mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
327 lines
9.0 KiB
C++
327 lines
9.0 KiB
C++
/* $Id$ */
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/** @file genworld.cpp Functions to generate a map. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "landscape.h"
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#include "company_func.h"
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#include "variables.h"
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#include "thread.h"
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#include "command_func.h"
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#include "genworld.h"
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#include "gfxinit.h"
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#include "window_func.h"
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#include "network/network.h"
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#include "heightmap.h"
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#include "viewport_func.h"
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#include "gfx_func.h"
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#include "date_func.h"
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#include "core/random_func.hpp"
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#include "engine_func.h"
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#include "newgrf_storage.h"
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#include "water.h"
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#include "blitter/factory.hpp"
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#include "tilehighlight_func.h"
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#include "saveload/saveload.h"
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#include "void_map.h"
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#include "settings_type.h"
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#include "town.h"
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#include "table/sprites.h"
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void GenerateClearTile();
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void GenerateIndustries();
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void GenerateUnmovables();
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void GenerateTrees();
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void StartupEconomy();
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void StartupCompanies();
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void StartupDisasters();
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void InitializeGame(uint size_x, uint size_y, bool reset_date);
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/* Please only use this variable in genworld.h and genworld.c and
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* nowhere else. For speed improvements we need it to be global, but
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* in no way the meaning of it is to use it anywhere else besides
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* in the genworld.h and genworld.c! -- TrueLight */
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gw_info _gw;
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/**
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* Set the status of the Paint flag.
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* If it is true, the thread will hold with any futher generating till
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* the drawing of the screen is done. This is handled by
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* SetGeneratingWorldProgress(), so calling that function will stall
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* from time to time.
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*/
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void SetGeneratingWorldPaintStatus(bool status)
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{
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_gw.wait_for_draw = status;
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}
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/**
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* Returns true if the thread wants the main program to do a (full) paint.
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* If this returns false, please do not update the screen. Because we are
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* writing in a thread, it can cause damaged data (reading and writing the
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* same tile at the same time).
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*/
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bool IsGeneratingWorldReadyForPaint()
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{
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/* If we are in quit_thread mode, ignore this and always return false. This
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* forces the screen to not be drawn, and the GUI not to wait for a draw. */
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if (!_gw.active || _gw.quit_thread || !_gw.threaded) return false;
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return _gw.wait_for_draw;
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}
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/**
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* Tells if the world generation is done in a thread or not.
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*/
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bool IsGenerateWorldThreaded()
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{
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return _gw.threaded && !_gw.quit_thread;
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}
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/**
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* The internal, real, generate function.
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*/
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static void _GenerateWorld(void *arg)
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{
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try {
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_generating_world = true;
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if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
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/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
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if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
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_random.SetSeed(_settings_game.game_creation.generation_seed);
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SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
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SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
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IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
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/* Must start economy early because of the costs. */
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StartupEconomy();
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/* Don't generate landscape items when in the scenario editor. */
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if (_gw.mode == GW_EMPTY) {
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SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
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/* Make sure the tiles at the north border are void tiles if needed. */
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if (_settings_game.construction.freeform_edges) {
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for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
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for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
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}
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/* Make the map the height of the setting */
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if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
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ConvertGroundTilesIntoWaterTiles();
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IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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} else {
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GenerateLandscape(_gw.mode);
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GenerateClearTile();
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/* only generate towns, tree and industries in newgame mode. */
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if (_game_mode != GM_EDITOR) {
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GenerateTowns(_settings_game.economy.town_layout);
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GenerateIndustries();
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GenerateUnmovables();
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GenerateTrees();
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}
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}
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ClearStorageChanges(true);
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/* These are probably pointless when inside the scenario editor. */
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SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
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StartupCompanies();
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IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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StartupEngines();
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IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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StartupDisasters();
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_generating_world = false;
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/* No need to run the tile loop in the scenario editor. */
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if (_gw.mode != GW_EMPTY) {
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uint i;
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SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
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for (i = 0; i < 0x500; i++) {
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RunTileLoop();
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IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
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}
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}
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ResetObjectToPlace();
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_local_company = _gw.lc;
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SetGeneratingWorldProgress(GWP_GAME_START, 1);
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/* Call any callback */
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if (_gw.proc != NULL) _gw.proc();
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IncreaseGeneratingWorldProgress(GWP_GAME_START);
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if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
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/* Show all vital windows again, because we have hidden them */
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if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
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_gw.active = false;
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_gw.proc = NULL;
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_gw.threaded = false;
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DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
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MarkWholeScreenDirty();
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if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
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DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
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if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, CMD_PAUSE);
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if (_debug_desync_level > 0) {
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char name[MAX_PATH];
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snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
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}
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} catch (...) {
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_generating_world = false;
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throw;
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}
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}
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/**
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* Set here the function, if any, that you want to be called when landscape
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* generation is done.
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*/
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void GenerateWorldSetCallback(gw_done_proc *proc)
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{
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_gw.proc = proc;
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}
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/**
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* Set here the function, if any, that you want to be called when landscape
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* generation is aborted.
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*/
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void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
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{
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_gw.abortp = proc;
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}
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/**
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* This will wait for the thread to finish up his work. It will not continue
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* till the work is done.
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*/
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void WaitTillGeneratedWorld()
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{
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if (_gw.thread == NULL) return;
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_gw.quit_thread = true;
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_gw.thread->Join();
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delete _gw.thread;
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_gw.thread = NULL;
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_gw.threaded = false;
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}
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/**
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* Initializes the abortion process
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*/
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void AbortGeneratingWorld()
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{
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_gw.abort = true;
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}
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/**
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* Is the generation being aborted?
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*/
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bool IsGeneratingWorldAborted()
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{
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return _gw.abort;
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}
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/**
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* Really handle the abortion, i.e. clean up some of the mess
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*/
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void HandleGeneratingWorldAbortion()
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{
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/* Clean up - in SE create an empty map, otherwise, go to intro menu */
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_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
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if (_gw.abortp != NULL) _gw.abortp();
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if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
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/* Show all vital windows again, because we have hidden them */
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if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
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_gw.active = false;
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_gw.proc = NULL;
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_gw.abortp = NULL;
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_gw.threaded = false;
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DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
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MarkWholeScreenDirty();
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_gw.thread->Exit();
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}
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/**
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* Generate a world.
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* @param mode The mode of world generation (see GenerateWorldModes).
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* @param size_x The X-size of the map.
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* @param size_y The Y-size of the map.
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*/
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void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
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{
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if (_gw.active) return;
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_gw.mode = mode;
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_gw.size_x = size_x;
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_gw.size_y = size_y;
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_gw.active = true;
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_gw.abort = false;
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_gw.abortp = NULL;
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_gw.lc = _local_company;
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_gw.wait_for_draw = false;
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_gw.quit_thread = false;
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_gw.threaded = true;
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/* This disables some commands and stuff */
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SetLocalCompany(COMPANY_SPECTATOR);
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/* Make sure everything is done via OWNER_NONE */
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_current_company = OWNER_NONE;
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/* Set the date before loading sprites as some newgrfs check it */
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SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
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/* Load the right landscape stuff */
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GfxLoadSprites();
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LoadStringWidthTable();
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InitializeGame(_gw.size_x, _gw.size_y, false);
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PrepareGenerateWorldProgress();
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/* Re-init the windowing system */
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ResetWindowSystem();
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/* Create toolbars */
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SetupColorsAndInitialWindow();
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if (_gw.thread != NULL) {
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_gw.thread->Join();
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delete _gw.thread;
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_gw.thread = NULL;
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}
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if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
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!ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
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DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
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_gw.threaded = false;
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_GenerateWorld(NULL);
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return;
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}
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/* Remove any open window */
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DeleteAllNonVitalWindows();
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/* Hide vital windows, because we don't allow to use them */
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HideVitalWindows();
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/* Don't show the dialog if we don't have a thread */
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ShowGenerateWorldProgress();
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/* Centre the view on the map */
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if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
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ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
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}
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}
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