1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
|
/* $Id$ */
#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.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) ("[Sl] Cannot create savegame 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));
}
}
|