OpenTTD-patches/genworld.c
Darkvater 073e0eb3c9 (svn r7565) -Codechange: Rework DEBUG functionality. Look for appropiate debugging levels to
use in debug.h. grfmsg() is now used as a specific debug-function for grf.
2006-12-26 17:36:18 +00:00

293 lines
7.7 KiB
C

/* $Id$ */
#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.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));
}
}