genworld.cpp

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00001 /* $Id: genworld.cpp 18506 2009-12-15 00:00:51Z 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 
00037 #include "table/sprites.h"
00038 
00039 void GenerateClearTile();
00040 void GenerateIndustries();
00041 void GenerateUnmovables();
00042 void GenerateTrees();
00043 
00044 void StartupEconomy();
00045 void StartupCompanies();
00046 void StartupDisasters();
00047 
00048 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
00049 
00050 /* Please only use this variable in genworld.h and genworld.c and
00051  *  nowhere else. For speed improvements we need it to be global, but
00052  *  in no way the meaning of it is to use it anywhere else besides
00053  *  in the genworld.h and genworld.c! -- TrueLight */
00054 gw_info _gw;
00055 
00057 ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
00059 ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();
00060 
00064 bool IsGenerateWorldThreaded()
00065 {
00066   return _gw.threaded && !_gw.quit_thread;
00067 }
00068 
00073 static void CleanupGeneration()
00074 {
00075   _generating_world = false;
00076 
00077   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00078   /* Show all vital windows again, because we have hidden them */
00079   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00080   _gw.active   = false;
00081   _gw.proc     = NULL;
00082   _gw.abortp   = NULL;
00083   _gw.threaded = false;
00084 
00085   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00086   MarkWholeScreenDirty();
00087   _genworld_mapgen_mutex->EndCritical();
00088 }
00089 
00093 static void _GenerateWorld(void *arg)
00094 {
00095   try {
00096     _generating_world = true;
00097     _genworld_mapgen_mutex->BeginCritical();
00098     if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00099     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00100     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00101     _random.SetSeed(_settings_game.game_creation.generation_seed);
00102     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00103     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00104 
00105     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00106     /* Must start economy early because of the costs. */
00107     StartupEconomy();
00108 
00109     /* Don't generate landscape items when in the scenario editor. */
00110     if (_gw.mode == GW_EMPTY) {
00111       SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00112 
00113       /* Make sure the tiles at the north border are void tiles if needed. */
00114       if (_settings_game.construction.freeform_edges) {
00115         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00116         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00117       }
00118 
00119       /* Make the map the height of the setting */
00120       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00121 
00122       ConvertGroundTilesIntoWaterTiles();
00123       IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
00124     } else {
00125       GenerateLandscape(_gw.mode);
00126       GenerateClearTile();
00127 
00128       /* only generate towns, tree and industries in newgame mode. */
00129       if (_game_mode != GM_EDITOR) {
00130         if (!GenerateTowns(_settings_game.economy.town_layout)) {
00131           HandleGeneratingWorldAbortion();
00132           return;
00133         }
00134         GenerateIndustries();
00135         GenerateUnmovables();
00136         GenerateTrees();
00137       }
00138     }
00139 
00140     ClearStorageChanges(true);
00141 
00142     /* These are probably pointless when inside the scenario editor. */
00143     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00144     StartupCompanies();
00145     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00146     StartupEngines();
00147     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00148     StartupDisasters();
00149     _generating_world = false;
00150 
00151     /* No need to run the tile loop in the scenario editor. */
00152     if (_gw.mode != GW_EMPTY) {
00153       uint i;
00154 
00155       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00156       for (i = 0; i < 0x500; i++) {
00157         RunTileLoop();
00158         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00159       }
00160     }
00161 
00162     ResetObjectToPlace();
00163     _local_company = _gw.lc;
00164 
00165     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00166     /* Call any callback */
00167     if (_gw.proc != NULL) _gw.proc();
00168     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00169 
00170     CleanupGeneration();
00171 
00172     ShowNewGRFError();
00173 
00174     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00175     DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
00176 
00177     if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00178     if (_debug_desync_level > 0) {
00179       char name[MAX_PATH];
00180       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00181       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
00182     }
00183   } catch (...) {
00184     _generating_world = false;
00185     _genworld_mapgen_mutex->EndCritical();
00186     throw;
00187   }
00188 }
00189 
00194 void GenerateWorldSetCallback(gw_done_proc *proc)
00195 {
00196   _gw.proc = proc;
00197 }
00198 
00203 void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
00204 {
00205   _gw.abortp = proc;
00206 }
00207 
00212 void WaitTillGeneratedWorld()
00213 {
00214   if (_gw.thread == NULL) return;
00215 
00216   _genworld_mapgen_mutex->EndCritical();
00217   _genworld_paint_mutex->EndCritical();
00218   _gw.quit_thread = true;
00219   _gw.thread->Join();
00220   delete _gw.thread;
00221   _gw.thread   = NULL;
00222   _gw.threaded = false;
00223   _genworld_mapgen_mutex->BeginCritical();
00224   _genworld_paint_mutex->BeginCritical();
00225 }
00226 
00230 void AbortGeneratingWorld()
00231 {
00232   _gw.abort = true;
00233 }
00234 
00238 bool IsGeneratingWorldAborted()
00239 {
00240   return _gw.abort;
00241 }
00242 
00246 void HandleGeneratingWorldAbortion()
00247 {
00248   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00249   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00250 
00251   if (_gw.abortp != NULL) _gw.abortp();
00252 
00253   CleanupGeneration();
00254 
00255   if (_gw.thread != NULL) _gw.thread->Exit();
00256 
00257   extern void SwitchToMode(SwitchMode new_mode);
00258   SwitchToMode(_switch_mode);
00259 }
00260 
00268 void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00269 {
00270   if (_gw.active) return;
00271   _gw.mode   = mode;
00272   _gw.size_x = size_x;
00273   _gw.size_y = size_y;
00274   _gw.active = true;
00275   _gw.abort  = false;
00276   _gw.abortp = NULL;
00277   _gw.lc     = _local_company;
00278   _gw.quit_thread   = false;
00279   _gw.threaded      = true;
00280 
00281   /* This disables some commands and stuff */
00282   SetLocalCompany(COMPANY_SPECTATOR);
00283   /* Make sure everything is done via OWNER_NONE */
00284   _current_company = OWNER_NONE;
00285 
00286   /* Set the date before loading sprites as some newgrfs check it */
00287   SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00288 
00289   InitializeGame(_gw.size_x, _gw.size_y, false, reset_settings);
00290   PrepareGenerateWorldProgress();
00291 
00292   /* Load the right landscape stuff */
00293   GfxLoadSprites();
00294   LoadStringWidthTable();
00295 
00296   /* Re-init the windowing system */
00297   ResetWindowSystem();
00298 
00299   /* Create toolbars */
00300   SetupColoursAndInitialWindow();
00301   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00302 
00303   if (_gw.thread != NULL) {
00304     _gw.thread->Join();
00305     delete _gw.thread;
00306     _gw.thread = NULL;
00307   }
00308 
00309   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
00310       !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00311     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00312     _gw.threaded = false;
00313     _genworld_mapgen_mutex->EndCritical();
00314     _GenerateWorld(NULL);
00315     _genworld_mapgen_mutex->BeginCritical();
00316     return;
00317   }
00318 
00319   /* Remove any open window */
00320   DeleteAllNonVitalWindows();
00321   /* Hide vital windows, because we don't allow to use them */
00322   HideVitalWindows();
00323 
00324   /* Don't show the dialog if we don't have a thread */
00325   ShowGenerateWorldProgress();
00326 
00327   /* Centre the view on the map */
00328   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00329     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00330   }
00331 }

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