diff options
author | rubidium <rubidium@openttd.org> | 2007-11-28 15:42:52 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-11-28 15:42:52 +0000 |
commit | bd27f767cceb663adaf8e57514dc3263b9b7e50f (patch) | |
tree | 23c14ab7f7302a6ae796adf31b2ba7f648ac33cd /src/openttd.cpp | |
parent | b350debceb25abd79c14ba76023c9adb55cbc879 (diff) | |
download | openttd-bd27f767cceb663adaf8e57514dc3263b9b7e50f.tar.xz |
(svn r11537) -Codechange: make it much harder to 'accidentally' add savegame conversion code after the window and cache initializations.
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r-- | src/openttd.cpp | 116 |
1 files changed, 66 insertions, 50 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp index e877b08b2..8ebcca502 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -1243,6 +1243,71 @@ static inline RailType UpdateRailType(RailType rt, RailType min) return rt >= min ? (RailType)(rt + 1): rt; } +/** + * Initialization of the windows and several kinds of caches. + * This is not done directly in AfterLoadGame because these + * functions require that all saveload conversions have been + * done. As people tend to add savegame conversion stuff after + * the intialization of the windows and caches quite some bugs + * had been made. + * Moving this out of there is both cleaner and less bug-prone. + * + * @return true if everything went according to plan, otherwise false. + */ +static bool InitializeWindowsAndCaches() +{ + /* Initialize windows */ + ResetWindowSystem(); + SetupColorsAndInitialWindow(); + + Window *w = FindWindowById(WC_MAIN_WINDOW, 0); + + WP(w, vp_d).scrollpos_x = _saved_scrollpos_x; + WP(w, vp_d).scrollpos_y = _saved_scrollpos_y; + WP(w, vp_d).dest_scrollpos_x = _saved_scrollpos_x; + WP(w, vp_d).dest_scrollpos_y = _saved_scrollpos_y; + + ViewPort *vp = w->viewport; + vp->zoom = (ZoomLevel)min(_saved_scrollpos_zoom, ZOOM_LVL_MAX); + vp->virtual_width = ScaleByZoom(vp->width, vp->zoom); + vp->virtual_height = ScaleByZoom(vp->height, vp->zoom); + + DoZoomInOutWindow(ZOOM_NONE, w); // update button status + MarkWholeScreenDirty(); + + /* Update coordinates of the signs. */ + UpdateAllStationVirtCoord(); + UpdateAllSignVirtCoords(); + UpdateAllTownVirtCoords(); + UpdateAllWaypointSigns(); + + /* Recalculate */ + Group *g; + FOR_ALL_GROUPS(g) { + const Vehicle *v; + FOR_ALL_VEHICLES(v) { + if (!IsEngineCountable(v)) continue; + + if (v->group_id != g->index || v->type != g->vehicle_type || v->owner != g->owner) continue; + + g->num_engines[v->engine_type]++; + } + } + + /* Set up the engine count for all players */ + Player *players[MAX_PLAYERS]; + const Vehicle *v; + + for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) players[i] = GetPlayer(i); + + FOR_ALL_VEHICLES(v) { + if (!IsEngineCountable(v)) continue; + players[v->owner]->num_engines[v->engine_type]++; + } + + return true; +} + bool AfterLoadGame() { TileIndex map_size = MapSize(); @@ -2167,56 +2232,7 @@ bool AfterLoadGame() } } - /* Initialize windows */ - ResetWindowSystem(); - SetupColorsAndInitialWindow(); - - Window *w = FindWindowById(WC_MAIN_WINDOW, 0); - - WP(w, vp_d).scrollpos_x = _saved_scrollpos_x; - WP(w, vp_d).scrollpos_y = _saved_scrollpos_y; - WP(w, vp_d).dest_scrollpos_x = _saved_scrollpos_x; - WP(w, vp_d).dest_scrollpos_y = _saved_scrollpos_y; - - ViewPort *vp = w->viewport; - vp->zoom = (ZoomLevel)min(_saved_scrollpos_zoom, ZOOM_LVL_MAX); - vp->virtual_width = ScaleByZoom(vp->width, vp->zoom); - vp->virtual_height = ScaleByZoom(vp->height, vp->zoom); - - DoZoomInOutWindow(ZOOM_NONE, w); // update button status - MarkWholeScreenDirty(); - - /* Update coordinates of the signs. */ - UpdateAllStationVirtCoord(); - UpdateAllSignVirtCoords(); - UpdateAllTownVirtCoords(); - UpdateAllWaypointSigns(); - - /* Recalculate */ - Group *g; - FOR_ALL_GROUPS(g) { - const Vehicle *v; - FOR_ALL_VEHICLES(v) { - if (!IsEngineCountable(v)) continue; - - if (v->group_id != g->index || v->type != g->vehicle_type || v->owner != g->owner) continue; - - g->num_engines[v->engine_type]++; - } - } - - /* Set up the engine count for all players */ - Player *players[MAX_PLAYERS]; - const Vehicle *v; - - for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) players[i] = GetPlayer(i); - - FOR_ALL_VEHICLES(v) { - if (!IsEngineCountable(v)) continue; - players[v->owner]->num_engines[v->engine_type]++; - } - - return true; + return InitializeWindowsAndCaches(); } /** Reload all NewGRF files during a running game. This is a cut-down |