Files @ r12162:c4894f5339c3
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Location: cpp/openttd-patchpack/source/src/genworld.cpp - annotation

rubidium
(svn r16583) -Update: the order of the language files so it's in sync with english.txt. Normally WT2 would do this, but only with activity for those languages. Now we'd like to the order to match so we can more easily spot import bugs while developing WT3.
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/* $Id$ */

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

#include "stdafx.h"
#include "openttd.h"
#include "landscape.h"
#include "company_func.h"
#include "variables.h"
#include "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 "core/random_func.hpp"
#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 "settings_type.h"
#include "town.h"

#include "table/sprites.h"

void GenerateClearTile();
void GenerateIndustries();
void GenerateUnmovables();
void GenerateTrees();

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

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

/* Please only use this variable in genworld.h and genworld.c 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.c! -- TrueLight */
gw_info _gw;

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

/**
 * Tells if the world generation is done in a thread or not.
 */
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 *arg)
{
	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 == GW_EMPTY) {
			SetGeneratingWorldProgress(GWP_UNMOVABLE, 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_UNMOVABLE);
		} 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)) {
					HandleGeneratingWorldAbortion();
					return;
				}
				GenerateIndustries();
				GenerateUnmovables();
				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 != GW_EMPTY) {
			uint i;

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

		ResetObjectToPlace();
		_local_company = _gw.lc;

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

		CleanupGeneration();

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

		if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
		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 (...) {
		_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.
 */
void GenerateWorldSetCallback(gw_done_proc *proc)
{
	_gw.proc = proc;
}

/**
 * Set here the function, if any, that you want to be called when landscape
 *  generation is aborted.
 */
void GenerateWorldSetAbortCallback(gw_abort_proc *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?
 */
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 GenerateWorldModes).
 * @param size_x The X-size of the map.
 * @param size_y The Y-size of the map.
 */
void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
{
	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);
	/* Make sure everything is done via OWNER_NONE */
	_current_company = OWNER_NONE;

	/* Set the date before loading sprites as some newgrfs check it */
	SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));

	/* Load the right landscape stuff */
	GfxLoadSprites();
	LoadStringWidthTable();

	InitializeGame(_gw.size_x, _gw.size_y, false);
	PrepareGenerateWorldProgress();

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

	/* Create toolbars */
	SetupColoursAndInitialWindow();

	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);
	}
}