File diff r5583:398b6d85e7a3 → r5584:545d748cc681
src/genworld.cpp
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new file 100644
 
/* $Id$ */
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "functions.h"
 
#include "player.h"
 
#include "table/sprites.h"
 
#include "variables.h"
 
#include "thread.h"
 
#include "genworld.h"
 
#include "gfx.h"
 
#include "gfxinit.h"
 
#include "gui.h"
 
#include "network/network.h"
 
#include "debug.h"
 
#include "settings.h"
 
#include "heightmap.h"
 
#include "date.h"
 

	
 
void GenerateLandscape(byte mode);
 
void GenerateClearTile(void);
 
void GenerateIndustries(void);
 
void GenerateUnmovables(void);
 
bool GenerateTowns(void);
 
void GenerateTrees(void);
 

	
 
void StartupEconomy(void);
 
void StartupPlayers(void);
 
void StartupDisasters(void);
 

	
 
void InitializeGame(int mode, uint size_x, uint size_y);
 

	
 
void ConvertGroundTilesIntoWaterTiles(void);
 

	
 
/* 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;
 

	
 
/**
 
 * Set the status of the Paint flag.
 
 *  If it is true, the thread will hold with any futher generating till
 
 *  the drawing of the screen is done. This is handled by
 
 *  SetGeneratingWorldProgress(), so calling that function will stall
 
 *  from time to time.
 
 */
 
void SetGeneratingWorldPaintStatus(bool status)
 
{
 
	_gw.wait_for_draw = status;
 
}
 

	
 
/**
 
 * Returns true if the thread wants the main program to do a (full) paint.
 
 *  If this returns false, please do not update the screen. Because we are
 
 *  writing in a thread, it can cause damaged data (reading and writing the
 
 *  same tile at the same time).
 
 */
 
bool IsGeneratingWorldReadyForPaint(void)
 
{
 
	/* If we are in quit_thread mode, ignore this and always return false. This
 
	 *  forces the screen to not be drawn, and the GUI not to wait for a draw. */
 
	if (!_gw.active || _gw.quit_thread || !_gw.threaded) return false;
 

	
 
	return _gw.wait_for_draw;
 
}
 

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

	
 
/**
 
 * The internal, real, generate function.
 
 */
 
static void *_GenerateWorld(void *arg)
 
{
 
	_generating_world = true;
 
	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 (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom();
 
	_random_seeds[0][0] = _random_seeds[0][1] = _patches.generation_seed;
 
	SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
 
	SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 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 the map the height of the patch setting */
 
		if (_game_mode != GM_MENU) FlatEmptyWorld(_patches.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) {
 
			GenerateTowns();
 
			GenerateIndustries();
 
			GenerateUnmovables();
 
			GenerateTrees();
 
		}
 
	}
 

	
 
	// These are probably pointless when inside the scenario editor.
 
	SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
 
	StartupPlayers();
 
	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();
 
	SetLocalPlayer(_gw.lp);
 

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

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

	
 
	DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
 
	MarkWholeScreenDirty();
 

	
 
	if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
 

	
 
	return NULL;
 
}
 

	
 
/**
 
 * 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(void)
 
{
 
	if (_gw.thread == NULL) return;
 
	_gw.quit_thread = true;
 
	OTTDJoinThread(_gw.thread);
 
	_gw.thread   = NULL;
 
	_gw.threaded = false;
 
}
 

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

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

	
 
/**
 
 * Really handle the abortion, i.e. clean up some of the mess
 
 */
 
void HandleGeneratingWorldAbortion(void)
 
{
 
	/* 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();
 

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

	
 
	DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
 
	MarkWholeScreenDirty();
 

	
 
	OTTDExitThread();
 
}
 

	
 
/**
 
 * 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(int 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.lp     = _local_player;
 
	_gw.wait_for_draw = false;
 
	_gw.quit_thread   = false;
 
	_gw.threaded      = true;
 

	
 
	/* This disables some commands and stuff */
 
	SetLocalPlayer(PLAYER_SPECTATOR);
 
	/* Make sure everything is done via OWNER_NONE */
 
	_current_player = OWNER_NONE;
 

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

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

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

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

	
 
	/* Create toolbars */
 
	SetupColorsAndInitialWindow();
 

	
 
	if (_network_dedicated ||
 
	    (_gw.thread = OTTDCreateThread(&_GenerateWorld, NULL)) == NULL) {
 
		DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
 
		_gw.threaded = false;
 
		_GenerateWorld(NULL);
 
		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));
 
	}
 
}