1330 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1330 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* $Id$ */
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#include "stdafx.h"
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#include "string.h"
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#include "table/strings.h"
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#include "debug.h"
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#include "driver.h"
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#include "saveload.h"
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#include "strings.h"
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#include "map.h"
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#include "tile.h"
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#define VARDEF
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#include "openttd.h"
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#include "functions.h"
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#include "mixer.h"
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#include "spritecache.h"
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#include "gfx.h"
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#include "gfxinit.h"
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#include "gui.h"
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#include "station.h"
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#include "vehicle.h"
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#include "viewport.h"
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#include "window.h"
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#include "player.h"
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#include "command.h"
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#include "town.h"
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#include "industry.h"
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#include "news.h"
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#include "engine.h"
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#include "sound.h"
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#include "economy.h"
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#include "fileio.h"
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#include "hal.h"
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#include "airport.h"
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#include "console.h"
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#include "screenshot.h"
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#include "network.h"
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#include "signs.h"
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#include "depot.h"
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#include "waypoint.h"
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#include "ai/ai.h"
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#include "train.h"
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#include <stdarg.h>
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void GenerateWorld(int mode, uint size_x, uint size_y);
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void CallLandscapeTick(void);
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void IncreaseDate(void);
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void DoPaletteAnimations(void);
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void MusicLoop(void);
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void ResetMusic(void);
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void InitializeStations(void);
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void DeleteAllPlayerStations(void);
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extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
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extern void DoStartupNewPlayer(bool is_ai);
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extern void ShowOSErrorBox(const char *buf);
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/* TODO: usrerror() for errors which are not of an internal nature but
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 * caused by the user, i.e. missing files or fatal configuration errors.
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 * Post-0.4.0 since Celestar doesn't want this in SVN before. --pasky */
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void CDECL error(const char* s, ...)
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{
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	va_list va;
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	char buf[512];
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	va_start(va, s);
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	vsprintf(buf, s, va);
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	va_end(va);
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	ShowOSErrorBox(buf);
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	if (_video_driver != NULL) _video_driver->stop();
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	assert(0);
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	exit(1);
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}
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void CDECL ShowInfoF(const char *str, ...)
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{
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	va_list va;
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	char buf[1024];
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	va_start(va, str);
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	vsprintf(buf, str, va);
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	va_end(va);
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	ShowInfo(buf);
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}
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void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
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{
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	FILE *in;
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	byte *mem;
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	size_t len;
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	in = fopen(filename, "rb");
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	if (in == NULL) return NULL;
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	fseek(in, 0, SEEK_END);
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	len = ftell(in);
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	fseek(in, 0, SEEK_SET);
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	if (len > maxsize || (mem = malloc(len + 1)) == NULL) {
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		fclose(in);
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		return NULL;
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	}
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	mem[len] = 0;
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	if (fread(mem, len, 1, in) != 1) {
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		fclose(in);
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		free(mem);
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		return NULL;
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	}
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	fclose(in);
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	*lenp = len;
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	return mem;
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}
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extern const char _openttd_revision[];
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static void showhelp(void)
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{
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	char buf[4096], *p;
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	p    = buf;
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	p += sprintf(p, "OpenTTD %s\n", _openttd_revision);
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	p += sprintf(p,
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		"\n"
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		"\n"
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		"Command line options:\n"
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		"  -v drv              = Set video driver (see below)\n"
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		"  -s drv              = Set sound driver (see below)\n"
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		"  -m drv              = Set music driver (see below)\n"
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		"  -r res              = Set resolution (for instance 800x600)\n"
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		"  -h                  = Display this help text\n"
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		"  -t date             = Set starting date\n"
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		"  -d [[fac=]lvl[,...]]= Debug mode\n"
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		"  -e                  = Start Editor\n"
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		"  -g [savegame]       = Start new/save game immediately\n"
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		"  -G seed             = Set random seed\n"
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		"  -n [ip#player:port] = Start networkgame\n"
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		"  -D                  = Start dedicated server\n"
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		#if !defined(__MORPHOS__) && !defined(__AMIGA__)
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		"  -f                  = Fork into the background (dedicated only)\n"
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		#endif
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		"  -i                  = Force to use the DOS palette\n"
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		"                          (use this if you see a lot of pink)\n"
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		"  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
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		"\n"
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	);
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	p = GetDriverList(p);
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	ShowInfo(buf);
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}
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typedef struct {
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	char *opt;
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	int numleft;
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	char **argv;
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	const char *options;
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	char *cont;
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} MyGetOptData;
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static void MyGetOptInit(MyGetOptData *md, int argc, char **argv, const char *options)
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{
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	md->cont = NULL;
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	md->numleft = argc;
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	md->argv = argv;
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	md->options = options;
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}
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static int MyGetOpt(MyGetOptData *md)
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{
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	char *s,*r,*t;
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	s = md->cont;
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	if (s != NULL)
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		goto md_continue_here;
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	for (;;) {
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		if (--md->numleft < 0) return -1;
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		s = *md->argv++;
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		if (*s == '-') {
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md_continue_here:;
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			s++;
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			if (*s != 0) {
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				// Found argument, try to locate it in options.
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				if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
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					// ERROR!
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					return -2;
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				}
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				if (r[1] == ':') {
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					// Item wants an argument. Check if the argument follows, or if it comes as a separate arg.
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					if (!*(t = s + 1)) {
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						// It comes as a separate arg. Check if out of args?
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						if (--md->numleft < 0 || *(t = *md->argv) == '-') {
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							// Check if item is optional?
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							if (r[2] != ':')
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								return -2;
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							md->numleft++;
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							t = NULL;
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						} else {
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							md->argv++;
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						}
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					}
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					md->opt = t;
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					md->cont = NULL;
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					return *s;
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				}
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				md->opt = NULL;
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				md->cont = s;
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				return *s;
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			}
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		} else {
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			// This is currently not supported.
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			return -2;
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		}
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	}
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}
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static void ParseResolution(int res[2], const char* s)
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{
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	char *t = strchr(s, 'x');
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	if (t == NULL) {
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		ShowInfoF("Invalid resolution '%s'", s);
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		return;
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	}
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	res[0] = clamp(strtoul(s, NULL, 0), 64, MAX_SCREEN_WIDTH);
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	res[1] = clamp(strtoul(t + 1, NULL, 0), 64, MAX_SCREEN_HEIGHT);
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}
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static void InitializeDynamicVariables(void)
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{
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	/* Dynamic stuff needs to be initialized somewhere... */
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	_station_sort  = NULL;
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	_town_sort     = NULL;
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	_industry_sort = NULL;
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}
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static void UnInitializeDynamicVariables(void)
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{
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	/* Dynamic stuff needs to be free'd somewhere... */
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	CleanPool(&_town_pool);
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	CleanPool(&_industry_pool);
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	CleanPool(&_station_pool);
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	CleanPool(&_vehicle_pool);
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	CleanPool(&_sign_pool);
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	CleanPool(&_order_pool);
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	free(_station_sort);
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	free(_town_sort);
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	free(_industry_sort);
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}
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static void UnInitializeGame(void)
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{
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	UnInitWindowSystem();
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	free(_config_file);
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}
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static void LoadIntroGame(void)
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{
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	char filename[256];
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	_game_mode = GM_MENU;
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	CLRBITS(_display_opt, DO_TRANS_BUILDINGS); // don't make buildings transparent in intro
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	_opt_ptr = &_opt_newgame;
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	GfxLoadSprites();
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	LoadStringWidthTable();
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	// Setup main window
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	ResetWindowSystem();
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	SetupColorsAndInitialWindow();
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	// Generate a world.
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	sprintf(filename, "%sopntitle.dat",  _path.data_dir);
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#if defined SECOND_DATA_DIR
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	if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
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		sprintf(filename, "%sopntitle.dat",  _path.second_data_dir);
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	}
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#endif
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	if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
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		GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
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	}
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	_pause = 0;
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	_local_player = 0;
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	MarkWholeScreenDirty();
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	// Play main theme
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	if (_music_driver->is_song_playing()) ResetMusic();
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}
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#if defined(UNIX) && !defined(__MORPHOS__)
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extern void DedicatedFork(void);
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#endif
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int ttd_main(int argc, char* argv[])
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{
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	MyGetOptData mgo;
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	int i;
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	bool network = false;
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	char *network_conn = NULL;
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	const char *optformat;
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	char musicdriver[16], sounddriver[16], videodriver[16];
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	int resolution[2] = {0,0};
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	uint startdate = -1;
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	bool dedicated;
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	musicdriver[0] = sounddriver[0] = videodriver[0] = 0;
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	_game_mode = GM_MENU;
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	_switch_mode = SM_MENU;
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	_switch_mode_errorstr = INVALID_STRING_ID;
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	_dedicated_forks = false;
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	dedicated = false;
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	_config_file = NULL;
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	// The last param of the following function means this:
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	//   a letter means: it accepts that param (e.g.: -h)
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	//   a ':' behind it means: it need a param (e.g.: -m<driver>)
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	//   a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
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	#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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		optformat = "bm:s:v:hDfn::eit:d::r:g::G:c:";
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	#else
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		optformat = "bm:s:v:hDn::eit:d::r:g::G:c:"; // no fork option
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	#endif
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	MyGetOptInit(&mgo, argc-1, argv+1, optformat);
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	while ((i = MyGetOpt(&mgo)) != -1) {
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		switch (i) {
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		case 'm': ttd_strlcpy(musicdriver, mgo.opt, sizeof(musicdriver)); break;
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		case 's': ttd_strlcpy(sounddriver, mgo.opt, sizeof(sounddriver)); break;
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		case 'v': ttd_strlcpy(videodriver, mgo.opt, sizeof(videodriver)); break;
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		case 'D': {
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				strcpy(musicdriver, "null");
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				strcpy(sounddriver, "null");
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				strcpy(videodriver, "dedicated");
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				dedicated = true;
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			} break;
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		case 'f': {
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				_dedicated_forks = true;
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			}; break;
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		case 'n': {
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				network = true;
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				if (mgo.opt)
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					// Optional, you can give an IP
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					network_conn = mgo.opt;
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				else
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					network_conn = NULL;
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			} break;
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		case 'b': _ai.network_client = true; break;
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		case 'r': ParseResolution(resolution, mgo.opt); break;
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		case 't': startdate = atoi(mgo.opt); break;
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		case 'd': {
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#if defined(WIN32)
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				CreateConsole();
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#endif
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				if (mgo.opt != NULL) SetDebugString(mgo.opt);
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			} break;
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		case 'e': _switch_mode = SM_EDITOR; break;
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		case 'i': _use_dos_palette = true; break;
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		case 'g':
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			if (mgo.opt != NULL) {
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				strcpy(_file_to_saveload.name, mgo.opt);
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				_switch_mode = SM_LOAD;
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			} else
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				_switch_mode = SM_NEWGAME;
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			break;
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		case 'G':
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			_random_seeds[0][0] = atoi(mgo.opt);
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			break;
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		case 'c':
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			_config_file = strdup(mgo.opt);
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			break;
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		case -2:
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		case 'h':
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			showhelp();
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			return 0;
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		}
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	}
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	if (_ai.network_client && !network) {
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		_ai.network_client = false;
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		DEBUG(ai, 0)("[AI] Can't enable network-AI, because '-n' is not used\n");
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	}
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	DeterminePaths();
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	CheckExternalFiles();
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#if defined(UNIX) && !defined(__MORPHOS__)
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	// We must fork here, or we'll end up without some resources we need (like sockets)
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	if (_dedicated_forks)
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		DedicatedFork();
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#endif
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	LoadFromConfig();
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	CheckConfig();
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	LoadFromHighScore();
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	// override config?
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	if (musicdriver[0]) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
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	if (sounddriver[0]) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
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	if (videodriver[0]) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
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	if (resolution[0]) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
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	if (startdate != (uint)-1) _patches.starting_date = startdate;
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	if (_dedicated_forks && !dedicated) _dedicated_forks = false;
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	// enumerate language files
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	InitializeLanguagePacks();
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	// initialize screenshot formats
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	InitializeScreenshotFormats();
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	// initialize airport state machines
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	InitializeAirports();
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	/* initialize all variables that are allocated dynamically */
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	InitializeDynamicVariables();
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	/* start the AI */
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	AI_Initialize();
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	// Sample catalogue
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	DEBUG(misc, 1) ("Loading sound effects...");
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	MxInitialize(11025);
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	SoundInitialize("sample.cat");
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	// This must be done early, since functions use the InvalidateWindow* calls
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	InitWindowSystem();
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	GfxLoadSprites();
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	LoadStringWidthTable();
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	DEBUG(misc, 1) ("Loading drivers...");
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	LoadDriver(SOUND_DRIVER, _ini_sounddriver);
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	LoadDriver(MUSIC_DRIVER, _ini_musicdriver);
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	LoadDriver(VIDEO_DRIVER, _ini_videodriver); // load video last, to prevent an empty window while sound and music loads
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	_savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	// initialize network-core
 | 
						|
	NetworkStartUp();
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	_opt_ptr = &_opt_newgame;
 | 
						|
 | 
						|
	/* XXX - ugly hack, if diff_level is 9, it means we got no setting from the config file */
 | 
						|
	if (_opt_newgame.diff_level == 9) SetDifficultyLevel(0, &_opt_newgame);
 | 
						|
 | 
						|
	// initialize the ingame console
 | 
						|
	IConsoleInit();
 | 
						|
	InitializeGUI();
 | 
						|
	IConsoleCmdExec("exec scripts/autoexec.scr 0");
 | 
						|
 | 
						|
	GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	if (network && _network_available) {
 | 
						|
		if (network_conn != NULL) {
 | 
						|
			const char *port = NULL;
 | 
						|
			const char *player = NULL;
 | 
						|
			uint16 rport;
 | 
						|
 | 
						|
			rport = NETWORK_DEFAULT_PORT;
 | 
						|
 | 
						|
			ParseConnectionString(&player, &port, network_conn);
 | 
						|
 | 
						|
			if (player != NULL) _network_playas = atoi(player);
 | 
						|
			if (port != NULL) rport = atoi(port);
 | 
						|
 | 
						|
			LoadIntroGame();
 | 
						|
			_switch_mode = SM_NONE;
 | 
						|
			NetworkClientConnectGame(network_conn, rport);
 | 
						|
		}
 | 
						|
	}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	_video_driver->main_loop();
 | 
						|
 | 
						|
	WaitTillSaved();
 | 
						|
	IConsoleFree();
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	if (_network_available) {
 | 
						|
		// Shut down the network and close any open connections
 | 
						|
		NetworkDisconnect();
 | 
						|
		NetworkUDPClose();
 | 
						|
		NetworkShutDown();
 | 
						|
	}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	_video_driver->stop();
 | 
						|
	_music_driver->stop();
 | 
						|
	_sound_driver->stop();
 | 
						|
 | 
						|
	SaveToConfig();
 | 
						|
	SaveToHighScore();
 | 
						|
 | 
						|
	// uninitialize airport state machines
 | 
						|
	UnInitializeAirports();
 | 
						|
 | 
						|
	/* uninitialize variables that are allocated dynamic */
 | 
						|
	UnInitializeDynamicVariables();
 | 
						|
 | 
						|
	/* stop the AI */
 | 
						|
	AI_Uninitialize();
 | 
						|
 | 
						|
	/* Close all and any open filehandles */
 | 
						|
	FioCloseAll();
 | 
						|
	UnInitializeGame();
 | 
						|
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
/** Mutex so that only one thread can communicate with the main program
 | 
						|
 * at any given time */
 | 
						|
static ThreadMsg _message = 0;
 | 
						|
 | 
						|
static inline void OTTD_ReleaseMutex(void) {_message = 0;}
 | 
						|
static inline ThreadMsg OTTD_PollThreadEvent(void) {return _message;}
 | 
						|
 | 
						|
/** Called by running thread to execute some action in the main game.
 | 
						|
 * It will stall as long as the mutex is not freed (handled) by the game */
 | 
						|
void OTTD_SendThreadMessage(ThreadMsg msg)
 | 
						|
{
 | 
						|
	if (_exit_game) return;
 | 
						|
	while (_message != 0) CSleep(10);
 | 
						|
 | 
						|
	_message = msg;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/** Handle the user-messages sent to us
 | 
						|
 * @param message message sent
 | 
						|
 */
 | 
						|
static void ProcessSentMessage(ThreadMsg message)
 | 
						|
{
 | 
						|
	switch (message) {
 | 
						|
		case MSG_OTTD_SAVETHREAD_START: SaveFileStart(); break;
 | 
						|
		case MSG_OTTD_SAVETHREAD_DONE:  SaveFileDone(); break;
 | 
						|
		case MSG_OTTD_SAVETHREAD_ERROR: SaveFileError(); break;
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
 | 
						|
	OTTD_ReleaseMutex(); // release mutex so that other threads, messages can be handled
 | 
						|
}
 | 
						|
 | 
						|
static void ShowScreenshotResult(bool b)
 | 
						|
{
 | 
						|
	if (b) {
 | 
						|
		SetDParamStr(0, _screenshot_name);
 | 
						|
		ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
 | 
						|
	} else {
 | 
						|
		ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
static void MakeNewGame(void)
 | 
						|
{
 | 
						|
	_game_mode = GM_NORMAL;
 | 
						|
 | 
						|
	// Copy in game options
 | 
						|
	_opt_ptr = &_opt;
 | 
						|
	memcpy(_opt_ptr, &_opt_newgame, sizeof(*_opt_ptr));
 | 
						|
 | 
						|
	GfxLoadSprites();
 | 
						|
 | 
						|
	// Reinitialize windows
 | 
						|
	ResetWindowSystem();
 | 
						|
	LoadStringWidthTable();
 | 
						|
 | 
						|
	SetupColorsAndInitialWindow();
 | 
						|
 | 
						|
	// Randomize world
 | 
						|
	GenerateWorld(GW_NEWGAME, 1<<_patches.map_x, 1<<_patches.map_y);
 | 
						|
 | 
						|
	// In a dedicated server, the server does not play
 | 
						|
	if (_network_dedicated) {
 | 
						|
		_local_player = OWNER_SPECTATOR;
 | 
						|
	} else {
 | 
						|
		// Create a single player
 | 
						|
		DoStartupNewPlayer(false);
 | 
						|
 | 
						|
		_local_player = 0;
 | 
						|
		_current_player = _local_player;
 | 
						|
		DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
 | 
						|
	}
 | 
						|
 | 
						|
	MarkWholeScreenDirty();
 | 
						|
}
 | 
						|
 | 
						|
static void MakeNewEditorWorld(void)
 | 
						|
{
 | 
						|
	_game_mode = GM_EDITOR;
 | 
						|
 | 
						|
	// Copy in game options
 | 
						|
	_opt_ptr = &_opt;
 | 
						|
	memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions));
 | 
						|
 | 
						|
	GfxLoadSprites();
 | 
						|
 | 
						|
	// Re-init the windowing system
 | 
						|
	ResetWindowSystem();
 | 
						|
 | 
						|
	// Create toolbars
 | 
						|
	SetupColorsAndInitialWindow();
 | 
						|
 | 
						|
	// Startup the game system
 | 
						|
	GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
 | 
						|
 | 
						|
	_local_player = OWNER_NONE;
 | 
						|
	MarkWholeScreenDirty();
 | 
						|
}
 | 
						|
 | 
						|
void StartupPlayers(void);
 | 
						|
void StartupDisasters(void);
 | 
						|
 | 
						|
/**
 | 
						|
 * Start Scenario starts a new game based on a scenario.
 | 
						|
 * Eg 'New Game' --> select a preset scenario
 | 
						|
 * This starts a scenario based on your current difficulty settings
 | 
						|
 */
 | 
						|
static void StartScenario(void)
 | 
						|
{
 | 
						|
	_game_mode = GM_NORMAL;
 | 
						|
 | 
						|
	// invalid type
 | 
						|
	if (_file_to_saveload.mode == SL_INVALID) {
 | 
						|
		printf("Savegame is obsolete or invalid format: %s\n", _file_to_saveload.name);
 | 
						|
		ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
 | 
						|
		_game_mode = GM_MENU;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	GfxLoadSprites();
 | 
						|
 | 
						|
	// Reinitialize windows
 | 
						|
	ResetWindowSystem();
 | 
						|
	LoadStringWidthTable();
 | 
						|
 | 
						|
	SetupColorsAndInitialWindow();
 | 
						|
 | 
						|
	// Load game
 | 
						|
	if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
 | 
						|
		LoadIntroGame();
 | 
						|
		ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	_opt_ptr = &_opt;
 | 
						|
	memcpy(&_opt_ptr->diff, &_opt_newgame.diff, sizeof(_opt_ptr->diff));
 | 
						|
	_opt.diff_level = _opt_newgame.diff_level;
 | 
						|
 | 
						|
	// Inititalize data
 | 
						|
	StartupPlayers();
 | 
						|
	StartupEngines();
 | 
						|
	StartupDisasters();
 | 
						|
 | 
						|
	_local_player = 0;
 | 
						|
	_current_player = _local_player;
 | 
						|
	DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
 | 
						|
 | 
						|
	MarkWholeScreenDirty();
 | 
						|
}
 | 
						|
 | 
						|
bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
 | 
						|
{
 | 
						|
	byte ogm = _game_mode;
 | 
						|
 | 
						|
	_game_mode = newgm;
 | 
						|
	switch (SaveOrLoad(filename, mode)) {
 | 
						|
		case SL_OK: return true;
 | 
						|
 | 
						|
		case SL_REINIT:
 | 
						|
			switch (ogm) {
 | 
						|
				case GM_MENU:   LoadIntroGame();      break;
 | 
						|
				case GM_EDITOR: MakeNewEditorWorld(); break;
 | 
						|
				default:        MakeNewGame();        break;
 | 
						|
			}
 | 
						|
			return false;
 | 
						|
 | 
						|
		default:
 | 
						|
			_game_mode = ogm;
 | 
						|
			return false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SwitchMode(int new_mode)
 | 
						|
{
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	// If we are saving something, the network stays in his current state
 | 
						|
	if (new_mode != SM_SAVE) {
 | 
						|
		// If the network is active, make it not-active
 | 
						|
		if (_networking) {
 | 
						|
			if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
 | 
						|
				NetworkReboot();
 | 
						|
				NetworkUDPClose();
 | 
						|
			} else {
 | 
						|
				NetworkDisconnect();
 | 
						|
				NetworkUDPClose();
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		// If we are a server, we restart the server
 | 
						|
		if (_is_network_server) {
 | 
						|
			// But not if we are going to the menu
 | 
						|
			if (new_mode != SM_MENU) {
 | 
						|
				NetworkServerStart();
 | 
						|
			} else {
 | 
						|
				// This client no longer wants to be a network-server
 | 
						|
				_is_network_server = false;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	switch (new_mode) {
 | 
						|
	case SM_EDITOR: /* Switch to scenario editor */
 | 
						|
		MakeNewEditorWorld();
 | 
						|
		break;
 | 
						|
 | 
						|
	case SM_NEWGAME: /* New Game --> 'Random game' */
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
		if (_network_server) {
 | 
						|
			snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
 | 
						|
		}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
		MakeNewGame();
 | 
						|
		break;
 | 
						|
 | 
						|
	case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
		if (_network_server) {
 | 
						|
			snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
 | 
						|
		}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
		StartScenario();
 | 
						|
		break;
 | 
						|
 | 
						|
	case SM_LOAD: { /* Load game, Play Scenario */
 | 
						|
		_opt_ptr = &_opt;
 | 
						|
 | 
						|
		if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
 | 
						|
			LoadIntroGame();
 | 
						|
			ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
 | 
						|
		} else {
 | 
						|
			_local_player = 0;
 | 
						|
			DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
			if (_network_server) {
 | 
						|
				snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
 | 
						|
			}
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
		}
 | 
						|
		break;
 | 
						|
	}
 | 
						|
 | 
						|
	case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
 | 
						|
		if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) {
 | 
						|
			PlayerID i;
 | 
						|
 | 
						|
			_opt_ptr = &_opt;
 | 
						|
 | 
						|
			_local_player = OWNER_NONE;
 | 
						|
			_generating_world = true;
 | 
						|
			// delete all players.
 | 
						|
			for (i = 0; i != MAX_PLAYERS; i++) {
 | 
						|
				ChangeOwnershipOfPlayerItems(i, OWNER_SPECTATOR);
 | 
						|
				_players[i].is_active = false;
 | 
						|
			}
 | 
						|
			_generating_world = false;
 | 
						|
			// delete all stations owned by a player
 | 
						|
			DeleteAllPlayerStations();
 | 
						|
		} else {
 | 
						|
			ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
 | 
						|
		}
 | 
						|
		break;
 | 
						|
	}
 | 
						|
 | 
						|
	case SM_MENU: /* Switch to game intro menu */
 | 
						|
		LoadIntroGame();
 | 
						|
		break;
 | 
						|
 | 
						|
	case SM_SAVE: /* Save game */
 | 
						|
		if (SaveOrLoad(_file_to_saveload.name, SL_SAVE) != SL_OK) {
 | 
						|
			ShowErrorMessage(INVALID_STRING_ID, STR_4007_GAME_SAVE_FAILED, 0, 0);
 | 
						|
		} else {
 | 
						|
			DeleteWindowById(WC_SAVELOAD, 0);
 | 
						|
		}
 | 
						|
		break;
 | 
						|
 | 
						|
	case SM_GENRANDLAND: /* Generate random land within scenario editor */
 | 
						|
		GenerateWorld(GW_RANDOM, 1 << _patches.map_x, 1 << _patches.map_y);
 | 
						|
		// XXX: set date
 | 
						|
		_local_player = OWNER_NONE;
 | 
						|
		MarkWholeScreenDirty();
 | 
						|
		break;
 | 
						|
	}
 | 
						|
 | 
						|
	if (_switch_mode_errorstr != INVALID_STRING_ID) {
 | 
						|
		ShowErrorMessage(INVALID_STRING_ID, _switch_mode_errorstr, 0, 0);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// State controlling game loop.
 | 
						|
// The state must not be changed from anywhere
 | 
						|
// but here.
 | 
						|
// That check is enforced in DoCommand.
 | 
						|
void StateGameLoop(void)
 | 
						|
{
 | 
						|
	// dont execute the state loop during pause
 | 
						|
	if (_pause) return;
 | 
						|
 | 
						|
	if (_game_mode == GM_EDITOR) {
 | 
						|
		RunTileLoop();
 | 
						|
		CallVehicleTicks();
 | 
						|
		CallLandscapeTick();
 | 
						|
		CallWindowTickEvent();
 | 
						|
		NewsLoop();
 | 
						|
	} else {
 | 
						|
		// All these actions has to be done from OWNER_NONE
 | 
						|
		//  for multiplayer compatibility
 | 
						|
		PlayerID p = _current_player;
 | 
						|
		_current_player = OWNER_NONE;
 | 
						|
 | 
						|
		AnimateAnimatedTiles();
 | 
						|
		IncreaseDate();
 | 
						|
		RunTileLoop();
 | 
						|
		CallVehicleTicks();
 | 
						|
		CallLandscapeTick();
 | 
						|
 | 
						|
		AI_RunGameLoop();
 | 
						|
 | 
						|
		CallWindowTickEvent();
 | 
						|
		NewsLoop();
 | 
						|
		_current_player = p;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void DoAutosave(void)
 | 
						|
{
 | 
						|
	char buf[200];
 | 
						|
 | 
						|
	if (_patches.keep_all_autosave && _local_player != OWNER_SPECTATOR) {
 | 
						|
		const Player *p = GetPlayer(_local_player);
 | 
						|
		char *s;
 | 
						|
		sprintf(buf, "%s%s", _path.autosave_dir, PATHSEP);
 | 
						|
 | 
						|
		SetDParam(0, p->name_1);
 | 
						|
		SetDParam(1, p->name_2);
 | 
						|
		SetDParam(2, _date);
 | 
						|
		s = GetString(buf + strlen(_path.autosave_dir) + strlen(PATHSEP), STR_4004);
 | 
						|
		strcpy(s, ".sav");
 | 
						|
	} else { /* generate a savegame name and number according to _patches.max_num_autosaves */
 | 
						|
		sprintf(buf, "%s%sautosave%d.sav", _path.autosave_dir, PATHSEP, _autosave_ctr);
 | 
						|
 | 
						|
		_autosave_ctr++;
 | 
						|
		if (_autosave_ctr >= _patches.max_num_autosaves) {
 | 
						|
			// we reached the limit for numbers of autosaves. We will start over
 | 
						|
			_autosave_ctr = 0;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	DEBUG(misc, 2) ("Autosaving to %s", buf);
 | 
						|
	if (SaveOrLoad(buf, SL_SAVE) != SL_OK)
 | 
						|
		ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
 | 
						|
}
 | 
						|
 | 
						|
static void ScrollMainViewport(int x, int y)
 | 
						|
{
 | 
						|
	if (_game_mode != GM_MENU) {
 | 
						|
		Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
 | 
						|
		assert(w);
 | 
						|
 | 
						|
		WP(w,vp_d).scrollpos_x += x << w->viewport->zoom;
 | 
						|
		WP(w,vp_d).scrollpos_y += y << w->viewport->zoom;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static const int8 scrollamt[16][2] = {
 | 
						|
	{ 0, 0},
 | 
						|
	{-2, 0}, // 1:left
 | 
						|
	{ 0,-2}, // 2:up
 | 
						|
	{-2,-1}, // 3:left + up
 | 
						|
	{ 2, 0}, // 4:right
 | 
						|
	{ 0, 0}, // 5:left + right
 | 
						|
	{ 2,-1}, // 6:right + up
 | 
						|
	{ 0,-2}, // 7:left + right + up = up
 | 
						|
	{ 0 ,2}, // 8:down
 | 
						|
	{-2 ,1}, // 9:down+left
 | 
						|
	{ 0, 0}, // 10:impossible
 | 
						|
	{-2, 0}, // 11:left + up + down = left
 | 
						|
	{ 2, 1}, // 12:down+right
 | 
						|
	{ 0, 2}, // 13:left + right + down = down
 | 
						|
	{ 0,-2}, // 14:left + right + up = up
 | 
						|
	{ 0, 0}, // 15:impossible
 | 
						|
};
 | 
						|
 | 
						|
static void HandleKeyScrolling(void)
 | 
						|
{
 | 
						|
	if (_dirkeys && !_no_scroll) {
 | 
						|
		int factor = _shift_pressed ? 50 : 10;
 | 
						|
		ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GameLoop(void)
 | 
						|
{
 | 
						|
	ThreadMsg message;
 | 
						|
 | 
						|
	if ((message = OTTD_PollThreadEvent()) != 0) ProcessSentMessage(message);
 | 
						|
 | 
						|
	// autosave game?
 | 
						|
	if (_do_autosave) {
 | 
						|
		_do_autosave = false;
 | 
						|
		DoAutosave();
 | 
						|
		RedrawAutosave();
 | 
						|
	}
 | 
						|
 | 
						|
	// handle scrolling of the main window
 | 
						|
	if (_dirkeys) HandleKeyScrolling();
 | 
						|
 | 
						|
	// make a screenshot?
 | 
						|
	if (_make_screenshot != 0) {
 | 
						|
		switch (_make_screenshot) {
 | 
						|
			case 1: // make small screenshot
 | 
						|
				UndrawMouseCursor();
 | 
						|
				ShowScreenshotResult(MakeScreenshot());
 | 
						|
				break;
 | 
						|
 | 
						|
			case 2: // make large screenshot
 | 
						|
				ShowScreenshotResult(MakeWorldScreenshot(-(int)MapMaxX() * TILE_PIXELS, 0, (MapMaxX() + MapMaxY()) * TILE_PIXELS, (MapMaxX() + MapMaxY()) * TILE_PIXELS >> 1, 0));
 | 
						|
				break;
 | 
						|
		}
 | 
						|
		_make_screenshot = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	// switch game mode?
 | 
						|
	if (_switch_mode != SM_NONE) {
 | 
						|
		SwitchMode(_switch_mode);
 | 
						|
		_switch_mode = SM_NONE;
 | 
						|
	}
 | 
						|
 | 
						|
	IncreaseSpriteLRU();
 | 
						|
	InteractiveRandom();
 | 
						|
 | 
						|
	if (_scroller_click_timeout > 3) {
 | 
						|
		_scroller_click_timeout -= 3;
 | 
						|
	} else {
 | 
						|
		_scroller_click_timeout = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	_caret_timer += 3;
 | 
						|
	_timer_counter += 8;
 | 
						|
	CursorTick();
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	// Check for UDP stuff
 | 
						|
	NetworkUDPGameLoop();
 | 
						|
 | 
						|
	if (_networking) {
 | 
						|
		// 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(_network_last_host, _network_last_port);
 | 
						|
		}
 | 
						|
		// Singleplayer
 | 
						|
		StateGameLoop();
 | 
						|
	}
 | 
						|
#else
 | 
						|
	StateGameLoop();
 | 
						|
#endif /* ENABLE_NETWORK */
 | 
						|
 | 
						|
	if (!_pause && _display_opt & DO_FULL_ANIMATION) DoPaletteAnimations();
 | 
						|
 | 
						|
	if (!_pause || _cheats.build_in_pause.value) MoveAllTextEffects();
 | 
						|
 | 
						|
	InputLoop();
 | 
						|
 | 
						|
	MusicLoop();
 | 
						|
}
 | 
						|
 | 
						|
void BeforeSaveGame(void)
 | 
						|
{
 | 
						|
	const Window* w = FindWindowById(WC_MAIN_WINDOW, 0);
 | 
						|
 | 
						|
	if (w != NULL) {
 | 
						|
		_saved_scrollpos_x = WP(w, const vp_d).scrollpos_x;
 | 
						|
		_saved_scrollpos_y = WP(w, const vp_d).scrollpos_y;
 | 
						|
		_saved_scrollpos_zoom = w->viewport->zoom;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void ConvertTownOwner(void)
 | 
						|
{
 | 
						|
	TileIndex tile;
 | 
						|
 | 
						|
	for (tile = 0; tile != MapSize(); tile++) {
 | 
						|
		if (IsTileType(tile, MP_STREET)) {
 | 
						|
			if (IsLevelCrossing(tile) && _m[tile].m3 & 0x80) _m[tile].m3 = OWNER_TOWN;
 | 
						|
 | 
						|
			if (_m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN);
 | 
						|
		} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
 | 
						|
			if (_m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// before savegame version 4, the name of the company determined if it existed
 | 
						|
static void CheckIsPlayerActive(void)
 | 
						|
{
 | 
						|
	Player* p;
 | 
						|
 | 
						|
	FOR_ALL_PLAYERS(p) {
 | 
						|
		if (p->name_1 != 0) p->is_active = true;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// since savegame version 4.1, exclusive transport rights are stored at towns
 | 
						|
static void UpdateExclusiveRights(void)
 | 
						|
{
 | 
						|
	Town* t;
 | 
						|
 | 
						|
	FOR_ALL_TOWNS(t) {
 | 
						|
		if (t->xy != 0) t->exclusivity = (byte)-1;
 | 
						|
	}
 | 
						|
 | 
						|
	/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
 | 
						|
			could be implemented this way:
 | 
						|
			1.) Go through all stations
 | 
						|
					Build an array town_blocked[ town_id ][ player_id ]
 | 
						|
				 that stores if at least one station in that town is blocked for a player
 | 
						|
			2.) Go through that array, if you find a town that is not blocked for
 | 
						|
					one player, but for all others, then give him exclusivity.
 | 
						|
	*/
 | 
						|
}
 | 
						|
 | 
						|
static const byte convert_currency[] = {
 | 
						|
	 0,  1, 12,  8,  3,
 | 
						|
	10, 14, 19,  4,  5,
 | 
						|
	 9, 11, 13,  6, 17,
 | 
						|
	16, 22, 21,  7, 15,
 | 
						|
	18,  2, 20, };
 | 
						|
 | 
						|
// since savegame version 4.2 the currencies are arranged differently
 | 
						|
static void UpdateCurrencies(void)
 | 
						|
{
 | 
						|
	_opt.currency = convert_currency[_opt.currency];
 | 
						|
}
 | 
						|
 | 
						|
/* Up to revision 1413 the invisible tiles at the southern border have not been
 | 
						|
 * MP_VOID, even though they should have. This is fixed by this function
 | 
						|
 */
 | 
						|
static void UpdateVoidTiles(void)
 | 
						|
{
 | 
						|
	uint i;
 | 
						|
 | 
						|
	for (i = 0; i < MapMaxY(); ++i)
 | 
						|
		SetTileType(i * MapSizeX() + MapMaxX(), MP_VOID);
 | 
						|
	for (i = 0; i < MapSizeX(); ++i)
 | 
						|
		SetTileType(MapSizeX() * MapMaxY() + i, MP_VOID);
 | 
						|
}
 | 
						|
 | 
						|
// since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255)
 | 
						|
static void UpdateSignOwner(void)
 | 
						|
{
 | 
						|
	SignStruct *ss;
 | 
						|
 | 
						|
	FOR_ALL_SIGNS(ss) ss->owner = OWNER_NONE;
 | 
						|
}
 | 
						|
 | 
						|
extern void UpdateOldAircraft( void );
 | 
						|
extern void UpdateOilRig( void );
 | 
						|
 | 
						|
bool AfterLoadGame(void)
 | 
						|
{
 | 
						|
	Window *w;
 | 
						|
	ViewPort *vp;
 | 
						|
	Player *p;
 | 
						|
 | 
						|
	// in version 2.1 of the savegame, town owner was unified.
 | 
						|
	if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner();
 | 
						|
 | 
						|
	// from version 4.1 of the savegame, exclusive rights are stored at towns
 | 
						|
	if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights();
 | 
						|
 | 
						|
	// from version 4.2 of the savegame, currencies are in a different order
 | 
						|
	if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies();
 | 
						|
 | 
						|
	// from version 6.1 of the savegame, signs have an "owner"
 | 
						|
	if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner();
 | 
						|
 | 
						|
	/* In old version there seems to be a problem that water is owned by
 | 
						|
	    OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
 | 
						|
	    (4.3) version, so I just check when versions are older, and then
 | 
						|
	    walk through the whole map.. */
 | 
						|
	if (CheckSavegameVersionOldStyle(4, 3)) {
 | 
						|
		TileIndex tile = TileXY(0, 0);
 | 
						|
		uint w = MapSizeX();
 | 
						|
		uint h = MapSizeY();
 | 
						|
 | 
						|
		BEGIN_TILE_LOOP(tile_cur, w, h, tile)
 | 
						|
			if (IsTileType(tile_cur, MP_WATER) && GetTileOwner(tile_cur) >= MAX_PLAYERS)
 | 
						|
				SetTileOwner(tile_cur, OWNER_WATER);
 | 
						|
		END_TILE_LOOP(tile_cur, w, h, tile)
 | 
						|
	}
 | 
						|
 | 
						|
	// convert road side to my format.
 | 
						|
	if (_opt.road_side) _opt.road_side = 1;
 | 
						|
 | 
						|
	// Load the sprites
 | 
						|
	GfxLoadSprites();
 | 
						|
 | 
						|
	/* Connect front and rear engines of multiheaded trains and converts
 | 
						|
	 * subtype to the new format */
 | 
						|
	if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
 | 
						|
 | 
						|
	/* Connect front and rear engines of multiheaded trains */
 | 
						|
	ConnectMultiheadedTrains();
 | 
						|
 | 
						|
	// Update current year
 | 
						|
	SetDate(_date);
 | 
						|
 | 
						|
	// reinit the landscape variables (landscape might have changed)
 | 
						|
	InitializeLandscapeVariables(true);
 | 
						|
 | 
						|
	// Update all vehicles
 | 
						|
	AfterLoadVehicles();
 | 
						|
 | 
						|
	// Update all waypoints
 | 
						|
	if (CheckSavegameVersion(12)) FixOldWaypoints();
 | 
						|
 | 
						|
	UpdateAllWaypointSigns();
 | 
						|
 | 
						|
	// in version 2.2 of the savegame, we have new airports
 | 
						|
	if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft();
 | 
						|
 | 
						|
	UpdateAllStationVirtCoord();
 | 
						|
 | 
						|
	// Setup town coords
 | 
						|
	AfterLoadTown();
 | 
						|
	UpdateAllSignVirtCoords();
 | 
						|
 | 
						|
	// make sure there is a town in the game
 | 
						|
	if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, (uint)-1)) {
 | 
						|
		_error_message = STR_NO_TOWN_IN_SCENARIO;
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	// Initialize windows
 | 
						|
	ResetWindowSystem();
 | 
						|
	SetupColorsAndInitialWindow();
 | 
						|
 | 
						|
	w = FindWindowById(WC_MAIN_WINDOW, 0);
 | 
						|
 | 
						|
	WP(w,vp_d).scrollpos_x = _saved_scrollpos_x;
 | 
						|
	WP(w,vp_d).scrollpos_y = _saved_scrollpos_y;
 | 
						|
 | 
						|
	vp = w->viewport;
 | 
						|
	vp->zoom = _saved_scrollpos_zoom;
 | 
						|
	vp->virtual_width = vp->width << vp->zoom;
 | 
						|
	vp->virtual_height = vp->height << vp->zoom;
 | 
						|
 | 
						|
	// in version 4.1 of the savegame, is_active was introduced to determine
 | 
						|
	// if a player does exist, rather then checking name_1
 | 
						|
	if (CheckSavegameVersionOldStyle(4, 1)) CheckIsPlayerActive();
 | 
						|
 | 
						|
	// the void tiles on the southern border used to belong to a wrong class (pre 4.3).
 | 
						|
	if (CheckSavegameVersionOldStyle(4, 3)) UpdateVoidTiles();
 | 
						|
 | 
						|
	// If Load Scenario / New (Scenario) Game is used,
 | 
						|
	//  a player does not exist yet. So create one here.
 | 
						|
	// 1 exeption: network-games. Those can have 0 players
 | 
						|
	//   But this exeption is not true for network_servers!
 | 
						|
	if (!_players[0].is_active && (!_networking || (_networking && _network_server)))
 | 
						|
		DoStartupNewPlayer(false);
 | 
						|
 | 
						|
	DoZoomInOutWindow(ZOOM_NONE, w); // update button status
 | 
						|
	MarkWholeScreenDirty();
 | 
						|
 | 
						|
	// In 5.1, Oilrigs have been moved (again)
 | 
						|
	if (CheckSavegameVersionOldStyle(5, 1)) UpdateOilRig();
 | 
						|
 | 
						|
	/* In version 6.1 we put the town index in the map-array. To do this, we need
 | 
						|
	 *  to use m2 (16bit big), so we need to clean m2, and that is where this is
 | 
						|
	 *  all about ;) */
 | 
						|
	if (CheckSavegameVersionOldStyle(6, 1)) {
 | 
						|
		BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
 | 
						|
			if (IsTileType(tile, MP_HOUSE)) {
 | 
						|
				_m[tile].m4 = _m[tile].m2;
 | 
						|
				//XXX magic
 | 
						|
				SetTileType(tile, MP_VOID);
 | 
						|
				_m[tile].m2 = ClosestTownFromTile(tile,(uint)-1)->index;
 | 
						|
				SetTileType(tile, MP_HOUSE);
 | 
						|
			} else if (IsTileType(tile, MP_STREET)) {
 | 
						|
				//XXX magic
 | 
						|
				_m[tile].m4 |= (_m[tile].m2 << 4);
 | 
						|
				if (IsTileOwner(tile, OWNER_TOWN)) {
 | 
						|
					SetTileType(tile, MP_VOID);
 | 
						|
					_m[tile].m2 = ClosestTownFromTile(tile,(uint)-1)->index;
 | 
						|
					SetTileType(tile, MP_STREET);
 | 
						|
				} else {
 | 
						|
					_m[tile].m2 = 0;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
 | 
						|
	}
 | 
						|
 | 
						|
	/* From version 9.0, we update the max passengers of a town (was sometimes negative
 | 
						|
	 *  before that. */
 | 
						|
	if (CheckSavegameVersion(9)) {
 | 
						|
		Town *t;
 | 
						|
		FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
 | 
						|
	}
 | 
						|
 | 
						|
	/* From version 16.0, we included autorenew on engines, which are now saved, but
 | 
						|
	 *  of course, we do need to initialize them for older savegames. */
 | 
						|
	if (CheckSavegameVersion(16)) {
 | 
						|
		FOR_ALL_PLAYERS(p) {
 | 
						|
			p->engine_renew_list = NULL;
 | 
						|
			p->engine_renew = false;
 | 
						|
			p->engine_renew_months = -6;
 | 
						|
			p->engine_renew_money = 100000;
 | 
						|
		}
 | 
						|
		if (_local_player < MAX_PLAYERS) {
 | 
						|
			// Set the human controlled player to the patch settings
 | 
						|
			// Scenario editor do not have any companies
 | 
						|
			p = GetPlayer(_local_player);
 | 
						|
			p->engine_renew = _patches.autorenew;
 | 
						|
			p->engine_renew_months = _patches.autorenew_months;
 | 
						|
			p->engine_renew_money = _patches.autorenew_money;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* In version 16.1 of the savegame a player can decide if trains, which get
 | 
						|
	 * replaced, shall keep their old length. In all prior versions, just default
 | 
						|
	 * to false */
 | 
						|
	if (CheckSavegameVersionOldStyle(16, 1)) {
 | 
						|
		FOR_ALL_PLAYERS(p) {
 | 
						|
			p->renew_keep_length = false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* In version 17, ground type is moved from m2 to m4 for depots and
 | 
						|
	 * waypoints to make way for storing the index in m2. The custom graphics
 | 
						|
	 * id which was stored in m4 is now saved as a grf/id reference in the
 | 
						|
	 * waypoint struct. */
 | 
						|
	if (CheckSavegameVersion(17)) {
 | 
						|
		Waypoint *wp;
 | 
						|
 | 
						|
		FOR_ALL_WAYPOINTS(wp) {
 | 
						|
			if (wp->xy != 0 && wp->deleted == 0) {
 | 
						|
				const StationSpec *spec = NULL;
 | 
						|
 | 
						|
				if (HASBIT(_m[wp->xy].m3, 4))
 | 
						|
					spec = GetCustomStation(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1);
 | 
						|
 | 
						|
				if (spec != NULL) {
 | 
						|
					wp->stat_id = _m[wp->xy].m4 + 1;
 | 
						|
					wp->grfid = spec->grfid;
 | 
						|
					wp->localidx = spec->localidx;
 | 
						|
				} else {
 | 
						|
					// No custom graphics set, so set to default.
 | 
						|
					wp->stat_id = 0;
 | 
						|
					wp->grfid = 0;
 | 
						|
					wp->localidx = 0;
 | 
						|
				}
 | 
						|
 | 
						|
				// Move ground type bits from m2 to m4.
 | 
						|
				_m[wp->xy].m4 = GB(_m[wp->xy].m2, 0, 4);
 | 
						|
				// Store waypoint index in the tile.
 | 
						|
				_m[wp->xy].m2 = wp->index;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		/* As of version 17, we recalculate the custom graphic ID of waypoints
 | 
						|
		 * from the GRF ID / station index. */
 | 
						|
		UpdateAllWaypointCustomGraphics();
 | 
						|
	}
 | 
						|
 | 
						|
	/* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
 | 
						|
	 *  room for PBS. Now in version 21 move it back :P. */
 | 
						|
	if (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
 | 
						|
		BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
 | 
						|
			if (IsTileType(tile, MP_RAILWAY)) {
 | 
						|
				// Clear PBS signals, move back sempahore bit to 2
 | 
						|
				if (HasSignals(tile)) {
 | 
						|
					// convert PBS signals to combo-signals
 | 
						|
					if (HASBIT(_m[tile].m4, 2)) SB(_m[tile].m4, 0, 2, 3);
 | 
						|
 | 
						|
					SB(_m[tile].m4, 2, 2, HASBIT(_m[tile].m4, 3));
 | 
						|
					CLRBIT(_m[tile].m4, 3);
 | 
						|
				}
 | 
						|
 | 
						|
				// Clear PBS reservation on track
 | 
						|
				if (!IsTileDepotType(tile, TRANSPORT_RAIL))
 | 
						|
					SB(_m[tile].m4, 4, 4, 0);
 | 
						|
				else
 | 
						|
					CLRBIT(_m[tile].m3, 6);
 | 
						|
			}
 | 
						|
 | 
						|
			// Clear PBS reservation on crossing
 | 
						|
			if (IsTileType(tile, MP_STREET) && IsLevelCrossing(tile))
 | 
						|
				CLRBIT(_m[tile].m5, 0);
 | 
						|
 | 
						|
			// Clear PBS reservation on station
 | 
						|
			if (IsTileType(tile, MP_STATION))
 | 
						|
				CLRBIT(_m[tile].m3, 6);
 | 
						|
		} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
 | 
						|
	}
 | 
						|
 | 
						|
	FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 |