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

	Layouter::ReduceLineCache();

	if (_game_mode == GM_EDITOR) {
		BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
		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];
			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);
		}

		CheckCaches();

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

		BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
		AnimateAnimatedTiles();
		IncreaseDate();
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);

#ifndef DEBUG_DUMP_COMMANDS
		AI::GameLoop();
		Game::GameLoop();
#endif
		UpdateLandscapingLimits();

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

	assert(IsLocalCompany());
}
Example #2
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());
}