/** * 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()); }
/** * 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()); }
/** * 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; } }