genworld.cpp

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00001 /* $Id$ */
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 "landscape.h"
00014 #include "company_func.h"
00015 #include "genworld.h"
00016 #include "gfxinit.h"
00017 #include "window_func.h"
00018 #include "network/network.h"
00019 #include "heightmap.h"
00020 #include "viewport_func.h"
00021 #include "gfx_func.h"
00022 #include "date_func.h"
00023 #include "engine_func.h"
00024 #include "newgrf_storage.h"
00025 #include "water.h"
00026 #include "video/video_driver.hpp"
00027 #include "tilehighlight_func.h"
00028 #include "saveload/saveload.h"
00029 #include "void_map.h"
00030 #include "town.h"
00031 #include "newgrf.h"
00032 #include "core/random_func.hpp"
00033 #include "core/backup_type.hpp"
00034 #include "progress.h"
00035 
00036 #include "table/sprites.h"
00037 
00038 void GenerateClearTile();
00039 void GenerateIndustries();
00040 void GenerateObjects();
00041 void GenerateTrees();
00042 
00043 void StartupEconomy();
00044 void StartupCompanies();
00045 void StartupDisasters();
00046 
00047 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
00048 
00055 GenWorldInfo _gw;
00056 
00058 bool _generating_world;
00059 
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   SetModalProgress(false);
00081   _gw.proc     = NULL;
00082   _gw.abortp   = NULL;
00083   _gw.threaded = false;
00084 
00085   DeleteWindowById(WC_MODAL_PROGRESS, 0);
00086   MarkWholeScreenDirty();
00087 }
00088 
00092 static void _GenerateWorld(void *)
00093 {
00094   /* Make sure everything is done via OWNER_NONE. */
00095   Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
00096 
00097   try {
00098     _generating_world = true;
00099     _modal_progress_work_mutex->BeginCritical();
00100     if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00101     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00102     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00103     _random.SetSeed(_settings_game.game_creation.generation_seed);
00104     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00105     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00106 
00107     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00108     /* Must start economy early because of the costs. */
00109     StartupEconomy();
00110 
00111     /* Don't generate landscape items when in the scenario editor. */
00112     if (_gw.mode == GWM_EMPTY) {
00113       SetGeneratingWorldProgress(GWP_OBJECT, 1);
00114 
00115       /* Make sure the tiles at the north border are void tiles if needed. */
00116       if (_settings_game.construction.freeform_edges) {
00117         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00118         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00119       }
00120 
00121       /* Make the map the height of the setting */
00122       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00123 
00124       ConvertGroundTilesIntoWaterTiles();
00125       IncreaseGeneratingWorldProgress(GWP_OBJECT);
00126     } else {
00127       GenerateLandscape(_gw.mode);
00128       GenerateClearTile();
00129 
00130       /* only generate towns, tree and industries in newgame mode. */
00131       if (_game_mode != GM_EDITOR) {
00132         if (!GenerateTowns(_settings_game.economy.town_layout)) {
00133           _cur_company.Restore();
00134           HandleGeneratingWorldAbortion();
00135           return;
00136         }
00137         GenerateIndustries();
00138         GenerateObjects();
00139         GenerateTrees();
00140       }
00141     }
00142 
00143     ClearStorageChanges(true);
00144 
00145     /* These are probably pointless when inside the scenario editor. */
00146     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00147     StartupCompanies();
00148     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00149     StartupEngines();
00150     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00151     StartupDisasters();
00152     _generating_world = false;
00153 
00154     /* No need to run the tile loop in the scenario editor. */
00155     if (_gw.mode != GWM_EMPTY) {
00156       uint i;
00157 
00158       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00159       for (i = 0; i < 0x500; i++) {
00160         RunTileLoop();
00161         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00162       }
00163     }
00164 
00165     ResetObjectToPlace();
00166     _cur_company.Trash();
00167     _current_company = _local_company = _gw.lc;
00168 
00169     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00170     /* Call any callback */
00171     if (_gw.proc != NULL) _gw.proc();
00172     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00173 
00174     CleanupGeneration();
00175     _modal_progress_work_mutex->EndCritical();
00176 
00177     ShowNewGRFError();
00178 
00179     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00180     DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
00181 
00182     if (_debug_desync_level > 0) {
00183       char name[MAX_PATH];
00184       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00185       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
00186     }
00187   } catch (...) {
00188     if (_cur_company.IsValid()) _cur_company.Restore();
00189     _generating_world = false;
00190     _modal_progress_work_mutex->EndCritical();
00191     throw;
00192   }
00193 }
00194 
00200 void GenerateWorldSetCallback(GWDoneProc *proc)
00201 {
00202   _gw.proc = proc;
00203 }
00204 
00210 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
00211 {
00212   _gw.abortp = proc;
00213 }
00214 
00219 void WaitTillGeneratedWorld()
00220 {
00221   if (_gw.thread == NULL) return;
00222 
00223   _modal_progress_work_mutex->EndCritical();
00224   _modal_progress_paint_mutex->EndCritical();
00225   _gw.quit_thread = true;
00226   _gw.thread->Join();
00227   delete _gw.thread;
00228   _gw.thread   = NULL;
00229   _gw.threaded = false;
00230   _modal_progress_work_mutex->BeginCritical();
00231   _modal_progress_paint_mutex->BeginCritical();
00232 }
00233 
00237 void AbortGeneratingWorld()
00238 {
00239   _gw.abort = true;
00240 }
00241 
00246 bool IsGeneratingWorldAborted()
00247 {
00248   return _gw.abort;
00249 }
00250 
00254 void HandleGeneratingWorldAbortion()
00255 {
00256   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00257   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00258 
00259   if (_gw.abortp != NULL) _gw.abortp();
00260 
00261   CleanupGeneration();
00262 
00263   if (_gw.thread != NULL) _gw.thread->Exit();
00264 
00265   extern void SwitchToMode(SwitchMode new_mode);
00266   SwitchToMode(_switch_mode);
00267 }
00268 
00276 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00277 {
00278   if (HasModalProgress()) return;
00279   _gw.mode   = mode;
00280   _gw.size_x = size_x;
00281   _gw.size_y = size_y;
00282   SetModalProgress(true);
00283   _gw.abort  = false;
00284   _gw.abortp = NULL;
00285   _gw.lc     = _local_company;
00286   _gw.quit_thread   = false;
00287   _gw.threaded      = true;
00288 
00289   /* This disables some commands and stuff */
00290   SetLocalCompany(COMPANY_SPECTATOR);
00291 
00292   InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
00293   PrepareGenerateWorldProgress();
00294 
00295   /* Load the right landscape stuff, and the NewGRFs! */
00296   GfxLoadSprites();
00297   LoadStringWidthTable();
00298 
00299   /* Re-init the windowing system */
00300   ResetWindowSystem();
00301 
00302   /* Create toolbars */
00303   SetupColoursAndInitialWindow();
00304   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00305 
00306   if (_gw.thread != NULL) {
00307     _gw.thread->Join();
00308     delete _gw.thread;
00309     _gw.thread = NULL;
00310   }
00311 
00312   if (!_video_driver->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00313     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00314     _gw.threaded = false;
00315     _modal_progress_work_mutex->EndCritical();
00316     _GenerateWorld(NULL);
00317     _modal_progress_work_mutex->BeginCritical();
00318     return;
00319   }
00320 
00321   /* Remove any open window */
00322   DeleteAllNonVitalWindows();
00323   /* Hide vital windows, because we don't allow to use them */
00324   HideVitalWindows();
00325 
00326   /* Don't show the dialog if we don't have a thread */
00327   ShowGenerateWorldProgress();
00328 
00329   /* Centre the view on the map */
00330   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00331     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00332   }
00333 }