Mercurial > hg > openttd
annotate src/genworld.cpp @ 8434:1b2d9c0995f9 draft
(svn r12004) -Codechange: refactor the random functions to reduce code duplication.
author | rubidium <rubidium@openttd.org> |
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date | Tue, 29 Jan 2008 00:27:25 +0000 |
parents | ccf4087c045f |
children | e2d4956b7251 |
rev | line source |
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1 /* $Id$ */ |
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2 |
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3 /** @file genworld.cpp */ |
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4 |
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5 #include "stdafx.h" |
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6 #include "openttd.h" |
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7 #include "landscape.h" |
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8 #include "player_func.h" |
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9 #include "variables.h" |
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10 #include "thread.h" |
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11 #include "command_func.h" |
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12 #include "genworld.h" |
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13 #include "gfxinit.h" |
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14 #include "window_func.h" |
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15 #include "network/network.h" |
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16 #include "debug.h" |
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17 #include "settings_func.h" |
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18 #include "heightmap.h" |
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19 #include "viewport_func.h" |
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20 #include "gfx_func.h" |
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21 #include "map_func.h" |
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22 #include "date_func.h" |
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23 #include "core/random_func.hpp" |
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24 #include "engine.h" |
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25 #include "settings_type.h" |
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26 #include "newgrf_storage.h" |
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27 #include "water.h" |
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28 |
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29 #include "table/sprites.h" |
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30 |
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31 void GenerateClearTile(); |
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32 void GenerateIndustries(); |
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33 void GenerateUnmovables(); |
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34 bool GenerateTowns(); |
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35 void GenerateTrees(); |
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36 |
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37 void StartupEconomy(); |
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38 void StartupPlayers(); |
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39 void StartupDisasters(); |
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40 |
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41 void InitializeGame(int mode, uint size_x, uint size_y); |
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42 |
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43 /* Please only use this variable in genworld.h and genworld.c and |
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44 * nowhere else. For speed improvements we need it to be global, but |
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45 * in no way the meaning of it is to use it anywhere else besides |
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46 * in the genworld.h and genworld.c! -- TrueLight */ |
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47 gw_info _gw; |
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48 |
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49 /** |
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50 * Set the status of the Paint flag. |
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51 * If it is true, the thread will hold with any futher generating till |
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52 * the drawing of the screen is done. This is handled by |
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53 * SetGeneratingWorldProgress(), so calling that function will stall |
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54 * from time to time. |
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55 */ |
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56 void SetGeneratingWorldPaintStatus(bool status) |
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57 { |
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58 _gw.wait_for_draw = status; |
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59 } |
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60 |
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61 /** |
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62 * Returns true if the thread wants the main program to do a (full) paint. |
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63 * If this returns false, please do not update the screen. Because we are |
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64 * writing in a thread, it can cause damaged data (reading and writing the |
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65 * same tile at the same time). |
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66 */ |
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67 bool IsGeneratingWorldReadyForPaint() |
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68 { |
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69 /* If we are in quit_thread mode, ignore this and always return false. This |
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70 * forces the screen to not be drawn, and the GUI not to wait for a draw. */ |
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71 if (!_gw.active || _gw.quit_thread || !_gw.threaded) return false; |
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72 |
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73 return _gw.wait_for_draw; |
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74 } |
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75 |
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76 /** |
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77 * Tells if the world generation is done in a thread or not. |
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78 */ |
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79 bool IsGenerateWorldThreaded() |
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80 { |
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81 return _gw.threaded && !_gw.quit_thread; |
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82 } |
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83 |
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84 /** |
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85 * The internal, real, generate function. |
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86 */ |
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87 static void *_GenerateWorld(void *arg) |
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88 { |
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89 _generating_world = true; |
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90 if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait..."); |
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91 /* Set the Random() seed to generation_seed so we produce the same map with the same seed */ |
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92 if (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom(); |
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93 _random.SetSeed(_patches.generation_seed); |
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94 SetGeneratingWorldProgress(GWP_MAP_INIT, 2); |
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95 SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0); |
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96 |
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97 IncreaseGeneratingWorldProgress(GWP_MAP_INIT); |
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98 /* Must start economy early because of the costs. */ |
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99 StartupEconomy(); |
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100 |
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101 /* Don't generate landscape items when in the scenario editor. */ |
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102 if (_gw.mode == GW_EMPTY) { |
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103 SetGeneratingWorldProgress(GWP_UNMOVABLE, 1); |
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104 |
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105 /* Make the map the height of the patch setting */ |
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106 if (_game_mode != GM_MENU) FlatEmptyWorld(_patches.se_flat_world_height); |
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107 |
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108 ConvertGroundTilesIntoWaterTiles(); |
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109 IncreaseGeneratingWorldProgress(GWP_UNMOVABLE); |
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110 } else { |
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111 GenerateLandscape(_gw.mode); |
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112 GenerateClearTile(); |
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113 |
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114 /* only generate towns, tree and industries in newgame mode. */ |
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115 if (_game_mode != GM_EDITOR) { |
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116 GenerateTowns(); |
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117 GenerateIndustries(); |
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118 GenerateUnmovables(); |
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119 GenerateTrees(); |
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120 } |
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121 } |
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122 |
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123 ClearStorageChanges(true); |
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124 |
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125 /* These are probably pointless when inside the scenario editor. */ |
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126 SetGeneratingWorldProgress(GWP_GAME_INIT, 3); |
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127 StartupPlayers(); |
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128 IncreaseGeneratingWorldProgress(GWP_GAME_INIT); |
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129 StartupEngines(); |
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130 IncreaseGeneratingWorldProgress(GWP_GAME_INIT); |
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131 StartupDisasters(); |
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132 _generating_world = false; |
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133 |
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134 /* No need to run the tile loop in the scenario editor. */ |
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135 if (_gw.mode != GW_EMPTY) { |
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136 uint i; |
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137 |
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138 SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500); |
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139 for (i = 0; i < 0x500; i++) { |
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140 RunTileLoop(); |
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141 IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP); |
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142 } |
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143 } |
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144 |
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145 ResetObjectToPlace(); |
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146 SetLocalPlayer(_gw.lp); |
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147 |
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148 SetGeneratingWorldProgress(GWP_GAME_START, 1); |
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149 /* Call any callback */ |
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150 if (_gw.proc != NULL) _gw.proc(); |
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151 IncreaseGeneratingWorldProgress(GWP_GAME_START); |
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152 |
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153 if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE); |
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154 /* Show all vital windows again, because we have hidden them */ |
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155 if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows(); |
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156 _gw.active = false; |
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157 _gw.thread = NULL; |
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158 _gw.proc = NULL; |
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159 _gw.threaded = false; |
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160 |
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161 DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0); |
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162 MarkWholeScreenDirty(); |
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163 |
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164 if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game"); |
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165 |
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166 if (_patches.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE); |
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167 |
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168 return NULL; |
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169 } |
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170 |
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171 /** |
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172 * Set here the function, if any, that you want to be called when landscape |
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173 * generation is done. |
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174 */ |
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175 void GenerateWorldSetCallback(gw_done_proc *proc) |
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176 { |
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177 _gw.proc = proc; |
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178 } |
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179 |
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180 /** |
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181 * Set here the function, if any, that you want to be called when landscape |
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182 * generation is aborted. |
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183 */ |
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184 void GenerateWorldSetAbortCallback(gw_abort_proc *proc) |
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185 { |
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186 _gw.abortp = proc; |
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187 } |
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188 |
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189 /** |
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190 * This will wait for the thread to finish up his work. It will not continue |
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191 * till the work is done. |
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192 */ |
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193 void WaitTillGeneratedWorld() |
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194 { |
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195 if (_gw.thread == NULL) return; |
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196 _gw.quit_thread = true; |
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197 OTTDJoinThread((OTTDThread*)_gw.thread); |
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198 _gw.thread = NULL; |
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199 _gw.threaded = false; |
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200 } |
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201 |
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202 /** |
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203 * Initializes the abortion process |
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204 */ |
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205 void AbortGeneratingWorld() |
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206 { |
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207 _gw.abort = true; |
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208 } |
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209 |
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210 /** |
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211 * Is the generation being aborted? |
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212 */ |
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213 bool IsGeneratingWorldAborted() |
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214 { |
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215 return _gw.abort; |
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216 } |
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217 |
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218 /** |
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219 * Really handle the abortion, i.e. clean up some of the mess |
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220 */ |
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221 void HandleGeneratingWorldAbortion() |
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222 { |
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223 /* Clean up - in SE create an empty map, otherwise, go to intro menu */ |
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224 _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU; |
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225 |
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226 if (_gw.abortp != NULL) _gw.abortp(); |
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227 |
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228 if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE); |
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229 /* Show all vital windows again, because we have hidden them */ |
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230 if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows(); |
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231 _gw.active = false; |
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232 _gw.thread = NULL; |
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233 _gw.proc = NULL; |
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234 _gw.abortp = NULL; |
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235 _gw.threaded = false; |
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236 |
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237 DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0); |
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238 MarkWholeScreenDirty(); |
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239 |
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240 OTTDExitThread(); |
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241 } |
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242 |
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243 /** |
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244 * Generate a world. |
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245 * @param mode The mode of world generation (see GenerateWorldModes). |
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246 * @param size_x The X-size of the map. |
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247 * @param size_y The Y-size of the map. |
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248 */ |
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249 void GenerateWorld(int mode, uint size_x, uint size_y) |
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250 { |
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251 if (_gw.active) return; |
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252 _gw.mode = mode; |
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253 _gw.size_x = size_x; |
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254 _gw.size_y = size_y; |
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255 _gw.active = true; |
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256 _gw.abort = false; |
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257 _gw.abortp = NULL; |
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258 _gw.lp = _local_player; |
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259 _gw.wait_for_draw = false; |
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260 _gw.quit_thread = false; |
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261 _gw.threaded = true; |
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262 |
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263 /* This disables some commands and stuff */ |
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264 SetLocalPlayer(PLAYER_SPECTATOR); |
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265 /* Make sure everything is done via OWNER_NONE */ |
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266 _current_player = OWNER_NONE; |
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267 |
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268 /* Set the date before loading sprites as some newgrfs check it */ |
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269 SetDate(ConvertYMDToDate(_patches.starting_year, 0, 1)); |
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270 |
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271 /* Load the right landscape stuff */ |
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272 GfxLoadSprites(); |
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273 LoadStringWidthTable(); |
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274 |
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275 InitializeGame(IG_NONE, _gw.size_x, _gw.size_y); |
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276 PrepareGenerateWorldProgress(); |
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277 |
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278 /* Re-init the windowing system */ |
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279 ResetWindowSystem(); |
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280 |
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281 /* Create toolbars */ |
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282 SetupColorsAndInitialWindow(); |
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283 |
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284 if (_network_dedicated || |
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285 (_gw.thread = OTTDCreateThread(&_GenerateWorld, NULL)) == NULL) { |
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286 DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode"); |
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287 _gw.threaded = false; |
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288 _GenerateWorld(NULL); |
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289 return; |
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290 } |
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291 |
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292 /* Remove any open window */ |
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293 DeleteAllNonVitalWindows(); |
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294 /* Hide vital windows, because we don't allow to use them */ |
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295 HideVitalWindows(); |
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296 |
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297 /* Don't show the dialog if we don't have a thread */ |
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298 ShowGenerateWorldProgress(); |
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299 |
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300 /* Centre the view on the map */ |
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301 if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) { |
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302 ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true); |
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303 } |
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304 } |