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 "thread/thread.h"
00016 #include "genworld.h"
00017 #include "gfxinit.h"
00018 #include "window_func.h"
00019 #include "network/network.h"
00020 #include "heightmap.h"
00021 #include "viewport_func.h"
00022 #include "gfx_func.h"
00023 #include "date_func.h"
00024 #include "engine_func.h"
00025 #include "newgrf_storage.h"
00026 #include "water.h"
00027 #include "blitter/factory.hpp"
00028 #include "tilehighlight_func.h"
00029 #include "saveload/saveload.h"
00030 #include "void_map.h"
00031 #include "town.h"
00032 #include "newgrf.h"
00033 #include "core/random_func.hpp"
00034 #include "core/backup_type.hpp"
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 ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
00060 ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();
00061 
00063 bool _generating_world;
00064 
00069 bool IsGenerateWorldThreaded()
00070 {
00071   return _gw.threaded && !_gw.quit_thread;
00072 }
00073 
00078 static void CleanupGeneration()
00079 {
00080   _generating_world = false;
00081 
00082   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00083   /* Show all vital windows again, because we have hidden them */
00084   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00085   _gw.active   = false;
00086   _gw.proc     = NULL;
00087   _gw.abortp   = NULL;
00088   _gw.threaded = false;
00089 
00090   DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00091   MarkWholeScreenDirty();
00092 }
00093 
00097 static void _GenerateWorld(void *)
00098 {
00099   /* Make sure everything is done via OWNER_NONE. */
00100   Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
00101 
00102   try {
00103     _generating_world = true;
00104     _genworld_mapgen_mutex->BeginCritical();
00105     if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00106     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00107     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00108     _random.SetSeed(_settings_game.game_creation.generation_seed);
00109     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00110     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00111 
00112     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00113     /* Must start economy early because of the costs. */
00114     StartupEconomy();
00115 
00116     /* Don't generate landscape items when in the scenario editor. */
00117     if (_gw.mode == GWM_EMPTY) {
00118       SetGeneratingWorldProgress(GWP_OBJECT, 1);
00119 
00120       /* Make sure the tiles at the north border are void tiles if needed. */
00121       if (_settings_game.construction.freeform_edges) {
00122         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00123         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00124       }
00125 
00126       /* Make the map the height of the setting */
00127       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00128 
00129       ConvertGroundTilesIntoWaterTiles();
00130       IncreaseGeneratingWorldProgress(GWP_OBJECT);
00131     } else {
00132       GenerateLandscape(_gw.mode);
00133       GenerateClearTile();
00134 
00135       /* only generate towns, tree and industries in newgame mode. */
00136       if (_game_mode != GM_EDITOR) {
00137         if (!GenerateTowns(_settings_game.economy.town_layout)) {
00138           _cur_company.Restore();
00139           HandleGeneratingWorldAbortion();
00140           return;
00141         }
00142         GenerateIndustries();
00143         GenerateObjects();
00144         GenerateTrees();
00145       }
00146     }
00147 
00148     ClearStorageChanges(true);
00149 
00150     /* These are probably pointless when inside the scenario editor. */
00151     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00152     StartupCompanies();
00153     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00154     StartupEngines();
00155     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00156     StartupDisasters();
00157     _generating_world = false;
00158 
00159     /* No need to run the tile loop in the scenario editor. */
00160     if (_gw.mode != GWM_EMPTY) {
00161       uint i;
00162 
00163       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00164       for (i = 0; i < 0x500; i++) {
00165         RunTileLoop();
00166         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00167       }
00168     }
00169 
00170     ResetObjectToPlace();
00171     _cur_company.Trash();
00172     _current_company = _local_company = _gw.lc;
00173 
00174     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00175     /* Call any callback */
00176     if (_gw.proc != NULL) _gw.proc();
00177     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00178 
00179     CleanupGeneration();
00180     _genworld_mapgen_mutex->EndCritical();
00181 
00182     ShowNewGRFError();
00183 
00184     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00185     DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
00186 
00187     if (_debug_desync_level > 0) {
00188       char name[MAX_PATH];
00189       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00190       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
00191     }
00192   } catch (...) {
00193     if (_cur_company.IsValid()) _cur_company.Restore();
00194     _generating_world = false;
00195     _genworld_mapgen_mutex->EndCritical();
00196     throw;
00197   }
00198 }
00199 
00205 void GenerateWorldSetCallback(GWDoneProc *proc)
00206 {
00207   _gw.proc = proc;
00208 }
00209 
00215 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
00216 {
00217   _gw.abortp = proc;
00218 }
00219 
00224 void WaitTillGeneratedWorld()
00225 {
00226   if (_gw.thread == NULL) return;
00227 
00228   _genworld_mapgen_mutex->EndCritical();
00229   _genworld_paint_mutex->EndCritical();
00230   _gw.quit_thread = true;
00231   _gw.thread->Join();
00232   delete _gw.thread;
00233   _gw.thread   = NULL;
00234   _gw.threaded = false;
00235   _genworld_mapgen_mutex->BeginCritical();
00236   _genworld_paint_mutex->BeginCritical();
00237 }
00238 
00242 void AbortGeneratingWorld()
00243 {
00244   _gw.abort = true;
00245 }
00246 
00251 bool IsGeneratingWorldAborted()
00252 {
00253   return _gw.abort;
00254 }
00255 
00259 void HandleGeneratingWorldAbortion()
00260 {
00261   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00262   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00263 
00264   if (_gw.abortp != NULL) _gw.abortp();
00265 
00266   CleanupGeneration();
00267 
00268   if (_gw.thread != NULL) _gw.thread->Exit();
00269 
00270   extern void SwitchToMode(SwitchMode new_mode);
00271   SwitchToMode(_switch_mode);
00272 }
00273 
00281 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00282 {
00283   if (_gw.active) return;
00284   _gw.mode   = mode;
00285   _gw.size_x = size_x;
00286   _gw.size_y = size_y;
00287   _gw.active = true;
00288   _gw.abort  = false;
00289   _gw.abortp = NULL;
00290   _gw.lc     = _local_company;
00291   _gw.quit_thread   = false;
00292   _gw.threaded      = true;
00293 
00294   /* This disables some commands and stuff */
00295   SetLocalCompany(COMPANY_SPECTATOR);
00296 
00297   InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
00298   PrepareGenerateWorldProgress();
00299 
00300   /* Load the right landscape stuff, and the NewGRFs! */
00301   GfxLoadSprites();
00302   LoadStringWidthTable();
00303 
00304   /* Re-init the windowing system */
00305   ResetWindowSystem();
00306 
00307   /* Create toolbars */
00308   SetupColoursAndInitialWindow();
00309   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00310 
00311   if (_gw.thread != NULL) {
00312     _gw.thread->Join();
00313     delete _gw.thread;
00314     _gw.thread = NULL;
00315   }
00316 
00317   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
00318       !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00319     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00320     _gw.threaded = false;
00321     _genworld_mapgen_mutex->EndCritical();
00322     _GenerateWorld(NULL);
00323     _genworld_mapgen_mutex->BeginCritical();
00324     return;
00325   }
00326 
00327   /* Remove any open window */
00328   DeleteAllNonVitalWindows();
00329   /* Hide vital windows, because we don't allow to use them */
00330   HideVitalWindows();
00331 
00332   /* Don't show the dialog if we don't have a thread */
00333   ShowGenerateWorldProgress();
00334 
00335   /* Centre the view on the map */
00336   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00337     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00338   }
00339 }

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