genworld.c
author peter1138
Mon, 06 Nov 2006 22:06:29 +0000
changeset 5041 6e292440425f
parent 4848 56549aa3e234
child 5045 3e734e178dae
permissions -rw-r--r--
(svn r7086) -Featurette: Add additional positioning for long dropdown lists: first, try to fit the dropdown below the calling widget, as before; second, try to fit it wholly above the calling widget; and lastly, fit the list below the widget and add a scrollbar.
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/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.h"
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#include "player.h"
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#include "table/sprites.h"
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#include "variables.h"
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#include "thread.h"
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#include "genworld.h"
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#include "gfx.h"
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#include "gfxinit.h"
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#include "gui.h"
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#include "network.h"
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#include "debug.h"
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#include "settings.h"
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#include "heightmap.h"
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void GenerateLandscape(byte mode);
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void GenerateClearTile(void);
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void GenerateIndustries(void);
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void GenerateUnmovables(void);
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bool GenerateTowns(void);
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void GenerateTrees(void);
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void StartupEconomy(void);
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void StartupPlayers(void);
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void StartupDisasters(void);
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void InitializeGame(int mode, uint size_x, uint size_y);
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void ConvertGroundTilesIntoWaterTiles(void);
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/* Please only use this variable in genworld.h and genworld.c and
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 *  nowhere else. For speed improvements we need it to be global, but
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 *  in no way the meaning of it is to use it anywhere else besides
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 *  in the genworld.h and genworld.c! -- TrueLight */
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gw_info _gw;
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/**
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 * Set the status of the Paint flag.
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 *  If it is true, the thread will hold with any futher generating till
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 *  the drawing of the screen is done. This is handled by
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 *  SetGeneratingWorldProgress(), so calling that function will stall
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 *  from time to time.
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 */
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void SetGeneratingWorldPaintStatus(bool status)
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{
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	_gw.wait_for_draw = status;
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}
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/**
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 * Returns true if the thread wants the main program to do a (full) paint.
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 *  If this returns false, please do not update the screen. Because we are
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 *  writing in a thread, it can cause damaged data (reading and writing the
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 *  same tile at the same time).
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 */
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bool IsGeneratingWorldReadyForPaint(void)
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{
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	/* If we are in quit_thread mode, ignore this and always return false. This
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	 *  forces the screen to not be drawn, and the GUI not to wait for a draw. */
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	if (!_gw.active || _gw.quit_thread || !_gw.threaded) return false;
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	return _gw.wait_for_draw;
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}
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/**
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 * Tells if the world generation is done in a thread or not.
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 */
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bool IsGenerateWorldThreaded(void)
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{
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	return _gw.threaded && !_gw.quit_thread;
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}
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/**
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 * The internal, real, generate function.
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 */
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static void *_GenerateWorld(void *arg)
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{
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	_generating_world = true;
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	if (_network_dedicated) DEBUG(net, 0)("Generating map, please wait...");
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	/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
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	if (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom();
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	_random_seeds[0][0] = _random_seeds[0][1] = _patches.generation_seed;
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	SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
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	SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 0);
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	IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
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	// Must start economy early because of the costs.
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	StartupEconomy();
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	// Don't generate landscape items when in the scenario editor.
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	if (_gw.mode == GW_EMPTY) {
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		SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
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		/* Make the map the height of the patch setting */
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		if (_game_mode != GM_MENU) FlatEmptyWorld(_patches.se_flat_world_height);
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		ConvertGroundTilesIntoWaterTiles();
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		IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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	} else {
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		GenerateLandscape(_gw.mode);
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		GenerateClearTile();
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		// only generate towns, tree and industries in newgame mode.
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		if (_game_mode != GM_EDITOR) {
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			GenerateTowns();
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			GenerateIndustries();
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			GenerateUnmovables();
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			GenerateTrees();
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		}
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	}
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	// These are probably pointless when inside the scenario editor.
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	SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
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	StartupPlayers();
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	IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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	StartupEngines();
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	IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
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	StartupDisasters();
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	_generating_world = false;
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	// No need to run the tile loop in the scenario editor.
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	if (_gw.mode != GW_EMPTY) {
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		uint i;
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		SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
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		for (i = 0; i < 0x500; i++) {
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			RunTileLoop();
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			IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
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		}
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	}
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	ResetObjectToPlace();
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	_local_player = _gw.lp;
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	SetGeneratingWorldProgress(GWP_GAME_START, 1);
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	/* Call any callback */
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	if (_gw.proc != NULL) _gw.proc();
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	IncreaseGeneratingWorldProgress(GWP_GAME_START);
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	if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
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	/* Show all vital windows again, because we have hidden them */
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	if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
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	_gw.active   = false;
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	_gw.thread   = NULL;
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	_gw.proc     = NULL;
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	_gw.threaded = false;
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	DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
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	MarkWholeScreenDirty();
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	if (_network_dedicated) DEBUG(net, 0)("Map generated, starting game");
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	return NULL;
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}
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/**
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 * Set here the function, if any, that you want to be called when landscape
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 *  generation is done.
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 */
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void GenerateWorldSetCallback(gw_done_proc *proc)
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{
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	_gw.proc = proc;
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}
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/**
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 * This will wait for the thread to finish up his work. It will not continue
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 *  till the work is done.
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 */
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void WaitTillGeneratedWorld(void)
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{
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	if (_gw.thread == NULL) return;
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	_gw.quit_thread = true;
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	OTTDJoinThread(_gw.thread);
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	_gw.thread   = NULL;
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	_gw.threaded = false;
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}
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/**
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 * Initializes the abortion process
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 */
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void AbortGeneratingWorld(void)
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{
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	_gw.abort = true;
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}
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/**
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 * Is the generation being aborted?
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 */
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bool IsGeneratingWorldAborted(void)
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{
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	return _gw.abort;
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}
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/**
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 * Really handle the abortion, i.e. clean up some of the mess
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 */
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void HandleGeneratingWorldAbortion(void)
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{
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	/* Clean up - in SE create an empty map, otherwise, go to intro menu */
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	_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
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	if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
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	/* Show all vital windows again, because we have hidden them */
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	if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
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	_gw.active   = false;
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	_gw.thread   = NULL;
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	_gw.proc     = NULL;
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	_gw.threaded = false;
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	DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
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	MarkWholeScreenDirty();
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	OTTDExitThread();
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}
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/**
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 * Generate a world.
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 * @param mode The mode of world generation (@see GenerateWorldModes).
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 * @param size_x The X-size of the map.
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 * @param size_y The Y-size of the map.
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 */
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void GenerateWorld(int mode, uint size_x, uint size_y)
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{
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	if (_gw.active) return;
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	_gw.mode   = mode;
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	_gw.size_x = size_x;
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	_gw.size_y = size_y;
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	_gw.active = true;
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	_gw.abort  = false;
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	_gw.lp     = _local_player;
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	_gw.wait_for_draw = false;
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	_gw.quit_thread   = false;
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	_gw.threaded      = true;
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	/* This disables some commands and stuff */
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	_local_player   = PLAYER_SPECTATOR;
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	/* Make sure everything is done via OWNER_NONE */
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	_current_player = OWNER_NONE;
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	InitializeGame(IG_DATE_RESET, _gw.size_x, _gw.size_y);
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	PrepareGenerateWorldProgress();
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	/* Re-init the windowing system */
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	ResetWindowSystem();
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	LoadStringWidthTable();
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	/* Create toolbars */
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	SetupColorsAndInitialWindow();
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	if (_network_dedicated || (_gw.thread = OTTDCreateThread(&_GenerateWorld, (void *)"")) == NULL) {
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		_gw.threaded = false;
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		_GenerateWorld(NULL);
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	} else {
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		/* Remove any open window */
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		DeleteAllNonVitalWindows();
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		/* Don't show the dialog if we don't have a thread */
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		ShowGenerateWorldProgress();
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	}
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	/* Zoom out and center on the map (is pretty ;)) */
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	if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
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		while (DoZoomInOutWindow(ZOOM_OUT, FindWindowById(WC_MAIN_WINDOW, 0) ) ) {}
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		ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2));
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	}
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	/* Hide vital windows, because we don't allow to use them */
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	/* XXX -- Ideal it is done after ShowGenerateWorldProgress, but stupid
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	 * enough, DoZoomInOutWindow _needs_ the toolbar to exist... */
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	if (_gw.thread != NULL) HideVitalWindows();
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}