 10b842bddc
			
		
	
	10b842bddc
	
	
	
		
			
			- New optional landscape generator (TerraGenesis Perlin)
  - Load heightmaps (either BMP or PNG)
  - Progress dialog while generating worlds (no longer a 'hanging' screen)
  - New dialogs for NewGame, Create Scenario and Play Heightmap
    - Easier to configure your landscape
    - More things to configure (tree-placer, ..)
  - Speedup of world generation
  - New console command 'restart': restart the map EXACTLY as it was when you
      first started it (needs a game made after or with this commit)
  - New console command 'getseed': get the seed of your map and share it with
      others (of course only works with generated maps)
  - Many new, world generation related, things
  - Many internal cleanups and rewrites
  Many tnx to those people who helped making this:
     Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
  Many tnx to those who helped testing:
     Arnau, Bjarni, and tokai (alfabetic)
  And to all other people who helped testing and sending comments / bugs
  Stats: 673 lines changed, 3534 new lines, 79 new strings
		
	
		
			
				
	
	
		
			1445 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1445 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* $Id$ */
 | |
| 
 | |
| #include "stdafx.h"
 | |
| #include "string.h"
 | |
| #include "table/strings.h"
 | |
| #include "debug.h"
 | |
| #include "driver.h"
 | |
| #include "saveload.h"
 | |
| #include "strings.h"
 | |
| #include "map.h"
 | |
| #include "tile.h"
 | |
| #include "void_map.h"
 | |
| 
 | |
| #define VARDEF
 | |
| #include "openttd.h"
 | |
| #include "bridge_map.h"
 | |
| #include "functions.h"
 | |
| #include "mixer.h"
 | |
| #include "spritecache.h"
 | |
| #include "gfx.h"
 | |
| #include "gfxinit.h"
 | |
| #include "gui.h"
 | |
| #include "station.h"
 | |
| #include "station_map.h"
 | |
| #include "town_map.h"
 | |
| #include "tunnel_map.h"
 | |
| #include "vehicle.h"
 | |
| #include "viewport.h"
 | |
| #include "window.h"
 | |
| #include "player.h"
 | |
| #include "command.h"
 | |
| #include "town.h"
 | |
| #include "industry.h"
 | |
| #include "news.h"
 | |
| #include "engine.h"
 | |
| #include "sound.h"
 | |
| #include "economy.h"
 | |
| #include "fileio.h"
 | |
| #include "hal.h"
 | |
| #include "airport.h"
 | |
| #include "console.h"
 | |
| #include "screenshot.h"
 | |
| #include "network.h"
 | |
| #include "signs.h"
 | |
| #include "depot.h"
 | |
| #include "waypoint.h"
 | |
| #include "ai/ai.h"
 | |
| #include "train.h"
 | |
| #include "yapf/yapf.h"
 | |
| #include "settings.h"
 | |
| #include "genworld.h"
 | |
| #include "date.h"
 | |
| 
 | |
| #include <stdarg.h>
 | |
| 
 | |
| void CallLandscapeTick(void);
 | |
| void IncreaseDate(void);
 | |
| void DoPaletteAnimations(void);
 | |
| void MusicLoop(void);
 | |
| void ResetMusic(void);
 | |
| void InitializeStations(void);
 | |
| void DeleteAllPlayerStations(void);
 | |
| 
 | |
| extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
 | |
| extern void DoStartupNewPlayer(bool is_ai);
 | |
| extern void ShowOSErrorBox(const char *buf);
 | |
| 
 | |
| /* TODO: usrerror() for errors which are not of an internal nature but
 | |
|  * caused by the user, i.e. missing files or fatal configuration errors.
 | |
|  * Post-0.4.0 since Celestar doesn't want this in SVN before. --pasky */
 | |
| 
 | |
| void CDECL error(const char *s, ...)
 | |
| {
 | |
| 	va_list va;
 | |
| 	char buf[512];
 | |
| 
 | |
| 	va_start(va, s);
 | |
| 	vsprintf(buf, s, va);
 | |
| 	va_end(va);
 | |
| 
 | |
| 	ShowOSErrorBox(buf);
 | |
| 	if (_video_driver != NULL) _video_driver->stop();
 | |
| 
 | |
| 	assert(0);
 | |
| 	exit(1);
 | |
| }
 | |
| 
 | |
| void CDECL ShowInfoF(const char *str, ...)
 | |
| {
 | |
| 	va_list va;
 | |
| 	char buf[1024];
 | |
| 	va_start(va, str);
 | |
| 	vsprintf(buf, str, va);
 | |
| 	va_end(va);
 | |
| 	ShowInfo(buf);
 | |
| }
 | |
| 
 | |
| 
 | |
| void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
 | |
| {
 | |
| 	FILE *in;
 | |
| 	byte *mem;
 | |
| 	size_t len;
 | |
| 
 | |
| 	in = fopen(filename, "rb");
 | |
| 	if (in == NULL) return NULL;
 | |
| 
 | |
| 	fseek(in, 0, SEEK_END);
 | |
| 	len = ftell(in);
 | |
| 	fseek(in, 0, SEEK_SET);
 | |
| 	if (len > maxsize || (mem = malloc(len + 1)) == NULL) {
 | |
| 		fclose(in);
 | |
| 		return NULL;
 | |
| 	}
 | |
| 	mem[len] = 0;
 | |
| 	if (fread(mem, len, 1, in) != 1) {
 | |
| 		fclose(in);
 | |
| 		free(mem);
 | |
| 		return NULL;
 | |
| 	}
 | |
| 	fclose(in);
 | |
| 
 | |
| 	*lenp = len;
 | |
| 	return mem;
 | |
| }
 | |
| 
 | |
| extern const char _openttd_revision[];
 | |
| 
 | |
| static void showhelp(void)
 | |
| {
 | |
| 	char buf[4096], *p;
 | |
| 
 | |
| 	p    = buf;
 | |
| 
 | |
| 	p += sprintf(p, "OpenTTD %s\n", _openttd_revision);
 | |
| 	p += sprintf(p,
 | |
| 		"\n"
 | |
| 		"\n"
 | |
| 		"Command line options:\n"
 | |
| 		"  -v drv              = Set video driver (see below)\n"
 | |
| 		"  -s drv              = Set sound driver (see below)\n"
 | |
| 		"  -m drv              = Set music driver (see below)\n"
 | |
| 		"  -r res              = Set resolution (for instance 800x600)\n"
 | |
| 		"  -h                  = Display this help text\n"
 | |
| 		"  -t year             = Set starting year\n"
 | |
| 		"  -d [[fac=]lvl[,...]]= Debug mode\n"
 | |
| 		"  -e                  = Start Editor\n"
 | |
| 		"  -g [savegame]       = Start new/save game immediately\n"
 | |
| 		"  -G seed             = Set random seed\n"
 | |
| 		"  -n [ip#player:port] = Start networkgame\n"
 | |
| 		"  -D                  = Start dedicated server\n"
 | |
| #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
 | |
| 		"  -f                  = Fork into the background (dedicated only)\n"
 | |
| #endif
 | |
| 		"  -i                  = Force to use the DOS palette\n"
 | |
| 		"                          (use this if you see a lot of pink)\n"
 | |
| 		"  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
 | |
| 		"\n"
 | |
| 	);
 | |
| 
 | |
| 	p = GetDriverList(p);
 | |
| 
 | |
| 	ShowInfo(buf);
 | |
| }
 | |
| 
 | |
| 
 | |
| typedef struct {
 | |
| 	char *opt;
 | |
| 	int numleft;
 | |
| 	char **argv;
 | |
| 	const char *options;
 | |
| 	char *cont;
 | |
| } MyGetOptData;
 | |
| 
 | |
| static void MyGetOptInit(MyGetOptData *md, int argc, char **argv, const char *options)
 | |
| {
 | |
| 	md->cont = NULL;
 | |
| 	md->numleft = argc;
 | |
| 	md->argv = argv;
 | |
| 	md->options = options;
 | |
| }
 | |
| 
 | |
| static int MyGetOpt(MyGetOptData *md)
 | |
| {
 | |
| 	char *s,*r,*t;
 | |
| 
 | |
| 	s = md->cont;
 | |
| 	if (s != NULL)
 | |
| 		goto md_continue_here;
 | |
| 
 | |
| 	for (;;) {
 | |
| 		if (--md->numleft < 0) return -1;
 | |
| 
 | |
| 		s = *md->argv++;
 | |
| 		if (*s == '-') {
 | |
| md_continue_here:;
 | |
| 			s++;
 | |
| 			if (*s != 0) {
 | |
| 				// Found argument, try to locate it in options.
 | |
| 				if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
 | |
| 					// ERROR!
 | |
| 					return -2;
 | |
| 				}
 | |
| 				if (r[1] == ':') {
 | |
| 					// Item wants an argument. Check if the argument follows, or if it comes as a separate arg.
 | |
| 					if (!*(t = s + 1)) {
 | |
| 						// It comes as a separate arg. Check if out of args?
 | |
| 						if (--md->numleft < 0 || *(t = *md->argv) == '-') {
 | |
| 							// Check if item is optional?
 | |
| 							if (r[2] != ':')
 | |
| 								return -2;
 | |
| 							md->numleft++;
 | |
| 							t = NULL;
 | |
| 						} else {
 | |
| 							md->argv++;
 | |
| 						}
 | |
| 					}
 | |
| 					md->opt = t;
 | |
| 					md->cont = NULL;
 | |
| 					return *s;
 | |
| 				}
 | |
| 				md->opt = NULL;
 | |
| 				md->cont = s;
 | |
| 				return *s;
 | |
| 			}
 | |
| 		} else {
 | |
| 			// This is currently not supported.
 | |
| 			return -2;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| static void ParseResolution(int res[2], const char *s)
 | |
| {
 | |
| 	char *t = strchr(s, 'x');
 | |
| 	if (t == NULL) {
 | |
| 		ShowInfoF("Invalid resolution '%s'", s);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	res[0] = clamp(strtoul(s, NULL, 0), 64, MAX_SCREEN_WIDTH);
 | |
| 	res[1] = clamp(strtoul(t + 1, NULL, 0), 64, MAX_SCREEN_HEIGHT);
 | |
| }
 | |
| 
 | |
| static void InitializeDynamicVariables(void)
 | |
| {
 | |
| 	/* Dynamic stuff needs to be initialized somewhere... */
 | |
| 	_town_sort     = NULL;
 | |
| 	_industry_sort = NULL;
 | |
| }
 | |
| 
 | |
| static void UnInitializeDynamicVariables(void)
 | |
| {
 | |
| 	/* Dynamic stuff needs to be free'd somewhere... */
 | |
| 	CleanPool(&_town_pool);
 | |
| 	CleanPool(&_industry_pool);
 | |
| 	CleanPool(&_station_pool);
 | |
| 	CleanPool(&_vehicle_pool);
 | |
| 	CleanPool(&_sign_pool);
 | |
| 	CleanPool(&_order_pool);
 | |
| 
 | |
| 	free((void*)_town_sort);
 | |
| 	free((void*)_industry_sort);
 | |
| }
 | |
| 
 | |
| static void UnInitializeGame(void)
 | |
| {
 | |
| 	UnInitWindowSystem();
 | |
| 
 | |
| 	free(_config_file);
 | |
| }
 | |
| 
 | |
| static void LoadIntroGame(void)
 | |
| {
 | |
| 	char filename[256];
 | |
| 
 | |
| 	_game_mode = GM_MENU;
 | |
| 	CLRBITS(_display_opt, DO_TRANS_BUILDINGS); // don't make buildings transparent in intro
 | |
| 	_opt_ptr = &_opt_newgame;
 | |
| 
 | |
| 	GfxLoadSprites();
 | |
| 	LoadStringWidthTable();
 | |
| 
 | |
| 	// Setup main window
 | |
| 	ResetWindowSystem();
 | |
| 	SetupColorsAndInitialWindow();
 | |
| 
 | |
| 	// Generate a world.
 | |
| 	sprintf(filename, "%sopntitle.dat",  _path.data_dir);
 | |
| #if defined SECOND_DATA_DIR
 | |
| 	if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
 | |
| 		sprintf(filename, "%sopntitle.dat",  _path.second_data_dir);
 | |
| 	}
 | |
| #endif
 | |
| 	if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
 | |
| 		GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
 | |
| 		WaitTillGeneratedWorld();
 | |
| 	}
 | |
| 
 | |
| 	_pause = 0;
 | |
| 	_local_player = 0;
 | |
| 	MarkWholeScreenDirty();
 | |
| 
 | |
| 	// Play main theme
 | |
| 	if (_music_driver->is_song_playing()) ResetMusic();
 | |
| }
 | |
| 
 | |
| #if defined(UNIX) && !defined(__MORPHOS__)
 | |
| extern void DedicatedFork(void);
 | |
| #endif
 | |
| 
 | |
| int ttd_main(int argc, char *argv[])
 | |
| {
 | |
| 	MyGetOptData mgo;
 | |
| 	int i;
 | |
| 	const char *optformat;
 | |
| 	char musicdriver[16], sounddriver[16], videodriver[16];
 | |
| 	int resolution[2] = {0,0};
 | |
| 	Year startyear = INVALID_YEAR;
 | |
| 	uint generation_seed = GENERATE_NEW_SEED;
 | |
| 	bool dedicated = false;
 | |
| 	bool network   = false;
 | |
| 	char *network_conn = NULL;
 | |
| 
 | |
| 	musicdriver[0] = sounddriver[0] = videodriver[0] = 0;
 | |
| 
 | |
| 	_game_mode = GM_MENU;
 | |
| 	_switch_mode = SM_MENU;
 | |
| 	_switch_mode_errorstr = INVALID_STRING_ID;
 | |
| 	_dedicated_forks = false;
 | |
| 	_config_file = NULL;
 | |
| 
 | |
| 	// The last param of the following function means this:
 | |
| 	//   a letter means: it accepts that param (e.g.: -h)
 | |
| 	//   a ':' behind it means: it need a param (e.g.: -m<driver>)
 | |
| 	//   a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
 | |
| 	optformat = "bm:s:v:hDn::eit:d::r:g::G:c:"
 | |
| #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
 | |
| 		"f"
 | |
| #endif
 | |
| 	;
 | |
| 
 | |
| 	MyGetOptInit(&mgo, argc-1, argv+1, optformat);
 | |
| 	while ((i = MyGetOpt(&mgo)) != -1) {
 | |
| 		switch (i) {
 | |
| 		case 'm': ttd_strlcpy(musicdriver, mgo.opt, sizeof(musicdriver)); break;
 | |
| 		case 's': ttd_strlcpy(sounddriver, mgo.opt, sizeof(sounddriver)); break;
 | |
| 		case 'v': ttd_strlcpy(videodriver, mgo.opt, sizeof(videodriver)); break;
 | |
| 		case 'D':
 | |
| 			strcpy(musicdriver, "null");
 | |
| 			strcpy(sounddriver, "null");
 | |
| 			strcpy(videodriver, "dedicated");
 | |
| 			dedicated = true;
 | |
| 			break;
 | |
| 		case 'f': _dedicated_forks = true; break;
 | |
| 		case 'n':
 | |
| 			network = true;
 | |
| 			network_conn = mgo.opt; // optional IP parameter, NULL if unset
 | |
| 			break;
 | |
| 		case 'b': _ai.network_client = true; break;
 | |
| 		case 'r': ParseResolution(resolution, mgo.opt); break;
 | |
| 		case 't': startyear = atoi(mgo.opt); break;
 | |
| 		case 'd': {
 | |
| #if defined(WIN32)
 | |
| 				CreateConsole();
 | |
| #endif
 | |
| 				if (mgo.opt != NULL) SetDebugString(mgo.opt);
 | |
| 			} break;
 | |
| 		case 'e': _switch_mode = SM_EDITOR; break;
 | |
| 		case 'i': _use_dos_palette = true; break;
 | |
| 		case 'g':
 | |
| 			if (mgo.opt != NULL) {
 | |
| 				strcpy(_file_to_saveload.name, mgo.opt);
 | |
| 				_switch_mode = SM_LOAD;
 | |
| 			} else {
 | |
| 				_switch_mode = SM_NEWGAME;
 | |
| 			}
 | |
| 			break;
 | |
| 		case 'G': generation_seed = atoi(mgo.opt); break;
 | |
| 		case 'c': _config_file = strdup(mgo.opt); break;
 | |
| 		case -2:
 | |
| 		case 'h':
 | |
| 			showhelp();
 | |
| 			return 0;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (_ai.network_client && !network) {
 | |
| 		_ai.network_client = false;
 | |
| 		DEBUG(ai, 0) ("[AI] Can't enable network-AI, because '-n' is not used\n");
 | |
| 	}
 | |
| 
 | |
| 	DeterminePaths();
 | |
| 	CheckExternalFiles();
 | |
| 
 | |
| #if defined(UNIX) && !defined(__MORPHOS__)
 | |
| 	// We must fork here, or we'll end up without some resources we need (like sockets)
 | |
| 	if (_dedicated_forks)
 | |
| 		DedicatedFork();
 | |
| #endif
 | |
| 
 | |
| 	LoadFromConfig();
 | |
| 	CheckConfig();
 | |
| 	LoadFromHighScore();
 | |
| 
 | |
| 	// override config?
 | |
| 	if (musicdriver[0]) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
 | |
| 	if (sounddriver[0]) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
 | |
| 	if (videodriver[0]) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
 | |
| 	if (resolution[0]) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
 | |
| 	if (startyear != INVALID_YEAR) _patches_newgame.starting_year = startyear;
 | |
| 	if (generation_seed != GENERATE_NEW_SEED) _patches_newgame.generation_seed = generation_seed;
 | |
| 
 | |
| 	if (_dedicated_forks && !dedicated) _dedicated_forks = false;
 | |
| 
 | |
| 	// enumerate language files
 | |
| 	InitializeLanguagePacks();
 | |
| 
 | |
| 	// initialize screenshot formats
 | |
| 	InitializeScreenshotFormats();
 | |
| 
 | |
| 	// initialize airport state machines
 | |
| 	InitializeAirports();
 | |
| 
 | |
| 	/* initialize all variables that are allocated dynamically */
 | |
| 	InitializeDynamicVariables();
 | |
| 
 | |
| 	/* start the AI */
 | |
| 	AI_Initialize();
 | |
| 
 | |
| 	// Sample catalogue
 | |
| 	DEBUG(misc, 1) ("Loading sound effects...");
 | |
| 	MxInitialize(11025);
 | |
| 	SoundInitialize("sample.cat");
 | |
| 
 | |
| 	// This must be done early, since functions use the InvalidateWindow* calls
 | |
| 	InitWindowSystem();
 | |
| 
 | |
| 	GfxLoadSprites();
 | |
| 	LoadStringWidthTable();
 | |
| 
 | |
| 	DEBUG(driver, 1) ("Loading drivers...");
 | |
| 	LoadDriver(SOUND_DRIVER, _ini_sounddriver);
 | |
| 	LoadDriver(MUSIC_DRIVER, _ini_musicdriver);
 | |
| 	LoadDriver(VIDEO_DRIVER, _ini_videodriver); // load video last, to prevent an empty window while sound and music loads
 | |
| 	_savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
 | |
| 
 | |
| 	// restore saved music volume
 | |
| 	_music_driver->set_volume(msf.music_vol);
 | |
| 
 | |
| #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);
 | |
| 
 | |
| 	/* Make sure _patches is filled with _patches_newgame if we switch to a game directly */
 | |
| 	if (_switch_mode != SM_NONE) {
 | |
| 		memcpy(&_opt, &_opt_newgame, sizeof(_opt));
 | |
| 		GfxLoadSprites();
 | |
| 		UpdatePatches();
 | |
| 	}
 | |
| 
 | |
| 	// initialize the ingame console
 | |
| 	IConsoleInit();
 | |
| 	_cursor.in_window = true;
 | |
| 	InitializeGUI();
 | |
| 	IConsoleCmdExec("exec scripts/autoexec.scr 0");
 | |
| 
 | |
| 	GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
 | |
| 	WaitTillGeneratedWorld();
 | |
| 
 | |
| #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 MakeNewGameDone(void)
 | |
| {
 | |
| 	/* In a dedicated server, the server does not play */
 | |
| 	if (_network_dedicated) {
 | |
| 		_local_player = OWNER_SPECTATOR;
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	/* 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 MakeNewGame(bool from_heightmap)
 | |
| {
 | |
| 	_game_mode = GM_NORMAL;
 | |
| 
 | |
| 	GenerateWorldSetCallback(&MakeNewGameDone);
 | |
| 	GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _patches.map_x, 1 << _patches.map_y);
 | |
| }
 | |
| 
 | |
| static void MakeNewEditorWorldDone(void)
 | |
| {
 | |
| 	_local_player = OWNER_NONE;
 | |
| 
 | |
| 	MarkWholeScreenDirty();
 | |
| }
 | |
| 
 | |
| static void MakeNewEditorWorld(void)
 | |
| {
 | |
| 	_game_mode = GM_EDITOR;
 | |
| 
 | |
| 	GenerateWorldSetCallback(&MakeNewEditorWorldDone);
 | |
| 	GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
 | |
| }
 | |
| 
 | |
| void StartupPlayers(void);
 | |
| void StartupDisasters(void);
 | |
| extern void StartupEconomy(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
 | |
| 	StartupEconomy();
 | |
| 	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(false);   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(false);
 | |
| 		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_START_HEIGHTMAP: /* Load a heightmap and start a new game from it */
 | |
| #ifdef ENABLE_NETWORK
 | |
| 		if (_network_server) {
 | |
| 			snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
 | |
| 		}
 | |
| #endif /* ENABLE_NETWORK */
 | |
| 		MakeNewGame(true);
 | |
| 		break;
 | |
| 
 | |
| 	case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */
 | |
| 		_local_player = OWNER_NONE;
 | |
| 
 | |
| 		GenerateWorld(GW_HEIGHTMAP, 1 << _patches.map_x, 1 << _patches.map_y);
 | |
| 		MarkWholeScreenDirty();
 | |
| 		break;
 | |
| 
 | |
| 	case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
 | |
| 		if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) {
 | |
| 			Player *p;
 | |
| 
 | |
| 			_opt_ptr = &_opt;
 | |
| 
 | |
| 			_local_player = OWNER_NONE;
 | |
| 			_generating_world = true;
 | |
| 			/* Delete all players */
 | |
| 			FOR_ALL_PLAYERS(p) {
 | |
| 				if (p->is_active) {
 | |
| 					ChangeOwnershipOfPlayerItems(p->index, OWNER_SPECTATOR);
 | |
| 					p->is_active = false;
 | |
| 				}
 | |
| 			}
 | |
| 			_generating_world = false;
 | |
| 			_patches_newgame.starting_year = BASE_YEAR + _cur_year;
 | |
| 			// 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 */
 | |
| 		_local_player = OWNER_NONE;
 | |
| 		GenerateWorld(GW_RANDOM, 1 << _patches.map_x, 1 << _patches.map_y);
 | |
| 		// XXX: set date
 | |
| 		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 (IsGeneratingWorld()) 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 && !IsGeneratingWorld()) {
 | |
| 		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 (IsScreenshotRequested()) ShowScreenshotResult(MakeScreenshot());
 | |
| 
 | |
| 	// 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
 | |
| 	if (_network_available)
 | |
| 		NetworkUDPGameLoop();
 | |
| 
 | |
| 	if (_networking && !IsGeneratingWorld()) {
 | |
| 		// 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++) {
 | |
| 		switch (GetTileType(tile)) {
 | |
| 			case MP_STREET:
 | |
| 				if (IsLevelCrossing(tile) && GetCrossingRoadOwner(tile) & 0x80) {
 | |
| 					SetCrossingRoadOwner(tile, OWNER_TOWN);
 | |
| 				}
 | |
| 				/* FALLTHROUGH */
 | |
| 
 | |
| 			case MP_TUNNELBRIDGE:
 | |
| 				if (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN);
 | |
| 				break;
 | |
| 
 | |
| 			default: break;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| // 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) MakeVoid(i * MapSizeX() + MapMaxX());
 | |
| 	for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
 | |
| }
 | |
| 
 | |
| // 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 );
 | |
| 
 | |
| 
 | |
| static inline RailType UpdateRailType(RailType rt, RailType min)
 | |
| {
 | |
| 	return rt >= min ? (RailType)(rt + 1): rt;
 | |
| }
 | |
| 
 | |
| 
 | |
| 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) {
 | |
| 			switch (GetTileType(tile)) {
 | |
| 				case MP_HOUSE:
 | |
| 					_m[tile].m4 = _m[tile].m2;
 | |
| 					SetTownIndex(tile, CalcClosestTownFromTile(tile, (uint)-1)->index);
 | |
| 					break;
 | |
| 
 | |
| 				case MP_STREET:
 | |
| 					_m[tile].m4 |= (_m[tile].m2 << 4);
 | |
| 					if (IsTileOwner(tile, OWNER_TOWN)) {
 | |
| 						SetTownIndex(tile, CalcClosestTownFromTile(tile, (uint)-1)->index);
 | |
| 					} else {
 | |
| 						SetTownIndex(tile, 0);
 | |
| 					}
 | |
| 					break;
 | |
| 
 | |
| 				default: break;
 | |
| 			}
 | |
| 		} 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;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Elrails got added in rev 24 */
 | |
| 	if (CheckSavegameVersion(24)) {
 | |
| 		Vehicle *v;
 | |
| 		uint i;
 | |
| 		TileIndex t;
 | |
| 		RailType min_rail = RAILTYPE_ELECTRIC;
 | |
| 
 | |
| 		for (i = 0; i < lengthof(_engines); i++) {
 | |
| 			Engine *e = GetEngine(i);
 | |
| 			if (e->type == VEH_Train &&
 | |
| 					(e->railtype != RAILTYPE_RAIL || RailVehInfo(i)->engclass == 2)) {
 | |
| 				e->railtype++;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		FOR_ALL_VEHICLES(v) {
 | |
| 			if (v->type == VEH_Train) {
 | |
| 				RailType rt = GetEngine(v->engine_type)->railtype;
 | |
| 
 | |
| 				v->u.rail.railtype = rt;
 | |
| 				if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		/* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
 | |
| 		for (t = 0; t < MapSize(); t++) {
 | |
| 			switch (GetTileType(t)) {
 | |
| 				case MP_RAILWAY:
 | |
| 					SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
 | |
| 					break;
 | |
| 
 | |
| 				case MP_STREET:
 | |
| 					if (IsLevelCrossing(t)) {
 | |
| 						SetRailTypeCrossing(t, UpdateRailType(GetRailTypeCrossing(t), min_rail));
 | |
| 					}
 | |
| 					break;
 | |
| 
 | |
| 				case MP_STATION:
 | |
| 					if (IsRailwayStation(t)) {
 | |
| 						SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
 | |
| 					}
 | |
| 					break;
 | |
| 
 | |
| 				case MP_TUNNELBRIDGE:
 | |
| 					if (IsTunnel(t)) {
 | |
| 						if (GetTunnelTransportType(t) == TRANSPORT_RAIL) {
 | |
| 							SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
 | |
| 						}
 | |
| 					} else {
 | |
| 						if (GetBridgeTransportType(t) == TRANSPORT_RAIL) {
 | |
| 							if (IsBridgeRamp(t)) {
 | |
| 								SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
 | |
| 							} else {
 | |
| 								SetRailTypeOnBridge(t, UpdateRailType(GetRailTypeOnBridge(t), min_rail));
 | |
| 							}
 | |
| 						}
 | |
| 						if (IsBridgeMiddle(t) &&
 | |
| 								IsTransportUnderBridge(t) &&
 | |
| 								GetTransportTypeUnderBridge(t) == TRANSPORT_RAIL) {
 | |
| 							SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
 | |
| 						}
 | |
| 					}
 | |
| 					break;
 | |
| 
 | |
| 				default:
 | |
| 					break;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		FOR_ALL_VEHICLES(v) {
 | |
| 			if (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged(v);
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	/* 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 *statspec = NULL;
 | |
| 
 | |
| 				if (HASBIT(_m[wp->xy].m3, 4))
 | |
| 					statspec = GetCustomStationSpec(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1);
 | |
| 
 | |
| 				if (statspec != NULL) {
 | |
| 					wp->stat_id = _m[wp->xy].m4 + 1;
 | |
| 					wp->grfid = statspec->grfid;
 | |
| 					wp->localidx = statspec->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)) {
 | |
| 				if (HasSignals(tile)) {
 | |
| 					// convert PBS signals to combo-signals
 | |
| 					if (HASBIT(_m[tile].m4, 2)) SetSignalType(tile, SIGTYPE_COMBO);
 | |
| 
 | |
| 					// move the signal variant back
 | |
| 					SetSignalVariant(tile, HASBIT(_m[tile].m4, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
 | |
| 					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);
 | |
| 	}
 | |
| 
 | |
| 	if (CheckSavegameVersion(22))  UpdatePatches();
 | |
| 
 | |
| 	if (CheckSavegameVersion(25)) {
 | |
| 		Vehicle *v;
 | |
| 		FOR_ALL_VEHICLES(v) {
 | |
| 			if (v->type == VEH_Road) {
 | |
| 				v->vehstatus &= ~0x40;
 | |
| 				v->u.road.slot = NULL;
 | |
| 				v->u.road.slot_age = 0;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (CheckSavegameVersion(26)) {
 | |
| 		Station *st;
 | |
| 		FOR_ALL_STATIONS(st) {
 | |
| 			st->last_vehicle_type = VEH_Invalid;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
 | |
| 
 | |
| 	FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);
 | |
| 
 | |
| 	if (!CheckSavegameVersion(27)) AfterLoadStations();
 | |
| 
 | |
| 	return true;
 | |
| }
 |