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 #include "error.h"
00036 
00037 #include "table/sprites.h"
00038 
00039 void GenerateClearTile();
00040 void GenerateIndustries();
00041 void GenerateObjects();
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 
00056 GenWorldInfo _gw;
00057 
00059 bool _generating_world;
00060 
00065 bool IsGenerateWorldThreaded()
00066 {
00067   return _gw.threaded && !_gw.quit_thread;
00068 }
00069 
00074 static void CleanupGeneration()
00075 {
00076   _generating_world = false;
00077 
00078   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00079   /* Show all vital windows again, because we have hidden them */
00080   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00081   SetModalProgress(false);
00082   _gw.proc     = NULL;
00083   _gw.abortp   = NULL;
00084   _gw.threaded = false;
00085 
00086   DeleteWindowById(WC_MODAL_PROGRESS, 0);
00087   ShowFirstError();
00088   MarkWholeScreenDirty();
00089 }
00090 
00094 static void _GenerateWorld(void *)
00095 {
00096   /* Make sure everything is done via OWNER_NONE. */
00097   Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
00098 
00099   try {
00100     _generating_world = true;
00101     _modal_progress_work_mutex->BeginCritical();
00102     if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00103     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00104     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00105     _random.SetSeed(_settings_game.game_creation.generation_seed);
00106     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00107     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00108 
00109     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00110     /* Must start economy early because of the costs. */
00111     StartupEconomy();
00112 
00113     /* Don't generate landscape items when in the scenario editor. */
00114     if (_gw.mode == GWM_EMPTY) {
00115       SetGeneratingWorldProgress(GWP_OBJECT, 1);
00116 
00117       /* Make sure the tiles at the north border are void tiles if needed. */
00118       if (_settings_game.construction.freeform_edges) {
00119         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00120         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00121       }
00122 
00123       /* Make the map the height of the setting */
00124       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00125 
00126       ConvertGroundTilesIntoWaterTiles();
00127       IncreaseGeneratingWorldProgress(GWP_OBJECT);
00128     } else {
00129       GenerateLandscape(_gw.mode);
00130       GenerateClearTile();
00131 
00132       /* only generate towns, tree and industries in newgame mode. */
00133       if (_game_mode != GM_EDITOR) {
00134         if (!GenerateTowns(_settings_game.economy.town_layout)) {
00135           _cur_company.Restore();
00136           HandleGeneratingWorldAbortion();
00137           return;
00138         }
00139         GenerateIndustries();
00140         GenerateObjects();
00141         GenerateTrees();
00142       }
00143     }
00144 
00145     ClearStorageChanges(true);
00146 
00147     /* These are probably pointless when inside the scenario editor. */
00148     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00149     StartupCompanies();
00150     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00151     StartupEngines();
00152     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00153     StartupDisasters();
00154     _generating_world = false;
00155 
00156     /* No need to run the tile loop in the scenario editor. */
00157     if (_gw.mode != GWM_EMPTY) {
00158       uint i;
00159 
00160       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00161       for (i = 0; i < 0x500; i++) {
00162         RunTileLoop();
00163         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00164       }
00165     }
00166 
00167     ResetObjectToPlace();
00168     _cur_company.Trash();
00169     _current_company = _local_company = _gw.lc;
00170 
00171     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00172     /* Call any callback */
00173     if (_gw.proc != NULL) _gw.proc();
00174     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00175 
00176     CleanupGeneration();
00177     _modal_progress_work_mutex->EndCritical();
00178 
00179     ShowNewGRFError();
00180 
00181     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00182     DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
00183 
00184     if (_debug_desync_level > 0) {
00185       char name[MAX_PATH];
00186       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00187       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
00188     }
00189   } catch (...) {
00190     if (_cur_company.IsValid()) _cur_company.Restore();
00191     _generating_world = false;
00192     _modal_progress_work_mutex->EndCritical();
00193     throw;
00194   }
00195 }
00196 
00202 void GenerateWorldSetCallback(GWDoneProc *proc)
00203 {
00204   _gw.proc = proc;
00205 }
00206 
00212 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
00213 {
00214   _gw.abortp = proc;
00215 }
00216 
00221 void WaitTillGeneratedWorld()
00222 {
00223   if (_gw.thread == NULL) return;
00224 
00225   _modal_progress_work_mutex->EndCritical();
00226   _modal_progress_paint_mutex->EndCritical();
00227   _gw.quit_thread = true;
00228   _gw.thread->Join();
00229   delete _gw.thread;
00230   _gw.thread   = NULL;
00231   _gw.threaded = false;
00232   _modal_progress_work_mutex->BeginCritical();
00233   _modal_progress_paint_mutex->BeginCritical();
00234 }
00235 
00239 void AbortGeneratingWorld()
00240 {
00241   _gw.abort = true;
00242 }
00243 
00248 bool IsGeneratingWorldAborted()
00249 {
00250   return _gw.abort;
00251 }
00252 
00256 void HandleGeneratingWorldAbortion()
00257 {
00258   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00259   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00260 
00261   if (_gw.abortp != NULL) _gw.abortp();
00262 
00263   CleanupGeneration();
00264 
00265   if (_gw.thread != NULL) _gw.thread->Exit();
00266 
00267   SwitchToMode(_switch_mode);
00268 }
00269 
00277 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00278 {
00279   if (HasModalProgress()) return;
00280   _gw.mode   = mode;
00281   _gw.size_x = size_x;
00282   _gw.size_y = size_y;
00283   SetModalProgress(true);
00284   _gw.abort  = false;
00285   _gw.abortp = NULL;
00286   _gw.lc     = _local_company;
00287   _gw.quit_thread   = false;
00288   _gw.threaded      = true;
00289 
00290   /* This disables some commands and stuff */
00291   SetLocalCompany(COMPANY_SPECTATOR);
00292 
00293   InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
00294   PrepareGenerateWorldProgress();
00295 
00296   /* Load the right landscape stuff, and the NewGRFs! */
00297   GfxLoadSprites();
00298   LoadStringWidthTable();
00299 
00300   /* Re-init the windowing system */
00301   ResetWindowSystem();
00302 
00303   /* Create toolbars */
00304   SetupColoursAndInitialWindow();
00305   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00306 
00307   if (_gw.thread != NULL) {
00308     _gw.thread->Join();
00309     delete _gw.thread;
00310     _gw.thread = NULL;
00311   }
00312 
00313   if (!_video_driver->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00314     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00315     _gw.threaded = false;
00316     _modal_progress_work_mutex->EndCritical();
00317     _GenerateWorld(NULL);
00318     _modal_progress_work_mutex->BeginCritical();
00319     return;
00320   }
00321 
00322   UnshowCriticalError();
00323   /* Remove any open window */
00324   DeleteAllNonVitalWindows();
00325   /* Hide vital windows, because we don't allow to use them */
00326   HideVitalWindows();
00327 
00328   /* Don't show the dialog if we don't have a thread */
00329   ShowGenerateWorldProgress();
00330 
00331   /* Centre the view on the map */
00332   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00333     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00334   }
00335 }