/* $Id$ */ /** @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 "heightmap.h" #include "viewport_func.h" #include "gfx_func.h" #include "date_func.h" #include "core/random_func.hpp" #include "engine_func.h" #include "newgrf_storage.h" #include "water.h" #include "blitter/factory.hpp" #include "tilehighlight_func.h" #include "saveload/saveload.h" #include "void_map.h" #include "settings_type.h" #include "town.h" #include "table/sprites.h" void GenerateClearTile(); void GenerateIndustries(); void GenerateUnmovables(); 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; /** Rights for the map generation */ ThreadMutex *_genworld_mapgen_mutex = ThreadMutex::New(); /** Rights for the painting */ ThreadMutex *_genworld_paint_mutex = ThreadMutex::New(); /** * Tells if the world generation is done in a thread or not. */ bool IsGenerateWorldThreaded() { return _gw.threaded && !_gw.quit_thread; } /** * Clean up the 'mess' of generation. That is show windows again, reset * thread variables and delete the progress window. */ static void CleanupGeneration() { _generating_world = false; 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(); _genworld_mapgen_mutex->EndCritical(); } /** * The internal, real, generate function. */ static void _GenerateWorld(void *arg) { try { _generating_world = true; _genworld_mapgen_mutex->BeginCritical(); 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, HT_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 sure the tiles at the north border are void tiles if needed. */ if (_settings_game.construction.freeform_edges) { for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row)); for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0)); } /* Make the map the height of the 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) { if (!GenerateTowns(_settings_game.economy.town_layout)) { HandleGeneratingWorldAbortion(); return; } 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); CleanupGeneration(); if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game"); DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed); if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); if (_debug_desync_level > 0) { char name[MAX_PATH]; snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date); SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR); } } catch (...) { _generating_world = false; _genworld_mapgen_mutex->EndCritical(); 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; _genworld_mapgen_mutex->EndCritical(); _genworld_paint_mutex->EndCritical(); _gw.quit_thread = true; _gw.thread->Join(); delete _gw.thread; _gw.thread = NULL; _gw.threaded = false; _genworld_mapgen_mutex->BeginCritical(); _genworld_paint_mutex->BeginCritical(); } /** * 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(); CleanupGeneration(); if (_gw.thread != NULL) _gw.thread->Exit(); extern void SwitchToMode(SwitchMode new_mode); SwitchToMode(_switch_mode); } /** * 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.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 */ SetupColoursAndInitialWindow(); if (_gw.thread != NULL) { _gw.thread->Join(); delete _gw.thread; _gw.thread = NULL; } if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0 || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) { DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode"); _gw.threaded = false; _genworld_mapgen_mutex->EndCritical(); _GenerateWorld(NULL); _genworld_mapgen_mutex->BeginCritical(); 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); } }