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authorrubidium <rubidium@openttd.org>2007-11-28 15:42:52 +0000
committerrubidium <rubidium@openttd.org>2007-11-28 15:42:52 +0000
commitbd27f767cceb663adaf8e57514dc3263b9b7e50f (patch)
tree23c14ab7f7302a6ae796adf31b2ba7f648ac33cd /src
parentb350debceb25abd79c14ba76023c9adb55cbc879 (diff)
downloadopenttd-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')
-rw-r--r--src/openttd.cpp116
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