# 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 }