Ejemplo n.º 1
0
/**
 * State controlling game loop.
 * The state must not be changed from anywhere but here.
 * That check is enforced in DoCommand.
 */
void StateGameLoop()
{
	/* dont execute the state loop during pause */
	if (_pause_mode != PM_UNPAUSED) {
		UpdateLandscapingLimits();
		Game::GameLoop();
		CallWindowTickEvent();
		return;
	}
	if (HasModalProgress()) return;

	ClearStorageChanges(false);

	if (_game_mode == GM_EDITOR) {
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		ClearStorageChanges(true);
		UpdateLandscapingLimits();

		CallWindowTickEvent();
		NewsLoop();
	} else {
		if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
			/* Save the desync savegame if needed. */
			char name[MAX_PATH];
			snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
		}

		CheckCaches();

		/* All these actions has to be done from OWNER_NONE
		 *  for multiplayer compatibility */
		Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);

		AnimateAnimatedTiles();
		IncreaseDate();
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		ClearStorageChanges(true);

		AI::GameLoop();
		Game::GameLoop();
		UpdateLandscapingLimits();

		CallWindowTickEvent();
		NewsLoop();
		cur_company.Restore();
	}

	assert(IsLocalCompany());
}
Ejemplo n.º 2
0
/*!
 * Toplevel network safe docommand function for the current company. Must not be called recursively.
 * The callback is called when the command succeeded or failed. The parameters
 * tile, p1 and p2 are from the #CommandProc function. The paramater cmd is the command to execute.
 * The parameter my_cmd is used to indicate if the command is from a company or the server.
 *
 * @param tile The tile to perform a command on (see #CommandProc)
 * @param p1 Additional data for the command (see #CommandProc)
 * @param p2 Additional data for the command (see #CommandProc)
 * @param cmd The command to execute (a CMD_* value)
 * @param callback A callback function to call after the command is finished
 * @param text The text to pass
 * @param my_cmd indicator if the command is from a company or server (to display error messages for a user)
 * @return true if the command succeeded, else false
 */
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, bool my_cmd)
{
	assert(_docommand_recursive == 0);

	CommandCost res, res2;

	int x = TileX(tile) * TILE_SIZE;
	int y = TileY(tile) * TILE_SIZE;

	_error_message = INVALID_STRING_ID;
	StringID error_part1 = GB(cmd, 16, 16);
	_additional_cash_required = 0;

	/* get pointer to command handler */
	byte cmd_id = cmd & CMD_ID_MASK;
	assert(cmd_id < lengthof(_command_proc_table));

	CommandProc *proc = _command_proc_table[cmd_id].proc;
	if (proc == NULL) return false;

	/* Command flags are used internally */
	uint cmd_flags = GetCommandFlags(cmd);
	/* Flags get send to the DoCommand */
	DoCommandFlag flags = CommandFlagsToDCFlags(cmd_flags);

	/* Do not even think about executing out-of-bounds tile-commands */
	if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return false;

	/* Always execute server and spectator commands as spectator */
	if (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) _current_company = COMPANY_SPECTATOR;

	CompanyID old_company = _current_company;

	/* If the company isn't valid it may only do server command or start a new company!
	 * The server will ditch any server commands a client sends to it, so effectively
	 * this guards the server from executing functions for an invalid company. */
	if (_game_mode == GM_NORMAL && (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) == 0 && !Company::IsValidID(_current_company)) {
		if (my_cmd) ShowErrorMessage(error_part1, _error_message, x, y);
		return false;
	}

	bool notest = (cmd_flags & CMD_NO_TEST) != 0;

	_docommand_recursive = 1;

	/* cost estimation only? */
	if (!IsGeneratingWorld() &&
			_shift_pressed &&
			IsLocalCompany() &&
			!(cmd & CMD_NETWORK_COMMAND) &&
			cmd_id != CMD_PAUSE) {
		/* estimate the cost. */
		SetTownRatingTestMode(true);
		res = proc(tile, flags, p1, p2, text);
		SetTownRatingTestMode(false);
		if (CmdFailed(res)) {
			res.SetGlobalErrorMessage();
			ShowErrorMessage(error_part1, _error_message, x, y);
		} else {
			ShowEstimatedCostOrIncome(res.GetCost(), x, y);
		}

		_docommand_recursive = 0;
		ClearStorageChanges(false);
		return false;
	}


	if (!((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
		/* first test if the command can be executed. */
		SetTownRatingTestMode(true);
		res = proc(tile, flags, p1, p2, text);
		SetTownRatingTestMode(false);
		assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);
		if (CmdFailed(res)) {
			res.SetGlobalErrorMessage();
			goto show_error;
		}
		/* no money? Only check if notest is off */
		if (!notest && res.GetCost() != 0 && !CheckCompanyHasMoney(res)) goto show_error;
	}

#ifdef ENABLE_NETWORK
	/*
	 * If we are in network, and the command is not from the network
	 * send it to the command-queue and abort execution
	 */
	if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
		NetworkSend_Command(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text);
		_docommand_recursive = 0;
		ClearStorageChanges(false);
		return true;
	}
#endif /* ENABLE_NETWORK */
	DEBUG(desync, 1, "cmd: %08x; %08x; %1x; %06x; %08x; %08x; %04x; %s\n", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text);

	/* update last build coordinate of company. */
	if (tile != 0) {
		Company *c = Company::GetIfValid(_current_company);
		if (c != NULL) c->last_build_coordinate = tile;
	}

	/* Actually try and execute the command. If no cost-type is given
	 * use the construction one */
	res2 = proc(tile, flags | DC_EXEC, p1, p2, text);

	assert(cmd_id == CMD_COMPANY_CTRL || old_company == _current_company);

	/* If notest is on, it means the result of the test can be different than
	 *  the real command.. so ignore the test */
	if (!notest && !((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
		assert(res.GetCost() == res2.GetCost() && CmdFailed(res) == CmdFailed(res2)); // sanity check
	} else {
		if (CmdFailed(res2)) {
			res2.SetGlobalErrorMessage();
			goto show_error;
		}
	}

	SubtractMoneyFromCompany(res2);

	/* update signals if needed */
	UpdateSignalsInBuffer();

	if (IsLocalCompany() && _game_mode != GM_EDITOR) {
		if (res2.GetCost() != 0 && tile != 0) ShowCostOrIncomeAnimation(x, y, GetSlopeZ(x, y), res2.GetCost());
		if (_additional_cash_required != 0) {
			SetDParam(0, _additional_cash_required);
			if (my_cmd) ShowErrorMessage(error_part1, STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY, x, y);
			if (res2.GetCost() == 0) goto callb_err;
		}
	}

	_docommand_recursive = 0;

	if (callback) callback(true, tile, p1, p2);
	ClearStorageChanges(true);
	return true;

show_error:
	/* show error message if the command fails? */
	if (IsLocalCompany() && error_part1 != 0 && my_cmd) {
		ShowErrorMessage(error_part1, _error_message, x, y);
	}

callb_err:
	_docommand_recursive = 0;

	if (callback) callback(false, tile, p1, p2);
	ClearStorageChanges(false);
	return false;
}
Ejemplo n.º 3
0
/*!
 * Helper function for the toplevel network safe docommand function for the current company.
 *
 * @param tile The tile to perform a command on (see #CommandProc)
 * @param p1 Additional data for the command (see #CommandProc)
 * @param p2 Additional data for the command (see #CommandProc)
 * @param cmd The command to execute (a CMD_* value)
 * @param callback A callback function to call after the command is finished
 * @param text The text to pass
 * @param my_cmd indicator if the command is from a company or server (to display error messages for a user)
 * @param estimate_only whether to give only the estimate or also execute the command
 * @return the command cost of this function.
 */
CommandCost DoCommandPInternal(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, bool my_cmd, bool estimate_only)
{
	/* Prevent recursion; it gives a mess over the network */
	assert(_docommand_recursive == 0);
	_docommand_recursive = 1;

	/* Reset the state. */
	_additional_cash_required = 0;

	/* Get pointer to command handler */
	byte cmd_id = cmd & CMD_ID_MASK;
	assert(cmd_id < lengthof(_command_proc_table));

	CommandProc *proc = _command_proc_table[cmd_id].proc;
	/* Shouldn't happen, but you never know when someone adds
	 * NULLs to the _command_proc_table. */
	assert(proc != NULL);

	/* Command flags are used internally */
	CommandFlags cmd_flags = GetCommandFlags(cmd);
	/* Flags get send to the DoCommand */
	DoCommandFlag flags = CommandFlagsToDCFlags(cmd_flags);

#ifdef ENABLE_NETWORK
	/* Make sure p2 is properly set to a ClientID. */
	assert(!(cmd_flags & CMD_CLIENT_ID) || p2 != 0);
#endif

	/* Do not even think about executing out-of-bounds tile-commands */
	if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (cmd_flags & CMD_ALL_TILES) == 0))) return_dcpi(CMD_ERROR, false);

	/* Always execute server and spectator commands as spectator */
	bool exec_as_spectator = (cmd_flags & (CMD_SPECTATOR | CMD_SERVER)) != 0;

	/* If the company isn't valid it may only do server command or start a new company!
	 * The server will ditch any server commands a client sends to it, so effectively
	 * this guards the server from executing functions for an invalid company. */
	if (_game_mode == GM_NORMAL && !exec_as_spectator && !Company::IsValidID(_current_company) && !(_current_company == OWNER_DEITY && (cmd_flags & CMD_DEITY) != 0)) {
		return_dcpi(CMD_ERROR, false);
	}

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
	if (exec_as_spectator) cur_company.Change(COMPANY_SPECTATOR);

	bool test_and_exec_can_differ = (cmd_flags & CMD_NO_TEST) != 0;

	/* Test the command. */
	_cleared_object_areas.Clear();
	SetTownRatingTestMode(true);
	ClearStorageChanges(false);
	CommandCost res = proc(tile, flags, p1, p2, text);
	SetTownRatingTestMode(false);

	/* Make sure we're not messing things up here. */
	assert(exec_as_spectator ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());

	/* If the command fails, we're doing an estimate
	 * or the player does not have enough money
	 * (unless it's a command where the test and
	 * execution phase might return different costs)
	 * we bail out here. */
	if (res.Failed() || estimate_only ||
			(!test_and_exec_can_differ && !CheckCompanyHasMoney(res))) {
		if (!_networking || _generating_world || (cmd & CMD_NETWORK_COMMAND) != 0) {
			/* Log the failed command as well. Just to be able to be find
			 * causes of desyncs due to bad command test implementations. */
			DEBUG(desync, 1, "cmdf: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text, GetCommandName(cmd));
		}
		cur_company.Restore();
		return_dcpi(res, false);
	}

#ifdef ENABLE_NETWORK
	/*
	 * If we are in network, and the command is not from the network
	 * send it to the command-queue and abort execution
	 */
	if (_networking && !_generating_world && !(cmd & CMD_NETWORK_COMMAND)) {
		NetworkSendCommand(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
		cur_company.Restore();

		/* Don't return anything special here; no error, no costs.
		 * This way it's not handled by DoCommand and only the
		 * actual execution of the command causes messages. Also
		 * reset the storages as we've not executed the command. */
		return_dcpi(CommandCost(), false);
	}
#endif /* ENABLE_NETWORK */
	DEBUG(desync, 1, "cmd: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text, GetCommandName(cmd));

	/* Actually try and execute the command. If no cost-type is given
	 * use the construction one */
	_cleared_object_areas.Clear();
	ClearStorageChanges(false);
	CommandCost res2 = proc(tile, flags | DC_EXEC, p1, p2, text);

	if (cmd_id == CMD_COMPANY_CTRL) {
		cur_company.Trash();
		/* We are a new company                  -> Switch to new local company.
		 * We were closed down                   -> Switch to spectator
		 * Some other company opened/closed down -> The outside function will switch back */
		_current_company = _local_company;
	} else {
		/* Make sure nothing bad happened, like changing the current company. */
		assert(exec_as_spectator ? _current_company == COMPANY_SPECTATOR : cur_company.Verify());
		cur_company.Restore();
	}

	/* If the test and execution can differ we have to check the
	 * return of the command. Otherwise we can check whether the
	 * test and execution have yielded the same result,
	 * i.e. cost and error state are the same. */
	if (!test_and_exec_can_differ) {
		assert(res.GetCost() == res2.GetCost() && res.Failed() == res2.Failed()); // sanity check
	} else if (res2.Failed()) {
		return_dcpi(res2, false);
	}

	/* If we're needing more money and we haven't done
	 * anything yet, ask for the money! */
	if (_additional_cash_required != 0 && res2.GetCost() == 0) {
		/* It could happen we removed rail, thus gained money, and deleted something else.
		 * So make sure the signal buffer is empty even in this case */
		UpdateSignalsInBuffer();
		SetDParam(0, _additional_cash_required);
		return_dcpi(CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY), false);
	}

	/* update last build coordinate of company. */
	if (tile != 0) {
		Company *c = Company::GetIfValid(_current_company);
		if (c != NULL) c->last_build_coordinate = tile;
	}

	SubtractMoneyFromCompany(res2);

	/* update signals if needed */
	UpdateSignalsInBuffer();

	return_dcpi(res2, true);
}
Ejemplo n.º 4
0
/**
 * 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;
		_genworld_mapgen_mutex->BeginCritical();
		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 (_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);

		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();
			}
		}

		ClearStorageChanges(true);

		/* 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();
				IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
			}
		}

		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();
		_genworld_mapgen_mutex->EndCritical();

		ShowNewGRFError();

		if (_network_dedicated) DEBUG(net, 0, "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];
			snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
		}
	} catch (...) {
		if (_cur_company.IsValid()) _cur_company.Restore();
		_generating_world = false;
		_genworld_mapgen_mutex->EndCritical();
		throw;
	}
}