void TrackingDataModel::InitializeModel() { ReadLabelImages(); ReadRawImages(); GenerateObjects(); printf("Finished initializing the TrackingDataModel\n"); //FIXME: more things to be added }
static void Generate(void) { char *trackdllname; char *extName; FILE *outfd = NULL; // Get the trackgen paramaters. sprintf(buf, "%s", CFG_FILE); CfgHandle = GfParmReadFile(buf, GFPARM_RMODE_STD | GFPARM_RMODE_CREAT); trackdllname = GfParmGetStr(CfgHandle, "Modules", "track", "track"); sprintf(buf, "%smodules/track/%s.%s", GetLibDir (), trackdllname, DLLEXT); if (GfModLoad(TRK_IDENT, buf, &modlist) < 0) { GfFatal("Failed to find the track module %s", buf); } if (modlist->modInfo->fctInit(modlist->modInfo->index, &TrackItf)) { GfFatal("Failed to init the track module %s", buf); } // This is the track definition. sprintf(trackdef, "tracks/%s/%s/%s.xml", TrackCategory, TrackName, TrackName); TrackHandle = GfParmReadFile(trackdef, GFPARM_RMODE_STD); if (!TrackHandle) { fprintf(stderr, "Cannot find %s\n", trackdef); exit(1); } // Build the track structure with graphic extensions. Track = TrackItf.trkBuildEx(trackdef); if (!JustCalculate) { // Get the output file radix. sprintf(buf2, "tracks/%s/%s/%s", Track->category, Track->internalname, Track->internalname); OutputFileName = strdup(buf2); // Number of goups for the complete track. if (TrackOnly) { sprintf(buf2, "%s.ac", OutputFileName); // Track. outfd = Ac3dOpen(buf2, 1); } else if (MergeAll) { sprintf(buf2, "%s.ac", OutputFileName); // track + terrain + objects. outfd = Ac3dOpen(buf2, 2 + GetObjectsNb(TrackHandle)); } // Main Track. if (bump) { extName = "trk-bump"; } else { extName = "trk"; } sprintf(buf2, "%s-%s.ac", OutputFileName, extName); OutTrackName = strdup(buf2); } if (JustCalculate){ CalculateTrack(Track, TrackHandle, bump); return; } GenerateTrack(Track, TrackHandle, OutTrackName, outfd, bump); if (TrackOnly) { return; } // Terrain. if (MergeTerrain && !MergeAll) { sprintf(buf2, "%s.ac", OutputFileName); /* terrain + objects */ outfd = Ac3dOpen(buf2, 1 + GetObjectsNb(TrackHandle)); } extName = "msh"; sprintf(buf2, "%s-%s.ac", OutputFileName, extName); OutMeshName = strdup(buf2); GenerateTerrain(Track, TrackHandle, OutMeshName, outfd, saveElevation); if (saveElevation != -1) { if (outfd) { Ac3dClose(outfd); } switch (saveElevation) { case 0: case 1: sprintf(buf2, "%s.ac", OutputFileName); sprintf(buf, "%s-elv.png", OutputFileName); SaveElevation(Track, TrackHandle, buf, buf2, 1); if (saveElevation) { break; } case 2: sprintf(buf, "%s-elv2.png", OutputFileName); SaveElevation(Track, TrackHandle, buf, OutMeshName, 1); if (saveElevation) { break; } case 3: sprintf(buf, "%s-elv3.png", OutputFileName); SaveElevation(Track, TrackHandle, buf, OutMeshName, 0); if (saveElevation) { break; } case 4: sprintf(buf, "%s-elv4.png", OutputFileName); SaveElevation(Track, TrackHandle, buf, OutTrackName, 2); break; } return; } GenerateObjects(Track, TrackHandle, CfgHandle, outfd, OutMeshName); }
/** * The internal, real, generate function. */ static void _GenerateWorld(void *) { /* Make sure everything is done via OWNER_NONE. */ Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE); try { _generating_world = true; _modal_progress_work_mutex->BeginCritical(); if (_network_dedicated) DEBUG(net, 1, "Generating map, please wait..."); /* Set the Random() seed to generation_seed so we produce the same map with the same seed */ if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom(); _random.SetSeed(_settings_game.game_creation.generation_seed); SetGeneratingWorldProgress(GWP_MAP_INIT, 2); SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0); BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP); 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 == GWM_EMPTY) { SetGeneratingWorldProgress(GWP_OBJECT, 1); /* Make sure the tiles at the north border are void tiles if needed. */ if (_settings_game.construction.freeform_edges) { for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row)); for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0)); } /* Make the map the height of the setting */ if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height); ConvertGroundTilesIntoWaterTiles(); IncreaseGeneratingWorldProgress(GWP_OBJECT); } else { GenerateLandscape(_gw.mode); GenerateClearTile(); /* only generate towns, tree and industries in newgame mode. */ if (_game_mode != GM_EDITOR) { if (!GenerateTowns(_settings_game.economy.town_layout)) { _cur_company.Restore(); HandleGeneratingWorldAbortion(); return; } GenerateIndustries(); GenerateObjects(); GenerateTrees(); } } /* These are probably pointless when inside the scenario editor. */ SetGeneratingWorldProgress(GWP_GAME_INIT, 3); StartupCompanies(); 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 != GWM_EMPTY) { uint i; SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500); for (i = 0; i < 0x500; i++) { RunTileLoop(); _tick_counter++; IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP); } if (_game_mode != GM_EDITOR) { Game::StartNew(); if (Game::GetInstance() != NULL) { SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500); _generating_world = true; for (i = 0; i < 2500; i++) { Game::GameLoop(); IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT); if (Game::GetInstance()->IsSleeping()) break; } _generating_world = false; } } } BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP); ResetObjectToPlace(); _cur_company.Trash(); _current_company = _local_company = _gw.lc; SetGeneratingWorldProgress(GWP_GAME_START, 1); /* Call any callback */ if (_gw.proc != NULL) _gw.proc(); IncreaseGeneratingWorldProgress(GWP_GAME_START); CleanupGeneration(); _modal_progress_work_mutex->EndCritical(); ShowNewGRFError(); if (_network_dedicated) DEBUG(net, 1, "Map generated, starting game"); DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed); if (_debug_desync_level > 0) { char name[MAX_PATH]; seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date); SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false); } } catch (...) { BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true); if (_cur_company.IsValid()) _cur_company.Restore(); _generating_world = false; _modal_progress_work_mutex->EndCritical(); throw; } }
void Application::generate() { const char *extName; FILE *outfd = NULL; // Get the trackgen paramaters. sprintf(buf, "%s", CFG_FILE); CfgHandle = GfParmReadFile(buf, GFPARM_RMODE_STD | GFPARM_RMODE_CREAT); // Load and initialize the track loader module. GfLogInfo("Loading Track Loader ...\n"); std::ostringstream ossModLibName; ossModLibName << GfLibDir() << "modules/track/" << "track" << '.' << DLLEXT; GfModule* pmodTrkLoader = GfModule::load(ossModLibName.str()); // Check that it implements ITrackLoader. ITrackLoader* PiTrackLoader = 0; if (pmodTrkLoader) PiTrackLoader = pmodTrkLoader->getInterface<ITrackLoader>(); if (!PiTrackLoader) return; // This is the track definition. sprintf(trackdef, "%stracks/%s/%s/%s.xml", GfDataDir(), TrackCategory, TrackName, TrackName); TrackHandle = GfParmReadFile(trackdef, GFPARM_RMODE_STD); if (!TrackHandle) { fprintf(stderr, "Cannot find %s\n", trackdef); ::exit(1); } // Build the track structure with graphic extensions. Track = PiTrackLoader->load(trackdef, true); if (!JustCalculate) { // Get the output file radix. sprintf(buf2, "%stracks/%s/%s/%s", GfDataDir(), Track->category, Track->internalname, Track->internalname); OutputFileName = strdup(buf2); // Number of groups for the complete track. if (TrackOnly) { sprintf(buf2, "%s.ac", OutputFileName); // Track. outfd = Ac3dOpen(buf2, 1); } else if (MergeAll) { sprintf(buf2, "%s.ac", OutputFileName); // track + terrain + objects. outfd = Ac3dOpen(buf2, 2 + GetObjectsNb(TrackHandle)); } // Main Track. if (Bump) { extName = "trk-bump"; } else { extName = "trk"; } sprintf(buf2, "%s-%s.ac", OutputFileName, extName); OutTrackName = strdup(buf2); } if (JustCalculate){ CalculateTrack(Track, TrackHandle, Bump); return; } GenerateTrack(Track, TrackHandle, OutTrackName, outfd, Bump); if (TrackOnly) { return; } // Terrain. if (MergeTerrain && !MergeAll) { sprintf(buf2, "%s.ac", OutputFileName); /* terrain + objects */ outfd = Ac3dOpen(buf2, 1 + GetObjectsNb(TrackHandle)); } extName = "msh"; sprintf(buf2, "%s-%s.ac", OutputFileName, extName); OutMeshName = strdup(buf2); GenerateTerrain(Track, TrackHandle, OutMeshName, outfd, DoSaveElevation); if (DoSaveElevation != -1) { if (outfd) { Ac3dClose(outfd); } switch (DoSaveElevation) { case 0: case 1: sprintf(buf2, "%s.ac", OutputFileName); sprintf(buf, "%s-elv.png", OutputFileName); SaveElevation(Track, TrackHandle, buf, buf2, 1); if (DoSaveElevation) { break; } case 2: sprintf(buf, "%s-elv2.png", OutputFileName); SaveElevation(Track, TrackHandle, buf, OutMeshName, 1); if (DoSaveElevation) { break; } case 3: sprintf(buf, "%s-elv3.png", OutputFileName); SaveElevation(Track, TrackHandle, buf, OutMeshName, 0); if (DoSaveElevation) { break; } case 4: sprintf(buf, "%s-elv4.png", OutputFileName); SaveElevation(Track, TrackHandle, buf, OutTrackName, 2); break; } return; } GenerateObjects(Track, TrackHandle, CfgHandle, outfd, OutMeshName); }