Files @ r15899:3bbe04d427d2
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Location: cpp/openttd-patchpack/source/src/genworld.cpp - annotation

rubidium
(svn r20593) -Fix: (rlongago, r20547): long ago the service interval was int16, after which is got converted to Date except in the order backup. Much later I copied the savegame snippets from a vehicle and applied that on the order backup. Presto, reading/writing 32 bits (of Date) into 16 bits of ancient style service interval. That would then "spoil" the name pointer and that eventually crashes OpenTTD as it's likely to be an invalid pointer.
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/* $Id$ */

/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file genworld.cpp Functions to generate a map. */

#include "stdafx.h"
#include "openttd.h"
#include "landscape.h"
#include "company_func.h"
#include "thread/thread.h"
#include "command_func.h"
#include "genworld.h"
#include "gfxinit.h"
#include "window_func.h"
#include "network/network.h"
#include "heightmap.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "date_func.h"
#include "engine_func.h"
#include "newgrf_storage.h"
#include "water.h"
#include "blitter/factory.hpp"
#include "tilehighlight_func.h"
#include "saveload/saveload.h"
#include "void_map.h"
#include "town.h"
#include "newgrf.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"

#include "table/sprites.h"

void GenerateClearTile();
void GenerateIndustries();
void GenerateObjects();
void GenerateTrees();

void StartupEconomy();
void StartupCompanies();
void StartupDisasters();

void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);

/**
 * Please only use this variable in genworld.h and genworld.cpp and
 *  nowhere else. For speed improvements we need it to be global, but
 *  in no way the meaning of it is to use it anywhere else besides
 *  in the genworld.h and genworld.cpp! -- TrueLight
 */
GenWorldInfo _gw;

/** Rights for the map generation */
ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
/** Rights for the painting */
ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();

/** Whether we are generating the map or not. */
bool _generating_world;

/**
 * Tells if the world generation is done in a thread or not.
 * @return the 'threaded' status
 */
bool IsGenerateWorldThreaded()
{
	return _gw.threaded && !_gw.quit_thread;
}

/**
 * Clean up the 'mess' of generation. That is, show windows again, reset
 * thread variables, and delete the progress window.
 */
static void CleanupGeneration()
{
	_generating_world = false;

	if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
	/* Show all vital windows again, because we have hidden them */
	if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
	_gw.active   = false;
	_gw.proc     = NULL;
	_gw.abortp   = NULL;
	_gw.threaded = false;

	DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
	MarkWholeScreenDirty();
	_genworld_mapgen_mutex->EndCritical();
}

/**
 * The internal, real, generate function.
 */
static void _GenerateWorld(void *)
{
	/* Make sure everything is done via OWNER_NONE. */
	Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);

	try {
		_generating_world = true;
		_genworld_mapgen_mutex->BeginCritical();
		if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
		/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
		if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
		_random.SetSeed(_settings_game.game_creation.generation_seed);
		SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
		SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);

		IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
		/* Must start economy early because of the costs. */
		StartupEconomy();

		/* Don't generate landscape items when in the scenario editor. */
		if (_gw.mode == GWM_EMPTY) {
			SetGeneratingWorldProgress(GWP_OBJECT, 1);

			/* Make sure the tiles at the north border are void tiles if needed. */
			if (_settings_game.construction.freeform_edges) {
				for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
				for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
			}

			/* Make the map the height of the setting */
			if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);

			ConvertGroundTilesIntoWaterTiles();
			IncreaseGeneratingWorldProgress(GWP_OBJECT);
		} else {
			GenerateLandscape(_gw.mode);
			GenerateClearTile();

			/* only generate towns, tree and industries in newgame mode. */
			if (_game_mode != GM_EDITOR) {
				if (!GenerateTowns(_settings_game.economy.town_layout)) {
					_cur_company.Restore();
					HandleGeneratingWorldAbortion();
					return;
				}
				GenerateIndustries();
				GenerateObjects();
				GenerateTrees();
			}
		}

		ClearStorageChanges(true);

		/* These are probably pointless when inside the scenario editor. */
		SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
		StartupCompanies();
		IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
		StartupEngines();
		IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
		StartupDisasters();
		_generating_world = false;

		/* No need to run the tile loop in the scenario editor. */
		if (_gw.mode != GWM_EMPTY) {
			uint i;

			SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
			for (i = 0; i < 0x500; i++) {
				RunTileLoop();
				IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
			}
		}

		ResetObjectToPlace();
		_cur_company.Trash();
		_current_company = _local_company = _gw.lc;

		SetGeneratingWorldProgress(GWP_GAME_START, 1);
		/* Call any callback */
		if (_gw.proc != NULL) _gw.proc();
		IncreaseGeneratingWorldProgress(GWP_GAME_START);

		CleanupGeneration();

		ShowNewGRFError();

		if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
		DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);

		if (_debug_desync_level > 0) {
			char name[MAX_PATH];
			snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
		}
	} catch (...) {
		if (_cur_company.IsValid()) _cur_company.Restore();
		_generating_world = false;
		_genworld_mapgen_mutex->EndCritical();
		throw;
	}
}

/**
 * Set here the function, if any, that you want to be called when landscape
 * generation is done.
 * @param proc callback procedure
 */
void GenerateWorldSetCallback(GWDoneProc *proc)
{
	_gw.proc = proc;
}

/**
 * Set here the function, if any, that you want to be called when landscape
 * generation is aborted.
 * @param proc callback procedure
 */
void GenerateWorldSetAbortCallback(GWAbortProc *proc)
{
	_gw.abortp = proc;
}

/**
 * This will wait for the thread to finish up his work. It will not continue
 * till the work is done.
 */
void WaitTillGeneratedWorld()
{
	if (_gw.thread == NULL) return;

	_genworld_mapgen_mutex->EndCritical();
	_genworld_paint_mutex->EndCritical();
	_gw.quit_thread = true;
	_gw.thread->Join();
	delete _gw.thread;
	_gw.thread   = NULL;
	_gw.threaded = false;
	_genworld_mapgen_mutex->BeginCritical();
	_genworld_paint_mutex->BeginCritical();
}

/**
 * Initializes the abortion process
 */
void AbortGeneratingWorld()
{
	_gw.abort = true;
}

/**
 * Is the generation being aborted?
 * @return the 'aborted' status
 */
bool IsGeneratingWorldAborted()
{
	return _gw.abort;
}

/**
 * Really handle the abortion, i.e. clean up some of the mess
 */
void HandleGeneratingWorldAbortion()
{
	/* Clean up - in SE create an empty map, otherwise, go to intro menu */
	_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;

	if (_gw.abortp != NULL) _gw.abortp();

	CleanupGeneration();

	if (_gw.thread != NULL) _gw.thread->Exit();

	extern void SwitchToMode(SwitchMode new_mode);
	SwitchToMode(_switch_mode);
}

/**
 * Generate a world.
 * @param mode The mode of world generation (see GenWorldMode).
 * @param size_x The X-size of the map.
 * @param size_y The Y-size of the map.
 * @param reset_settings Whether to reset the game configuration (used for restart)
 */
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
{
	if (_gw.active) return;
	_gw.mode   = mode;
	_gw.size_x = size_x;
	_gw.size_y = size_y;
	_gw.active = true;
	_gw.abort  = false;
	_gw.abortp = NULL;
	_gw.lc     = _local_company;
	_gw.quit_thread   = false;
	_gw.threaded      = true;

	/* This disables some commands and stuff */
	SetLocalCompany(COMPANY_SPECTATOR);

	InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
	PrepareGenerateWorldProgress();

	/* Load the right landscape stuff, and the NewGRFs! */
	GfxLoadSprites();
	LoadStringWidthTable();

	/* Re-init the windowing system */
	ResetWindowSystem();

	/* Create toolbars */
	SetupColoursAndInitialWindow();
	SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);

	if (_gw.thread != NULL) {
		_gw.thread->Join();
		delete _gw.thread;
		_gw.thread = NULL;
	}

	if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
			!ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
		DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
		_gw.threaded = false;
		_genworld_mapgen_mutex->EndCritical();
		_GenerateWorld(NULL);
		_genworld_mapgen_mutex->BeginCritical();
		return;
	}

	/* Remove any open window */
	DeleteAllNonVitalWindows();
	/* Hide vital windows, because we don't allow to use them */
	HideVitalWindows();

	/* Don't show the dialog if we don't have a thread */
	ShowGenerateWorldProgress();

	/* Centre the view on the map */
	if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
		ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
	}
}