Add non-animated SSSE3 blitter
[openttd/fttd.git] / src / genworld.cpp
blobc55eef78f120d9d395c55c5727e39511afd5ba9a
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file genworld.cpp Functions to generate a map. */
12 #include "stdafx.h"
13 #include "landscape.h"
14 #include "company_func.h"
15 #include "genworld.h"
16 #include "gfxinit.h"
17 #include "window_func.h"
18 #include "network/network.h"
19 #include "heightmap.h"
20 #include "viewport_func.h"
21 #include "date_func.h"
22 #include "engine_func.h"
23 #include "water.h"
24 #include "video/video_driver.hpp"
25 #include "tilehighlight_func.h"
26 #include "saveload/saveload.h"
27 #include "map/ground.h"
28 #include "town.h"
29 #include "newgrf.h"
30 #include "core/random_func.hpp"
31 #include "core/backup_type.hpp"
32 #include "progress.h"
33 #include "error.h"
34 #include "game/game.hpp"
35 #include "game/game_instance.hpp"
38 void GenerateClearTile();
39 void GenerateIndustries();
40 void GenerateObjects();
41 void GenerateTrees();
43 void StartupEconomy();
44 void StartupCompanies();
45 void StartupDisasters();
47 void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings);
49 /**
50 * Please only use this variable in genworld.h and genworld.cpp and
51 * nowhere else. For speed improvements we need it to be global, but
52 * in no way the meaning of it is to use it anywhere else besides
53 * in the genworld.h and genworld.cpp!
55 GenWorldInfo _gw;
57 /** Whether we are generating the map or not. */
58 bool _generating_world;
60 /**
61 * Tells if the world generation is done in a thread or not.
62 * @return the 'threaded' status
64 bool IsGenerateWorldThreaded()
66 return _gw.threaded && !_gw.quit_thread;
69 /**
70 * Clean up the 'mess' of generation. That is, show windows again, reset
71 * thread variables, and delete the progress window.
73 static void CleanupGeneration()
75 _generating_world = false;
77 if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
78 /* Show all vital windows again, because we have hidden them */
79 if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
80 SetModalProgress(false);
81 _gw.proc = NULL;
82 _gw.abortp = NULL;
83 _gw.threaded = false;
85 DeleteWindowByClass(WC_MODAL_PROGRESS);
86 ShowFirstError();
87 MarkWholeScreenDirty();
90 /**
91 * The internal, real, generate function.
93 static void _GenerateWorld(void *)
95 /* Make sure everything is done via OWNER_NONE. */
96 Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);
98 try {
99 _generating_world = true;
100 _modal_progress_work_mutex->BeginCritical();
101 if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
102 /* Set the Random() seed to generation_seed so we produce the same map with the same seed */
103 if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
104 _random.SetSeed(_settings_game.game_creation.generation_seed);
105 SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
106 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
108 IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
109 /* Must start economy early because of the costs. */
110 StartupEconomy();
112 /* Don't generate landscape items when in the scenario editor. */
113 if (_gw.mode == GWM_EMPTY) {
114 SetGeneratingWorldProgress(GWP_OBJECT, 1);
116 /* Make sure the tiles at the north border are void tiles if needed. */
117 if (_settings_game.construction.freeform_edges) {
118 for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
119 for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
122 /* Make the map the height of the setting */
123 if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
125 ConvertGroundTilesIntoWaterTiles();
126 IncreaseGeneratingWorldProgress(GWP_OBJECT);
127 } else {
128 GenerateLandscape(_gw.mode);
129 GenerateClearTile();
131 /* only generate towns, tree and industries in newgame mode. */
132 if (_game_mode != GM_EDITOR) {
133 if (!GenerateTowns(_settings_game.economy.town_layout)) {
134 _cur_company.Restore();
135 HandleGeneratingWorldAbortion();
136 return;
138 GenerateIndustries();
139 GenerateObjects();
140 GenerateTrees();
144 ClearPersistentStorageChanges(true);
146 /* These are probably pointless when inside the scenario editor. */
147 SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
148 StartupCompanies();
149 IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
150 StartupEngines();
151 IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
152 StartupDisasters();
153 _generating_world = false;
155 /* No need to run the tile loop in the scenario editor. */
156 if (_gw.mode != GWM_EMPTY) {
157 uint i;
159 SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
160 for (i = 0; i < 0x500; i++) {
161 RunTileLoop();
162 _tick_counter++;
163 IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
166 if (_game_mode != GM_EDITOR) {
167 Game::StartNew();
169 if (Game::GetInstance() != NULL) {
170 SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
171 _generating_world = true;
172 for (i = 0; i < 2500; i++) {
173 Game::GameLoop();
174 IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
175 if (Game::GetInstance()->IsSleeping()) break;
177 _generating_world = false;
182 ResetObjectToPlace();
183 _cur_company.Trash();
184 _current_company = _local_company = _gw.lc;
186 SetGeneratingWorldProgress(GWP_GAME_START, 1);
187 /* Call any callback */
188 if (_gw.proc != NULL) _gw.proc();
189 IncreaseGeneratingWorldProgress(GWP_GAME_START);
191 CleanupGeneration();
192 _modal_progress_work_mutex->EndCritical();
194 ShowNewGRFError();
196 if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
197 DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
199 if (_debug_desync_level > 0) {
200 char name[MAX_PATH];
201 snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
202 SaveGame(name, AUTOSAVE_DIR, false);
204 } catch (...) {
205 if (_cur_company.IsValid()) _cur_company.Restore();
206 _generating_world = false;
207 _modal_progress_work_mutex->EndCritical();
208 throw;
213 * Set here the function, if any, that you want to be called when landscape
214 * generation is done.
215 * @param proc callback procedure
217 void GenerateWorldSetCallback(GWDoneProc *proc)
219 _gw.proc = proc;
223 * Set here the function, if any, that you want to be called when landscape
224 * generation is aborted.
225 * @param proc callback procedure
227 void GenerateWorldSetAbortCallback(GWAbortProc *proc)
229 _gw.abortp = proc;
233 * This will wait for the thread to finish up his work. It will not continue
234 * till the work is done.
236 void WaitTillGeneratedWorld()
238 if (_gw.thread == NULL) return;
240 _modal_progress_work_mutex->EndCritical();
241 _modal_progress_paint_mutex->EndCritical();
242 _gw.quit_thread = true;
243 _gw.thread->Join();
244 delete _gw.thread;
245 _gw.thread = NULL;
246 _gw.threaded = false;
247 _modal_progress_work_mutex->BeginCritical();
248 _modal_progress_paint_mutex->BeginCritical();
252 * Initializes the abortion process
254 void AbortGeneratingWorld()
256 _gw.abort = true;
260 * Is the generation being aborted?
261 * @return the 'aborted' status
263 bool IsGeneratingWorldAborted()
265 return _gw.abort;
269 * Really handle the abortion, i.e. clean up some of the mess
271 void HandleGeneratingWorldAbortion()
273 /* Clean up - in SE create an empty map, otherwise, go to intro menu */
274 _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
276 if (_gw.abortp != NULL) _gw.abortp();
278 CleanupGeneration();
280 if (_gw.thread != NULL) _gw.thread->Exit();
282 SwitchToMode(_switch_mode);
286 * Generate a world.
287 * @param mode The mode of world generation (see GenWorldMode).
288 * @param size_x The X-size of the map.
289 * @param size_y The Y-size of the map.
290 * @param reset_settings Whether to reset the game configuration (used for restart)
292 void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
294 if (HasModalProgress()) return;
295 _gw.mode = mode;
296 _gw.size_x = size_x;
297 _gw.size_y = size_y;
298 SetModalProgress(true);
299 _gw.abort = false;
300 _gw.abortp = NULL;
301 _gw.lc = _local_company;
302 _gw.quit_thread = false;
303 _gw.threaded = true;
305 /* This disables some commands and stuff */
306 SetLocalCompany(COMPANY_SPECTATOR);
308 InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings);
309 PrepareGenerateWorldProgress();
311 /* Load the right landscape stuff, and the NewGRFs! */
312 GfxLoadSprites();
313 LoadStringWidthTable();
315 /* Re-init the windowing system */
316 ResetWindowSystem();
318 /* Create toolbars */
319 SetupColoursAndInitialWindow();
320 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
322 if (_gw.thread != NULL) {
323 _gw.thread->Join();
324 delete _gw.thread;
325 _gw.thread = NULL;
328 if (!_video_driver->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread)) {
329 DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode");
330 _gw.threaded = false;
331 _modal_progress_work_mutex->EndCritical();
332 _GenerateWorld(NULL);
333 _modal_progress_work_mutex->BeginCritical();
334 return;
337 UnshowCriticalError();
338 /* Remove any open window */
339 DeleteAllNonVitalWindows();
340 /* Hide vital windows, because we don't allow to use them */
341 HideVitalWindows();
343 /* Don't show the dialog if we don't have a thread */
344 ShowGenerateWorldProgress();
346 /* Centre the view on the map */
347 if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) {
348 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true);