genworld.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "landscape.h"
00014 #include "company_func.h"
00015 #include "genworld.h"
00016 #include "gfxinit.h"
00017 #include "window_func.h"
00018 #include "network/network.h"
00019 #include "heightmap.h"
00020 #include "viewport_func.h"
00021 #include "date_func.h"
00022 #include "engine_func.h"
00023 #include "water.h"
00024 #include "video/video_driver.hpp"
00025 #include "tilehighlight_func.h"
00026 #include "saveload/saveload.h"
00027 #include "void_map.h"
00028 #include "town.h"
00029 #include "industry.h"
00030 #include "town.h"
00031 #include "town_map.h"
00032 #include "economy_func.h"
00033 #include "core/mem_func.hpp"
00034 #include "newgrf.h"
00035 #include "core/random_func.hpp"
00036 #include "core/backup_type.hpp"
00037 #include "progress.h"
00038 #include "error.h"
00039 #include "game/game.hpp"
00040 #include "game/game_instance.hpp"
00041 
00042 
00043 void GenerateClearTile();
00044 void GenerateIndustries();
00045 void GenerateObjects();
00046 void GenerateTrees();
00047 
00048 void StartupEconomy();
00049 void StartupCompanies();
00050 void StartupDisasters();
00051 
00052 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
00053 
00060 GenWorldInfo _gw;
00061 
00063 bool _generating_world;
00064 
00069 bool IsGenerateWorldThreaded()
00070 {
00071   return _gw.threaded && !_gw.quit_thread;
00072 }
00073 
00078 static void CleanupGeneration()
00079 {
00080   _generating_world = false;
00081 
00082   if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
00083   /* Show all vital windows again, because we have hidden them */
00084   if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
00085   SetModalProgress(false);
00086   _gw.proc     = NULL;
00087   _gw.abortp   = NULL;
00088   _gw.threaded = false;
00089 
00090   DeleteWindowByClass(WC_MODAL_PROGRESS);
00091   ShowFirstError();
00092   MarkWholeScreenDirty();
00093 }
00094 
00095 static bool HeadToHead()
00096 {
00097   uint per_map_x = MapSizeX(), per_map_y = MapSizeY();
00098   Tile* m_landscape = _m;
00099   TileExtended *me_landscape = _me;
00100   _m = NULL;
00101   _me = NULL;
00102   /* Allocate the final map. */
00103   AllocateMap(MapSizeX(), MapSizeY() * _settings_game.game_creation.head_to_head_areas);
00104   Tile *m_final = _m;
00105   TileExtended *me_final = _me;
00106   /* Prevent freeing the final map. */
00107   _m = NULL;
00108   _me = NULL;
00109   /* Allocate a smaller map to generate the per-company world in. */
00110   AllocateMap(per_map_x, per_map_y);
00111   /* Store the current state of the randomizer so we can regenerate so we can
00112    * regenerate the same map over and over again. */
00113   Randomizer rand_backup = _random;
00114   for (_head_to_head = 1; _head_to_head <= _settings_game.game_creation.head_to_head_areas; _head_to_head++) {
00115     MemCpyT<Tile>(_m, m_landscape, MapSize());
00116     MemCpyT<TileExtended>(_me, me_landscape, MapSize());
00117     _random = rand_backup;
00118     if (!GenerateTowns(_settings_game.economy.town_layout)) {
00119       HandleGeneratingWorldAbortion();
00120       free(m_landscape);
00121       free(me_landscape);
00122       free(m_final);
00123       free(me_final);
00124       return false;
00125     }
00126     GenerateIndustries();
00127     GenerateObjects();
00128     GenerateTrees();
00129     /* Change a TileIndex to an indes on the final map. */
00130 #define FIX_TILE_INDEX(tile) (TileX(tile) + (TileY(tile) + (_head_to_head - 1) * per_map_y) * per_map_x)
00131     /* Copy _m and _me to the final map array. */
00132     for (TileIndex tile = 0; tile < MapSize(); tile++) {
00133       uint new_index = FIX_TILE_INDEX(tile);
00134       m_final[new_index] = _m[tile];
00135       me_final[new_index] = _me[tile];
00136     }
00137     /* Fix industry and town locations. */
00138     Industry *i;
00139     FOR_ALL_INDUSTRIES(i) i->location.tile = FIX_TILE_INDEX(i->location.tile);
00140     Town *t;
00141     FOR_ALL_TOWNS(t) t->xy = FIX_TILE_INDEX(t->xy);
00142   }
00143   free(m_landscape);
00144   free(me_landscape);
00145   free(_m);
00146   free(_me);
00147   _m = m_final;
00148   _me = me_final;
00149   _head_to_head = 0;
00150   extern uint _map_size_x, _map_size_y, _map_log_x, _map_log_y, _map_size;
00151   _map_size_x = per_map_x;
00152   _map_size_y = per_map_y * _settings_game.game_creation.head_to_head_areas;
00153   _map_log_x = FindFirstBit(_map_size_x);
00154   _map_log_y = FindFirstBit(_map_size_y);
00155   _map_size = _map_size_x * _map_size_y;
00156   _map_tile_mask = _map_size - 1;
00157   Town *t;
00158   FOR_ALL_TOWNS(t) t->UpdateVirtCoord();
00159   return true;
00160 }
00161 
00165 static void _GenerateWorld(void *)
00166 {
00167   _settings_game.game_creation.head_to_head_areas = max<uint8>(_settings_game.game_creation.head_to_head_areas, 1);
00168   /* Make sure everything is done via OWNER_NONE. */
00169   Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
00170 
00171   try {
00172     _generating_world = true;
00173     _modal_progress_work_mutex->BeginCritical();
00174     if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
00175     /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
00176     if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
00177     _random.SetSeed(_settings_game.game_creation.generation_seed);
00178     SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
00179     SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00180 
00181     IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
00182     /* Must start economy early because of the costs. */
00183     StartupEconomy();
00184 
00185     /* Don't generate landscape items when in the scenario editor. */
00186     if (_gw.mode == GWM_EMPTY) {
00187       SetGeneratingWorldProgress(GWP_OBJECT, 1);
00188 
00189       /* Make sure the tiles at the north border are void tiles if needed. */
00190       if (_settings_game.construction.freeform_edges) {
00191         for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
00192         for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
00193       }
00194 
00195       /* Make the map the height of the setting */
00196       if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
00197 
00198       ConvertGroundTilesIntoWaterTiles();
00199       IncreaseGeneratingWorldProgress(GWP_OBJECT);
00200     } else {
00201       GenerateLandscape(_gw.mode);
00202       GenerateClearTile();
00203 
00204       /* only generate towns, tree and industries in newgame mode. */
00205       if (_game_mode != GM_EDITOR) {
00206         if (_settings_game.game_creation.head_to_head_areas == 1) {
00207           _head_to_head = 1;
00208           /* Normal play, just generate one map and we're done. */
00209           if (!GenerateTowns(_settings_game.economy.town_layout)) {
00210             _cur_company.Restore();
00211             HandleGeneratingWorldAbortion();
00212             return;
00213           }
00214           GenerateIndustries();
00215           GenerateObjects();
00216           GenerateTrees();
00217         } else {
00218           if (!HeadToHead()) return;
00219           /* The industry daily changes depend on the map size and HeadToHead() changes the map size. */
00220           StartupIndustryDailyChanges(false);
00221         }
00222       }
00223     }
00224 
00225     ClearStorageChanges(true);
00226 
00227     /* These are probably pointless when inside the scenario editor. */
00228     SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
00229     StartupCompanies();
00230     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00231     StartupEngines();
00232     IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
00233     StartupDisasters();
00234     _generating_world = false;
00235 
00236     /* No need to run the tile loop in the scenario editor. */
00237     if (_gw.mode != GWM_EMPTY) {
00238       uint i;
00239 
00240       SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
00241       for (i = 0; i < 0x500; i++) {
00242         RunTileLoop();
00243         _tick_counter++;
00244         IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
00245       }
00246 
00247       if (_game_mode != GM_EDITOR) {
00248         Game::StartNew();
00249 
00250         if (Game::GetInstance() != NULL) {
00251           SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
00252           _generating_world = true;
00253           for (i = 0; i < 2500; i++) {
00254             Game::GameLoop();
00255             IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
00256             if (Game::GetInstance()->IsSleeping()) break;
00257           }
00258           _generating_world = false;
00259         }
00260       }
00261     }
00262 
00263     ResetObjectToPlace();
00264     _cur_company.Trash();
00265     _current_company = _local_company = _gw.lc;
00266 
00267     SetGeneratingWorldProgress(GWP_GAME_START, 1);
00268     /* Call any callback */
00269     if (_gw.proc != NULL) _gw.proc();
00270     IncreaseGeneratingWorldProgress(GWP_GAME_START);
00271 
00272     CleanupGeneration();
00273     _modal_progress_work_mutex->EndCritical();
00274 
00275     ShowNewGRFError();
00276 
00277     if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
00278     DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
00279 
00280     if (_debug_desync_level > 0) {
00281       char name[MAX_PATH];
00282       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
00283       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
00284     }
00285   } catch (...) {
00286     if (_cur_company.IsValid()) _cur_company.Restore();
00287     _generating_world = false;
00288     _modal_progress_work_mutex->EndCritical();
00289     throw;
00290   }
00291 }
00292 
00298 void GenerateWorldSetCallback(GWDoneProc *proc)
00299 {
00300   _gw.proc = proc;
00301 }
00302 
00308 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
00309 {
00310   _gw.abortp = proc;
00311 }
00312 
00317 void WaitTillGeneratedWorld()
00318 {
00319   if (_gw.thread == NULL) return;
00320 
00321   _modal_progress_work_mutex->EndCritical();
00322   _modal_progress_paint_mutex->EndCritical();
00323   _gw.quit_thread = true;
00324   _gw.thread->Join();
00325   delete _gw.thread;
00326   _gw.thread   = NULL;
00327   _gw.threaded = false;
00328   _modal_progress_work_mutex->BeginCritical();
00329   _modal_progress_paint_mutex->BeginCritical();
00330 }
00331 
00335 void AbortGeneratingWorld()
00336 {
00337   _gw.abort = true;
00338 }
00339 
00344 bool IsGeneratingWorldAborted()
00345 {
00346   return _gw.abort;
00347 }
00348 
00352 void HandleGeneratingWorldAbortion()
00353 {
00354   /* Clean up - in SE create an empty map, otherwise, go to intro menu */
00355   _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
00356 
00357   if (_gw.abortp != NULL) _gw.abortp();
00358 
00359   CleanupGeneration();
00360 
00361   if (_gw.thread != NULL) _gw.thread->Exit();
00362 
00363   SwitchToMode(_switch_mode);
00364 }
00365 
00373 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
00374 {
00375   if (HasModalProgress()) return;
00376   _gw.mode   = mode;
00377   _gw.size_x = size_x;
00378   _gw.size_y = size_y;
00379   SetModalProgress(true);
00380   _gw.abort  = false;
00381   _gw.abortp = NULL;
00382   _gw.lc     = _local_company;
00383   _gw.quit_thread   = false;
00384   _gw.threaded      = true;
00385 
00386   /* This disables some commands and stuff */
00387   SetLocalCompany(COMPANY_SPECTATOR);
00388 
00389   InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
00390   PrepareGenerateWorldProgress();
00391 
00392   /* Load the right landscape stuff, and the NewGRFs! */
00393   GfxLoadSprites();
00394   LoadStringWidthTable();
00395 
00396   /* Re-init the windowing system */
00397   ResetWindowSystem();
00398 
00399   /* Create toolbars */
00400   SetupColoursAndInitialWindow();
00401   SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
00402 
00403   if (_gw.thread != NULL) {
00404     _gw.thread->Join();
00405     delete _gw.thread;
00406     _gw.thread = NULL;
00407   }
00408 
00409   if (!_video_driver->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
00410     DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
00411     _gw.threaded = false;
00412     _modal_progress_work_mutex->EndCritical();
00413     _GenerateWorld(NULL);
00414     _modal_progress_work_mutex->BeginCritical();
00415     return;
00416   }
00417 
00418   UnshowCriticalError();
00419   /* Remove any open window */
00420   DeleteAllNonVitalWindows();
00421   /* Hide vital windows, because we don't allow to use them */
00422   HideVitalWindows();
00423 
00424   /* Don't show the dialog if we don't have a thread */
00425   ShowGenerateWorldProgress();
00426 
00427   /* Centre the view on the map */
00428   if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
00429     ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);
00430   }
00431 }