genworld.c
author KUDr
Sat, 30 Dec 2006 18:25:01 +0000
branchcustombridgeheads
changeset 5609 ec38986d2c8e
parent 5568 75f13d7bfaed
child 5642 bfa6074e2833
permissions -rw-r--r--
(svn r7655) [cbh] - Fix: [YAPF] another assert (on opposite cbh when it contained choice). Now it is possible to reach choice when exiting wormhole. So the wormhole cost must be taken into consideration when starting new YAPF node.
/* $Id$ */

#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, "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));
	}
}