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00012 #include "stdafx.h"
00013 #include "openttd.h"
00014 #include "landscape.h"
00015 #include "company_func.h"
00016 #include "variables.h"
00017 #include "thread/thread.h"
00018 #include "command_func.h"
00019 #include "genworld.h"
00020 #include "gfxinit.h"
00021 #include "window_func.h"
00022 #include "network/network.h"
00023 #include "heightmap.h"
00024 #include "viewport_func.h"
00025 #include "gfx_func.h"
00026 #include "date_func.h"
00027 #include "engine_func.h"
00028 #include "newgrf_storage.h"
00029 #include "water.h"
00030 #include "blitter/factory.hpp"
00031 #include "tilehighlight_func.h"
00032 #include "saveload/saveload.h"
00033 #include "void_map.h"
00034 #include "town.h"
00035 #include "newgrf.h"
00036 #include "core/random_func.hpp"
00037
00038 #include "table/sprites.h"
00039
00040 void GenerateClearTile();
00041 void GenerateIndustries();
00042 void GenerateUnmovables();
00043 void GenerateTrees();
00044
00045 void StartupEconomy();
00046 void StartupCompanies();
00047 void StartupDisasters();
00048
00049 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
00050
00057 GenWorldInfo _gw;
00058
00060 ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New();
00062 ThreadMutex *_genworld_paint_mutex = ThreadMutex::New();
00063
00068 bool IsGenerateWorldThreaded()
00069 {
00070 return _gw.threaded && !_gw.quit_thread;
00071 }
00072
00077 static void CleanupGeneration()
00078 {
00079 _generating_world = false;
00080
00081 if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00082
00083 if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00084 _gw.active = false;
00085 _gw.proc = NULL;
00086 _gw.abortp = NULL;
00087 _gw.threaded = false;
00088
00089 DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
00090 MarkWholeScreenDirty();
00091 _genworld_mapgen_mutex->EndCritical();
00092 }
00093
00097 static void _GenerateWorld(void *)
00098 {
00099 try {
00100 _generating_world = true;
00101 _genworld_mapgen_mutex->BeginCritical();
00102 if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00103
00104 if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00105 _random.SetSeed(_settings_game.game_creation.generation_seed);
00106 SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00107 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00108
00109 IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00110
00111 StartupEconomy();
00112
00113
00114 if (_gw.mode == GWM_EMPTY) {
00115 SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
00116
00117
00118 if (_settings_game.construction.freeform_edges) {
00119 for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00120 for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00121 }
00122
00123
00124 if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00125
00126 ConvertGroundTilesIntoWaterTiles();
00127 IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
00128 } else {
00129 GenerateLandscape(_gw.mode);
00130 GenerateClearTile();
00131
00132
00133 if (_game_mode != GM_EDITOR) {
00134 if (!GenerateTowns(_settings_game.economy.town_layout)) {
00135 HandleGeneratingWorldAbortion();
00136 return;
00137 }
00138 GenerateIndustries();
00139 GenerateUnmovables();
00140 GenerateTrees();
00141 }
00142 }
00143
00144 ClearStorageChanges(true);
00145
00146
00147 SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00148 StartupCompanies();
00149 IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00150 StartupEngines();
00151 IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00152 StartupDisasters();
00153 _generating_world = false;
00154
00155
00156 if (_gw.mode != GWM_EMPTY) {
00157 uint i;
00158
00159 SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00160 for (i = 0; i < 0x500; i++) {
00161 RunTileLoop();
00162 IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00163 }
00164 }
00165
00166 ResetObjectToPlace();
00167 _local_company = _gw.lc;
00168
00169 SetGeneratingWorldProgress(GWP_GAME_START, 1);
00170
00171 if (_gw.proc != NULL) _gw.proc();
00172 IncreaseGeneratingWorldProgress(GWP_GAME_START);
00173
00174 CleanupGeneration();
00175
00176 ShowNewGRFError();
00177
00178 if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00179 DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
00180
00181 if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00182 if (_debug_desync_level > 0) {
00183 char name[MAX_PATH];
00184 snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00185 SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
00186 }
00187 } catch (...) {
00188 _generating_world = false;
00189 _genworld_mapgen_mutex->EndCritical();
00190 throw;
00191 }
00192 }
00193
00199 void GenerateWorldSetCallback(GWDoneProc *proc)
00200 {
00201 _gw.proc = proc;
00202 }
00203
00209 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
00210 {
00211 _gw.abortp = proc;
00212 }
00213
00218 void WaitTillGeneratedWorld()
00219 {
00220 if (_gw.thread == NULL) return;
00221
00222 _genworld_mapgen_mutex->EndCritical();
00223 _genworld_paint_mutex->EndCritical();
00224 _gw.quit_thread = true;
00225 _gw.thread->Join();
00226 delete _gw.thread;
00227 _gw.thread = NULL;
00228 _gw.threaded = false;
00229 _genworld_mapgen_mutex->BeginCritical();
00230 _genworld_paint_mutex->BeginCritical();
00231 }
00232
00236 void AbortGeneratingWorld()
00237 {
00238 _gw.abort = true;
00239 }
00240
00245 bool IsGeneratingWorldAborted()
00246 {
00247 return _gw.abort;
00248 }
00249
00253 void HandleGeneratingWorldAbortion()
00254 {
00255
00256 _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00257
00258 if (_gw.abortp != NULL) _gw.abortp();
00259
00260 CleanupGeneration();
00261
00262 if (_gw.thread != NULL) _gw.thread->Exit();
00263
00264 extern void SwitchToMode(SwitchMode new_mode);
00265 SwitchToMode(_switch_mode);
00266 }
00267
00275 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00276 {
00277 if (_gw.active) return;
00278 _gw.mode = mode;
00279 _gw.size_x = size_x;
00280 _gw.size_y = size_y;
00281 _gw.active = true;
00282 _gw.abort = false;
00283 _gw.abortp = NULL;
00284 _gw.lc = _local_company;
00285 _gw.quit_thread = false;
00286 _gw.threaded = true;
00287
00288
00289 SetLocalCompany(COMPANY_SPECTATOR);
00290
00291 _current_company = OWNER_NONE;
00292
00293
00294 SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
00295
00296 InitializeGame(_gw.size_x, _gw.size_y, false, reset_settings);
00297 PrepareGenerateWorldProgress();
00298
00299
00300 GfxLoadSprites();
00301 LoadStringWidthTable();
00302
00303
00304 ResetWindowSystem();
00305
00306
00307 SetupColoursAndInitialWindow();
00308 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00309
00310 if (_gw.thread != NULL) {
00311 _gw.thread->Join();
00312 delete _gw.thread;
00313 _gw.thread = NULL;
00314 }
00315
00316 if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 ||
00317 !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00318 DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00319 _gw.threaded = false;
00320 _genworld_mapgen_mutex->EndCritical();
00321 _GenerateWorld(NULL);
00322 _genworld_mapgen_mutex->BeginCritical();
00323 return;
00324 }
00325
00326
00327 DeleteAllNonVitalWindows();
00328
00329 HideVitalWindows();
00330
00331
00332 ShowGenerateWorldProgress();
00333
00334
00335 if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00336 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00337 }
00338 }