OpenTTD-patches/src/genworld.cpp

315 lines
8.4 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 "debug.h"
#include "settings_func.h"
#include "heightmap.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "map_func.h"
#include "date_func.h"
#include "core/random_func.hpp"
#include "engine_func.h"
#include "settings_type.h"
#include "newgrf_storage.h"
#include "water.h"
#include "tilehighlight_func.h"
#include "table/sprites.h"
void GenerateClearTile();
void GenerateIndustries();
void GenerateUnmovables();
bool GenerateTowns();
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;
/**
* 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()
{
/* 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()
{
return _gw.threaded && !_gw.quit_thread;
}
/**
* The internal, real, generate function.
*/
static void _GenerateWorld(void *arg)
{
try {
_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 (_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, VHM_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 the map the height of the patch 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) {
GenerateTowns();
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);
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.threaded = false;
DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
MarkWholeScreenDirty();
if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
} catch (...) {
_generating_world = false;
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;
_gw.quit_thread = true;
_gw.thread->Join();
delete _gw.thread;
_gw.thread = NULL;
_gw.threaded = false;
}
/**
* 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();
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();
_gw.thread->Exit();
}
/**
* 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.wait_for_draw = false;
_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 */
SetupColorsAndInitialWindow();
if (_gw.thread != NULL) {
_gw.thread->Join();
delete _gw.thread;
_gw.thread = NULL;
}
if (_network_dedicated ||
(_gw.thread = ThreadObject::New(&_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), true);
}
}