diff options
author | glx <glx@openttd.org> | 2008-04-17 19:53:13 +0000 |
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committer | glx <glx@openttd.org> | 2008-04-17 19:53:13 +0000 |
commit | a2884f0a3cfcd627aff8c338d64ece8b9f9174b2 (patch) | |
tree | 60ffe07f5abec85e59448d58ab2769fcde1a938b /src | |
parent | 02cdf01507be4ca5d77915cd00298929ad2f7f30 (diff) | |
download | openttd-a2884f0a3cfcd627aff8c338d64ece8b9f9174b2.tar.xz |
(svn r12755) -Fix (r12706): aborting map generation was not properly handled
Diffstat (limited to 'src')
-rw-r--r-- | src/genworld.cpp | 144 |
1 files changed, 74 insertions, 70 deletions
diff --git a/src/genworld.cpp b/src/genworld.cpp index ca6b89d71..ad121ca70 100644 --- a/src/genworld.cpp +++ b/src/genworld.cpp @@ -86,85 +86,89 @@ bool IsGenerateWorldThreaded() */ static void * CDECL _GenerateWorld(void *arg) { - _generating_world = true; - 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 (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom(); - _random.SetSeed(_patches.generation_seed); - SetGeneratingWorldProgress(GWP_MAP_INIT, 2); - SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_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 == GW_EMPTY) { - SetGeneratingWorldProgress(GWP_UNMOVABLE, 1); - - /* Make the map the height of the patch setting */ - if (_game_mode != GM_MENU) FlatEmptyWorld(_patches.se_flat_world_height); - - ConvertGroundTilesIntoWaterTiles(); - IncreaseGeneratingWorldProgress(GWP_UNMOVABLE); - } else { - GenerateLandscape(_gw.mode); - GenerateClearTile(); - - /* only generate towns, tree and industries in newgame mode. */ - if (_game_mode != GM_EDITOR) { - GenerateTowns(); - GenerateIndustries(); - GenerateUnmovables(); - GenerateTrees(); + try { + _generating_world = true; + 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 (_patches.generation_seed == GENERATE_NEW_SEED) _patches.generation_seed = _patches_newgame.generation_seed = InteractiveRandom(); + _random.SetSeed(_patches.generation_seed); + SetGeneratingWorldProgress(GWP_MAP_INIT, 2); + SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_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 == GW_EMPTY) { + SetGeneratingWorldProgress(GWP_UNMOVABLE, 1); + + /* Make the map the height of the patch setting */ + if (_game_mode != GM_MENU) FlatEmptyWorld(_patches.se_flat_world_height); + + ConvertGroundTilesIntoWaterTiles(); + IncreaseGeneratingWorldProgress(GWP_UNMOVABLE); + } else { + GenerateLandscape(_gw.mode); + GenerateClearTile(); + + /* only generate towns, tree and industries in newgame mode. */ + if (_game_mode != GM_EDITOR) { + GenerateTowns(); + GenerateIndustries(); + GenerateUnmovables(); + GenerateTrees(); + } } - } - ClearStorageChanges(true); - - /* These are probably pointless when inside the scenario editor. */ - SetGeneratingWorldProgress(GWP_GAME_INIT, 3); - StartupPlayers(); - 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 != GW_EMPTY) { - uint i; - - SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500); - for (i = 0; i < 0x500; i++) { - RunTileLoop(); - IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP); + ClearStorageChanges(true); + + /* These are probably pointless when inside the scenario editor. */ + SetGeneratingWorldProgress(GWP_GAME_INIT, 3); + StartupPlayers(); + 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 != GW_EMPTY) { + uint i; + + SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500); + for (i = 0; i < 0x500; i++) { + RunTileLoop(); + IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP); + } } - } - ResetObjectToPlace(); - SetLocalPlayer(_gw.lp); + ResetObjectToPlace(); + SetLocalPlayer(_gw.lp); - SetGeneratingWorldProgress(GWP_GAME_START, 1); - /* Call any callback */ - if (_gw.proc != NULL) _gw.proc(); - IncreaseGeneratingWorldProgress(GWP_GAME_START); - - if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE); - /* Show all vital windows again, because we have hidden them */ - if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows(); - _gw.active = false; - _gw.thread = NULL; - _gw.proc = NULL; - _gw.threaded = false; + SetGeneratingWorldProgress(GWP_GAME_START, 1); + /* Call any callback */ + if (_gw.proc != NULL) _gw.proc(); + IncreaseGeneratingWorldProgress(GWP_GAME_START); - DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0); - MarkWholeScreenDirty(); + if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE); + /* Show all vital windows again, because we have hidden them */ + if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows(); + _gw.active = false; + _gw.thread = NULL; + _gw.proc = NULL; + _gw.threaded = false; - if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game"); + DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0); + MarkWholeScreenDirty(); - if (_patches.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE); + if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game"); + if (_patches.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE); + } catch (...) { + _generating_world = false; + throw; + } return NULL; } |