Files
@ r16729:482bfc615285
Branch filter:
Location: cpp/openttd-patchpack/source/src/genworld.cpp
r16729:482bfc615285
9.6 KiB
text/x-c
(svn r21472) -Fix [FS#4298] (r21459-ish): make sure the query window is only opened once per parent window / callback.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 | /* $Id$ */
/*
* 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 "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();
}
/**
* 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();
_genworld_mapgen_mutex->EndCritical();
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);
}
}
|