/* $Id$ */ /** @file genworld.cpp */ #include "stdafx.h" #include "openttd.h" #include "functions.h" #include "player.h" #include "table/sprites.h" #include "variables.h" #include "thread.h" #include "genworld.h" #include "gfx.h" #include "gfxinit.h" #include "gui.h" #include "network/network.h" #include "debug.h" #include "settings.h" #include "heightmap.h" #include "date.h" void GenerateLandscape(byte mode); void GenerateClearTile(void); void GenerateIndustries(void); void GenerateUnmovables(void); bool GenerateTowns(void); void GenerateTrees(void); void StartupEconomy(void); void StartupPlayers(void); void StartupDisasters(void); void InitializeGame(int mode, uint size_x, uint size_y); void ConvertGroundTilesIntoWaterTiles(void); /* 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(void) { /* 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(void) { return _gw.threaded && !_gw.quit_thread; } /** * The internal, real, generate function. */ static void *_GenerateWorld(void *arg) { _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 (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom(); _random_seeds[0][0] = _random_seeds[0][1] = _patches.generation_seed; SetGeneratingWorldProgress(GWP_MAP_INIT, 2); SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, 0, 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(_patches.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(); } } /* These are probably pointless when inside the scenario editor. */ SetGeneratingWorldProgress(GWP_GAME_INIT, 3); StartupPlayers(); 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(); SetLocalPlayer(_gw.lp); 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.thread = NULL; _gw.proc = NULL; _gw.threaded = false; DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0); MarkWholeScreenDirty(); if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game"); return NULL; } /** * 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(void) { if (_gw.thread == NULL) return; _gw.quit_thread = true; OTTDJoinThread((OTTDThread*)_gw.thread); _gw.thread = NULL; _gw.threaded = false; } /** * Initializes the abortion process */ void AbortGeneratingWorld(void) { _gw.abort = true; } /** * Is the generation being aborted? */ bool IsGeneratingWorldAborted(void) { return _gw.abort; } /** * Really handle the abortion, i.e. clean up some of the mess */ void HandleGeneratingWorldAbortion(void) { /* 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.thread = NULL; _gw.proc = NULL; _gw.abortp = NULL; _gw.threaded = false; DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0); MarkWholeScreenDirty(); OTTDExitThread(); } /** * 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(int 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.lp = _local_player; _gw.wait_for_draw = false; _gw.quit_thread = false; _gw.threaded = true; /* This disables some commands and stuff */ SetLocalPlayer(PLAYER_SPECTATOR); /* Make sure everything is done via OWNER_NONE */ _current_player = OWNER_NONE; /* Set the date before loading sprites as some newgrfs check it */ SetDate(ConvertYMDToDate(_patches.starting_year, 0, 1)); /* Load the right landscape stuff */ GfxLoadSprites(); LoadStringWidthTable(); InitializeGame(IG_NONE, _gw.size_x, _gw.size_y); PrepareGenerateWorldProgress(); /* Re-init the windowing system */ ResetWindowSystem(); /* Create toolbars */ SetupColorsAndInitialWindow(); if (_network_dedicated || (_gw.thread = OTTDCreateThread(&_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)); } }