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-rw-r--r--src/genworld.cpp292
1 files changed, 292 insertions, 0 deletions
diff --git a/src/genworld.cpp b/src/genworld.cpp
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+++ b/src/genworld.cpp
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+/* $Id$ */
+
+#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, 0, 0, 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);
+ /* 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(_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);
+ /* 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));
+ }
+}