mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
2664f2a2d9
-Fix [FS#2864]: autopause and manual pausing conflict with eachother -Fix: new game + pause on new game + autopause make the game not unpause on the first join
322 lines
8.7 KiB
C++
322 lines
8.7 KiB
C++
/* $Id$ */
|
|
|
|
/** @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);
|
|
}
|
|
}
|