/** * 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()); }
/** * Generate a world. * @param mode The mode of world generation (see GenWorldMode). * @param size_x The X-size of the map. * @param size_y The Y-size of the map. * @param reset_settings Whether to reset the game configuration (used for restart) */ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings) { if (HasModalProgress()) return; _gw.mode = mode; _gw.size_x = size_x; _gw.size_y = size_y; SetModalProgress(true); _gw.abort = false; _gw.abortp = NULL; _gw.lc = _local_company; _gw.quit_thread = false; _gw.threaded = true; /* This disables some commands and stuff */ SetLocalCompany(COMPANY_SPECTATOR); InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings); PrepareGenerateWorldProgress(); /* Load the right landscape stuff, and the NewGRFs! */ GfxLoadSprites(); LoadStringWidthTable(); /* Re-init the windowing system */ ResetWindowSystem(); /* Create toolbars */ SetupColoursAndInitialWindow(); SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0); if (_gw.thread != NULL) { _gw.thread->Join(); delete _gw.thread; _gw.thread = NULL; } if (!VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread, "ottd:genworld")) { DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode"); _gw.threaded = false; _modal_progress_work_mutex->EndCritical(); _GenerateWorld(NULL); _modal_progress_work_mutex->BeginCritical(); return; } UnshowCriticalError(); /* Remove any open window */ DeleteAllNonVitalWindows(); /* Hide vital windows, because we don't allow to use them */ HideVitalWindows(); /* Don't show the dialog if we don't have a thread */ ShowGenerateWorldProgress(); /* Centre the view on the map */ if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) { ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true); } }
/** * 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()); }
void VideoDriver_SDL::MainLoop() { uint32 cur_ticks = SDL_CALL SDL_GetTicks(); uint32 last_cur_ticks = cur_ticks; uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK; uint32 mod; int numkeys; Uint8 *keys; CheckPaletteAnim(); if (_draw_threaded) { /* Initialise the mutex first, because that's the thing we *need* * directly in the newly created thread. */ _draw_mutex = ThreadMutex::New(); if (_draw_mutex == NULL) { _draw_threaded = false; } else { _draw_mutex->BeginCritical(); _draw_continue = true; _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread); /* Free the mutex if we won't be able to use it. */ if (!_draw_threaded) { _draw_mutex->EndCritical(); delete _draw_mutex; _draw_mutex = NULL; } else { /* Wait till the draw mutex has started itself. */ _draw_mutex->WaitForSignal(); } } } DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no "); for (;;) { uint32 prev_cur_ticks = cur_ticks; // to check for wrapping InteractiveRandom(); // randomness while (PollEvent() == -1) {} if (_exit_game) break; mod = SDL_CALL SDL_GetModState(); #if SDL_VERSION_ATLEAST(1, 3, 0) keys = SDL_CALL SDL_GetKeyboardState(&numkeys); #else keys = SDL_CALL SDL_GetKeyState(&numkeys); #endif #if defined(_DEBUG) if (_shift_pressed) #else /* Speedup when pressing tab, except when using ALT+TAB * to switch to another application */ #if SDL_VERSION_ATLEAST(1, 3, 0) if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0) #else if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0) #endif /* SDL_VERSION_ATLEAST(1, 3, 0) */ #endif /* defined(_DEBUG) */ { if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2; } else if (_fast_forward & 2) { _fast_forward = 0; } cur_ticks = SDL_CALL SDL_GetTicks(); if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) { _realtime_tick += cur_ticks - last_cur_ticks; last_cur_ticks = cur_ticks; next_tick = cur_ticks + MILLISECONDS_PER_TICK; bool old_ctrl_pressed = _ctrl_pressed; _ctrl_pressed = !!(mod & KMOD_CTRL); _shift_pressed = !!(mod & KMOD_SHIFT); /* determine which directional keys are down */ _dirkeys = #if SDL_VERSION_ATLEAST(1, 3, 0) (keys[SDL_SCANCODE_LEFT] ? 1 : 0) | (keys[SDL_SCANCODE_UP] ? 2 : 0) | (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) | (keys[SDL_SCANCODE_DOWN] ? 8 : 0); #else (keys[SDLK_LEFT] ? 1 : 0) | (keys[SDLK_UP] ? 2 : 0) | (keys[SDLK_RIGHT] ? 4 : 0) | (keys[SDLK_DOWN] ? 8 : 0); #endif if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); /* The gameloop is the part that can run asynchronously. The rest * except sleeping can't. */ if (_draw_mutex != NULL) _draw_mutex->EndCritical(); GameLoop(); if (_draw_mutex != NULL) _draw_mutex->BeginCritical(); UpdateWindows(); _local_palette = _cur_palette; } else { /* Release the thread while sleeping */ if (_draw_mutex != NULL) _draw_mutex->EndCritical(); CSleep(1); if (_draw_mutex != NULL) _draw_mutex->BeginCritical(); NetworkDrawChatMessage(); DrawMouseCursor(); } /* End of the critical part. */ if (_draw_mutex != NULL && !HasModalProgress()) { _draw_mutex->SendSignal(); } else { /* Oh, we didn't have threads, then just draw unthreaded */ CheckPaletteAnim(); DrawSurfaceToScreen(); } } if (_draw_mutex != NULL) { _draw_continue = false; /* Sending signal if there is no thread blocked * is very valid and results in noop */ _draw_mutex->SendSignal(); _draw_mutex->EndCritical(); _draw_thread->Join(); delete _draw_mutex; delete _draw_thread; _draw_mutex = NULL; _draw_thread = NULL; } }
virtual EventState OnHotkey(int hotkey) { if (hotkey == GHK_QUIT) { HandleExitGameRequest(); return ES_HANDLED; } /* Disable all key shortcuts, except quit shortcuts when * generating the world, otherwise they create threading * problem during the generating, resulting in random * assertions that are hard to trigger and debug */ if (HasModalProgress()) return ES_NOT_HANDLED; switch (hotkey) { case GHK_ABANDON: /* No point returning from the main menu to itself */ if (_game_mode == GM_MENU) return ES_HANDLED; if (_settings_client.gui.autosave_on_exit) { DoExitSave(); _switch_mode = SM_MENU; } else { AskExitToGameMenu(); } return ES_HANDLED; case GHK_CONSOLE: IConsoleSwitch(); return ES_HANDLED; case GHK_BOUNDING_BOXES: ToggleBoundingBoxes(); return ES_HANDLED; case GHK_DIRTY_BLOCKS: ToggleDirtyBlocks(); return ES_HANDLED; } if (_game_mode == GM_MENU) return ES_NOT_HANDLED; switch (hotkey) { case GHK_CENTER: case GHK_CENTER_ZOOM: { Point pt = GetTileBelowCursor(); if (pt.x != -1) { bool instant = (hotkey == GHK_CENTER_ZOOM && this->viewport->zoom != _settings_client.gui.zoom_min); if (hotkey == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this); ScrollMainWindowTo(pt.x, pt.y, -1, instant); } break; } case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); ToolbarSelectLastTool(); break; case GHK_DELETE_WINDOWS: DeleteNonVitalWindows(); break; case GHK_DELETE_NONVITAL_WINDOWS: DeleteAllNonVitalWindows(); break; case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break; case GHK_CRASH: // Crash the game *(volatile byte *)0 = 0; break; case GHK_MONEY: // Gimme money /* You can only cheat for money in single player. */ if (!_networking) DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT); break; case GHK_UPDATE_COORDS: // Update the coordinates of all station signs UpdateAllVirtCoords(); break; case GHK_TOGGLE_TRANSPARENCY: case GHK_TOGGLE_TRANSPARENCY + 1: case GHK_TOGGLE_TRANSPARENCY + 2: case GHK_TOGGLE_TRANSPARENCY + 3: case GHK_TOGGLE_TRANSPARENCY + 4: case GHK_TOGGLE_TRANSPARENCY + 5: case GHK_TOGGLE_TRANSPARENCY + 6: case GHK_TOGGLE_TRANSPARENCY + 7: case GHK_TOGGLE_TRANSPARENCY + 8: /* Transparency toggle hot keys */ ToggleTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_TRANSPARENCY)); MarkWholeScreenDirty(); break; case GHK_TOGGLE_INVISIBILITY: case GHK_TOGGLE_INVISIBILITY + 1: case GHK_TOGGLE_INVISIBILITY + 2: case GHK_TOGGLE_INVISIBILITY + 3: case GHK_TOGGLE_INVISIBILITY + 4: case GHK_TOGGLE_INVISIBILITY + 5: case GHK_TOGGLE_INVISIBILITY + 6: case GHK_TOGGLE_INVISIBILITY + 7: /* Invisibility toggle hot keys */ ToggleInvisibilityWithTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_INVISIBILITY)); MarkWholeScreenDirty(); break; case GHK_TRANSPARENCY_TOOLBAR: ShowTransparencyToolbar(); break; case GHK_TRANSPARANCY: ResetRestoreAllTransparency(); break; #ifdef ENABLE_NETWORK case GHK_CHAT: // smart chat; send to team if any, otherwise to all if (_networking) { const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id); if (cio == NULL) break; ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas); } break; case GHK_CHAT_ALL: // send text message to all clients if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0); break; case GHK_CHAT_COMPANY: // send text to all team mates if (_networking) { const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id); if (cio == NULL) break; ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas); } break; case GHK_CHAT_SERVER: // send text to the server if (_networking && !_network_server) { ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, CLIENT_ID_SERVER); } break; #endif default: return ES_NOT_HANDLED; } return ES_HANDLED; }
void GameLoop() { if (_game_mode == GM_BOOTSTRAP) { #ifdef ENABLE_NETWORK /* Check for UDP stuff */ if (_network_available) NetworkBackgroundLoop(); #endif InputLoop(); return; } ProcessAsyncSaveFinish(); /* autosave game? */ if (_do_autosave) { DoAutosave(); _do_autosave = false; SetWindowDirty(WC_STATUS_BAR, 0); } /* switch game mode? */ if (_switch_mode != SM_NONE && !HasModalProgress()) { SwitchToMode(_switch_mode); _switch_mode = SM_NONE; } IncreaseSpriteLRU(); InteractiveRandom(); extern int _caret_timer; _caret_timer += 3; CursorTick(); #ifdef ENABLE_NETWORK /* Check for UDP stuff */ if (_network_available) NetworkBackgroundLoop(); if (_networking && !HasModalProgress()) { /* Multiplayer */ NetworkGameLoop(); } else { if (_network_reconnect > 0 && --_network_reconnect == 0) { /* This means that we want to reconnect to the last host * We do this here, because it means that the network is really closed */ NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR); } /* Singleplayer */ StateGameLoop(); } /* Check chat messages roughly once a second. */ static uint check_message = 0; if (++check_message > 1000 / MILLISECONDS_PER_TICK) { check_message = 0; NetworkChatMessageLoop(); } #else StateGameLoop(); #endif /* ENABLE_NETWORK */ if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations(); if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects(); InputLoop(); SoundDriver::GetInstance()->MainLoop(); MusicLoop(); }