Exemplo 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()
{
	/* 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());
}
Exemplo n.º 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());
}
Exemplo n.º 3
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;
		_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;
	}
}