00100 
00101   /* Don't generate landscape items when in the scenario editor. */
00102   if (_gw.mode == GW_EMPTY) {
00103     SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00104 
00105     /* Make the map the height of the patch setting */
00106     if (_game_mode != GM_MENU) FlatEmptyWorld(_patches.se_flat_world_height);
00107 
00108     ConvertGroundTilesIntoWaterTiles();
00109     IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
00110   } else {
00111     GenerateLandscape(_gw.mode);
00112     GenerateClearTile();
00113 
00114     /* only generate towns, tree and industries in newgame mode. */
00115     if (_game_mode != GM_EDITOR) {
00116       GenerateTowns();
00117       GenerateIndustries();
00118       GenerateUnmovables();
00119       GenerateTrees();
00120     }
00121   }
00122 
00123   ClearStorageChanges(true);
00124 
00125   /* These are probably pointless when inside the scenario editor. */
00126   SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00127   StartupPlayers();
00128   IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00129   StartupEngines();
00130   IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00131   StartupDisasters();
00132   _generating_world = false;
00133 
00134   /* No need to run the tile loop in the scenario editor. */
00135   if (_gw.mode != GW_EMPTY) {
00136     uint i;
00137 
00138     SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00139     for (i = 0; i < 0x500; i++) {
00140       RunTileLoop();
00141       IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00142     }
00143   }
00144 
00145   ResetObjectToPlace();
00146   SetLocalPlayer(_gw.lp);
00147 
00148   SetGeneratingWorldProgress(GWP_GAME_START, 1);
00149   /* Call any callback */
00150   if (_gw.proc != NULL) _gw.proc();
00151   IncreaseGeneratingWorldProgress(GWP_GAME_START);
00152 
00153   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00154   /* Show all vital windows again, because we have hidden them */
00155   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00156   _gw.active   = false;
00157   _gw.thread   = NULL;
00158   _gw.proc     = NULL;
00159   _gw.threaded = false;
00160 
00161   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00162   MarkWholeScreenDirty();
00163 
00164   if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00165 
00166   if (_patches.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
00167 
00168   return NULL;
00169 }
00170 
00175 void GenerateWorldSetCallback(gw_done_proc *proc)
00176 {
00177   _gw.proc = proc;
00178 }
00179 
00184 void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
00185 {
00186   _gw.abortp = proc;
00187 }
00188 
00193 void WaitTillGeneratedWorld()
00194 {
00195   if (_gw.thread == NULL) return;
00196   _gw.quit_thread = true;
00197   OTTDJoinThread((OTTDThread*)_gw.thread);
00198   _gw.thread   = NULL;
00199   _gw.threaded = false;
00200 }
00201 
00205 void AbortGeneratingWorld()
00206 {
00207   _gw.abort = true;
00208 }
00209 
00213 bool IsGeneratingWorldAborted()
00214 {
00215   return _gw.abort;
00216 }
00217 
00221 void HandleGeneratingWorldAbortion()
00222 {
00223   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00224   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00225 
00226   if (_gw.abortp != NULL) _gw.abortp();
00227 
00228   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00229   /* Show all vital windows again, because we have hidden them */
00230   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00231   _gw.active   = false;
00232   _gw.thread   = NULL;
00233   _gw.proc     = NULL;
00234   _gw.abortp   = NULL;
00235   _gw.threaded = false;
00236 
00237   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00238   MarkWholeScreenDirty();
00239 
00240   OTTDExitThread();
00241 }
00242 
00249 void GenerateWorld(int mode, uint size_x, uint size_y)
00250 {
00251   if (_gw.active) return;
00252   _gw.mode   = mode;
00253   _gw.size_x = size_x;
00254   _gw.size_y = size_y;
00255   _gw.active = true;
00256   _gw.abort  = false;
00257   _gw.abortp = NULL;
00258   _gw.lp     = _local_player;
00259   _gw.wait_for_draw = false;
00260   _gw.quit_thread   = false;
00261   _gw.threaded      = true;
00262 
00263   /* This disables some commands and stuff */
00264   SetLocalPlayer(PLAYER_SPECTATOR);
00265   /* Make sure everything is done via OWNER_NONE */
00266   _current_player = OWNER_NONE;
00267 
00268   /* Set the date before loading sprites as some newgrfs check it */
00269   SetDate(ConvertYMDToDate(_patches.starting_year, 0, 1));
00270 
00271   /* Load the right landscape stuff */
00272   GfxLoadSprites();
00273   LoadStringWidthTable();
00274 
00275   InitializeGame(IG_NONE, _gw.size_x, _gw.size_y);
00276   PrepareGenerateWorldProgress();
00277 
00278   /* Re-init the windowing system */
00279   ResetWindowSystem();
00280 
00281   /* Create toolbars */
00282   SetupColorsAndInitialWindow();
00283 
00284   if (_network_dedicated ||
00285       (_gw.thread = OTTDCreateThread(&_GenerateWorld, NULL)) == NULL) {
00286     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00287     _gw.threaded = false;
00288     _GenerateWorld(NULL);
00289     return;
00290   }
00291 
00292   /* Remove any open window */
00293   DeleteAllNonVitalWindows();
00294   /* Hide vital windows, because we don't allow to use them */
00295   HideVitalWindows();
00296 
00297   /* Don't show the dialog if we don't have a thread */
00298   ShowGenerateWorldProgress();
00299 
00300   /* Centre the view on the map */
00301   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00302     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00303   }
00304 }

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