00001
00002
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "landscape.h"
00008 #include "company_func.h"
00009 #include "variables.h"
00010 #include "thread.h"
00011 #include "command_func.h"
00012 #include "genworld.h"
00013 #include "gfxinit.h"
00014 #include "window_func.h"
00015 #include "network/network.h"
00016 #include "heightmap.h"
00017 #include "viewport_func.h"
00018 #include "gfx_func.h"
00019 #include "date_func.h"
00020 #include "core/random_func.hpp"
00021 #include "engine_func.h"
00022 #include "newgrf_storage.h"
00023 #include "water.h"
00024 #include "blitter/factory.hpp"
00025 #include "tilehighlight_func.h"
00026 #include "saveload/saveload.h"
00027 #include "void_map.h"
00028 #include "settings_type.h"
00029 #include "town.h"
00030
00031 #include "table/sprites.h"
00032
00033 void GenerateClearTile();
00034 void GenerateIndustries();
00035 void GenerateUnmovables();
00036 void GenerateTrees();
00037
00038 void StartupEconomy();
00039 void StartupCompanies();
00040 void StartupDisasters();
00041
00042 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
00043
00044
00045
00046
00047
00048 gw_info _gw;
00049
00051 ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
00053 ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();
00054
00058 bool IsGenerateWorldThreaded()
00059 {
00060 return _gw.threaded && !_gw.quit_thread;
00061 }
00062
00067 static void CleanupGeneration()
00068 {
00069 _generating_world = false;
00070
00071 if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00072
00073 if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00074 _gw.active = false;
00075 _gw.proc = NULL;
00076 _gw.abortp = NULL;
00077 _gw.threaded = false;
00078
00079 DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00080 MarkWholeScreenDirty();
00081 _genworld_mapgen_mutex->EndCritical();
00082 }
00083
00087 static void _GenerateWorld(void *arg)
00088 {
00089 try {
00090 _generating_world = true;
00091 _genworld_mapgen_mutex->BeginCritical();
00092 if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00093
00094 if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00095 _random.SetSeed(_settings_game.game_creation.generation_seed);
00096 SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00097 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
00098
00099 IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00100
00101 StartupEconomy();
00102
00103
00104 if (_gw.mode == GW_EMPTY) {
00105 SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00106
00107
00108 if (_settings_game.construction.freeform_edges) {
00109 for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00110 for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00111 }
00112
00113
00114 if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00115
00116 ConvertGroundTilesIntoWaterTiles();
00117 IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
00118 } else {
00119 GenerateLandscape(_gw.mode);
00120 GenerateClearTile();
00121
00122
00123 if (_game_mode != GM_EDITOR) {
00124 if (!GenerateTowns(_settings_game.economy.town_layout)) {
00125 HandleGeneratingWorldAbortion();
00126 return;
00127 }
00128 GenerateIndustries();
00129 GenerateUnmovables();
00130 GenerateTrees();
00131 }
00132 }
00133
00134 ClearStorageChanges(true);
00135
00136
00137 SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00138 StartupCompanies();
00139 IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00140 StartupEngines();
00141 IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00142 StartupDisasters();
00143 _generating_world = false;
00144
00145
00146 if (_gw.mode != GW_EMPTY) {
00147 uint i;
00148
00149 SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00150 for (i = 0; i < 0x500; i++) {
00151 RunTileLoop();
00152 IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00153 }
00154 }
00155
00156 ResetObjectToPlace();
00157 _local_company = _gw.lc;
00158
00159 SetGeneratingWorldProgress(GWP_GAME_START, 1);
00160
00161 if (_gw.proc != NULL) _gw.proc();
00162 IncreaseGeneratingWorldProgress(GWP_GAME_START);
00163
00164 CleanupGeneration();
00165
00166 if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00167 DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
00168
00169 if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, CMD_PAUSE);
00170 if (_debug_desync_level > 0) {
00171 char name[MAX_PATH];
00172 snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00173 SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
00174 }
00175 } catch (...) {
00176 _generating_world = false;
00177 _genworld_mapgen_mutex->EndCritical();
00178 throw;
00179 }
00180 }
00181
00186 void GenerateWorldSetCallback(gw_done_proc *proc)
00187 {
00188 _gw.proc = proc;
00189 }
00190
00195 void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
00196 {
00197 _gw.abortp = proc;
00198 }
00199
00204 void WaitTillGeneratedWorld()
00205 {
00206 if (_gw.thread == NULL) return;
00207
00208 _genworld_mapgen_mutex->EndCritical();
00209 _genworld_paint_mutex->EndCritical();
00210 _gw.quit_thread = true;
00211 _gw.thread->Join();
00212 delete _gw.thread;
00213 _gw.thread = NULL;
00214 _gw.threaded = false;
00215 _genworld_mapgen_mutex->BeginCritical();
00216 _genworld_paint_mutex->BeginCritical();
00217 }
00218
00222 void AbortGeneratingWorld()
00223 {
00224 _gw.abort = true;
00225 }
00226
00230 bool IsGeneratingWorldAborted()
00231 {
00232 return _gw.abort;
00233 }
00234
00238 void HandleGeneratingWorldAbortion()
00239 {
00240
00241 _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00242
00243 if (_gw.abortp != NULL) _gw.abortp();
00244
00245 CleanupGeneration();
00246
00247 if (_gw.thread != NULL) _gw.thread->Exit();
00248
00249 extern void SwitchToMode(SwitchMode new_mode);
00250 SwitchToMode(_switch_mode);
00251 }
00252
00259 void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00260 {
00261 if (_gw.active) return;
00262 _gw.mode = mode;
00263 _gw.size_x = size_x;
00264 _gw.size_y = size_y;
00265 _gw.active = true;
00266 _gw.abort = false;
00267 _gw.abortp = NULL;
00268 _gw.lc = _local_company;
00269 _gw.quit_thread = false;
00270 _gw.threaded = true;
00271
00272
00273 SetLocalCompany(COMPANY_SPECTATOR);
00274
00275 _current_company = OWNER_NONE;
00276
00277
00278 SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00279
00280 InitializeGame(_gw.size_x, _gw.size_y, false, reset_settings);
00281 PrepareGenerateWorldProgress();
00282
00283
00284 GfxLoadSprites();
00285 LoadStringWidthTable();
00286
00287
00288 ResetWindowSystem();
00289
00290
00291 SetupColoursAndInitialWindow();
00292 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
00293
00294 if (_gw.thread != NULL) {
00295 _gw.thread->Join();
00296 delete _gw.thread;
00297 _gw.thread = NULL;
00298 }
00299
00300 if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
00301 !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00302 DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00303 _gw.threaded = false;
00304 _genworld_mapgen_mutex->EndCritical();
00305 _GenerateWorld(NULL);
00306 _genworld_mapgen_mutex->BeginCritical();
00307 return;
00308 }
00309
00310
00311 DeleteAllNonVitalWindows();
00312
00313 HideVitalWindows();
00314
00315
00316 ShowGenerateWorldProgress();
00317
00318
00319 if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00320 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00321 }
00322 }