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/* $Id$ */
/** @file openttd.cpp */
#include "stdafx.h"
#define VARDEF
#include "debug.h"
#include "driver.h"
#include "saveload.h"
#include "openttd.h"
#include "bridge_map.h"
#include "mixer.h"
#include "spritecache.h"
#include "gfxinit.h"
#include "gui.h"
#include "landscape.h"
#include "station.h"
#include "station_map.h"
#include "town_map.h"
#include "tunnel_map.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "window_func.h"
#include "window_gui.h"
#include "player_func.h"
#include "player_base.h"
#include "command_func.h"
#include "town.h"
#include "industry.h"
#include "news.h"
#include "engine.h"
#include "fileio.h"
#include "fios.h"
#include "airport.h"
#include "aircraft.h"
#include "console.h"
#include "screenshot.h"
#include "network/network.h"
#include "network/network_internal.h"
#include "signs.h"
#include "depot.h"
#include "waypoint.h"
#include "ai/ai.h"
#include "train.h"
#include "yapf/yapf.h"
#include "settings_func.h"
#include "genworld.h"
#include "clear_map.h"
#include "fontcache.h"
#include "newgrf.h"
#include "newgrf_config.h"
#include "newgrf_house.h"
#include "newgrf_commons.h"
#include "newgrf_storage.h"
#include "player_face.h"
#include "group.h"
#include "blitter/factory.hpp"
#include "sound/sound_driver.hpp"
#include "music/music_driver.hpp"
#include "video/video_driver.hpp"
#include "strings_func.h"
#include "zoom_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "variables.h"
#include "road_func.h"
#include "bridge_map.h"
#include "clear_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "water_map.h"
#include "industry_map.h"
#include "unmovable_map.h"
#include "tree_map.h"
#include "tunnelbridge_map.h"
#include "void_map.h"
#include <stdarg.h>
#include "table/strings.h"
void CallLandscapeTick();
void IncreaseDate();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
extern Player* DoStartupNewPlayer(bool is_ai);
extern void ShowOSErrorBox(const char *buf);
extern void SetDefaultRailGui();
/* 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);
vsnprintf(buf, lengthof(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);
vsnprintf(buf, lengthof(buf), str, va);
va_end(va);
ShowInfo(buf);
}
extern const char _openttd_revision[];
static void showhelp()
{
char buf[4096], *p;
p = buf;
p += snprintf(p, lengthof(buf), "OpenTTD %s\n", _openttd_revision);
p = strecpy(p,
"\n"
"\n"
"Command line options:\n"
" -v drv = Set video driver (see below)\n"
" -s drv = Set sound driver (see below) (param bufsize,hz)\n"
" -m drv = Set music driver (see below)\n"
" -b drv = Set the blitter to use (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"
#if defined(ENABLE_NETWORK)
" -n [ip:port#player] = Start networkgame\n"
" -D [ip][:port] = Start dedicated server\n"
" -l ip[:port] = Redirect DEBUG()\n"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
" -f = Fork into the background (dedicated only)\n"
#endif
#endif /* ENABLE_NETWORK */
" -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"
" -x = Do not automatically save to config file on exit\n",
lastof(buf)
);
/* List the drivers */
p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
/* List the blitters */
p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
/* ShowInfo put output to stderr, but version information should go
* to stdout; this is the only exception */
#if !defined(WIN32) && !defined(WIN64)
printf("%s\n", buf);
#else
ShowInfo(buf);
#endif
}
struct MyGetOptData {
char *opt;
int numleft;
char **argv;
const char *options;
const char *cont;
MyGetOptData(int argc, char **argv, const char *options)
{
opt = NULL;
numleft = argc;
this->argv = argv;
this->options = options;
cont = NULL;
}
};
static int MyGetOpt(MyGetOptData *md)
{
const 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 = (char*)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)
{
const 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()
{
/* Dynamic stuff needs to be initialized somewhere... */
_town_sort = NULL;
_industry_sort = NULL;
_industry_mngr.ResetMapping();
_industile_mngr.ResetMapping();
}
static void UnInitializeGame()
{
UnInitWindowSystem();
/* Uninitialize airport state machines */
UnInitializeAirports();
/* Uninitialize variables that are allocated dynamically */
_Town_pool.CleanPool();
_Industry_pool.CleanPool();
_Station_pool.CleanPool();
_Vehicle_pool.CleanPool();
_Sign_pool.CleanPool();
_Order_pool.CleanPool();
_Group_pool.CleanPool();
_CargoPacket_pool.CleanPool();
free((void*)_town_sort);
free((void*)_industry_sort);
free(_config_file);
}
static void LoadIntroGame()
{
_game_mode = GM_MENU;
_opt_ptr = &_opt_newgame;
ResetGRFConfig(false);
/* Setup main window */
ResetWindowSystem();
SetupColorsAndInitialWindow();
/* Load the default opening screen savegame */
if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
WaitTillGeneratedWorld();
}
_pause_game = 0;
SetLocalPlayer(PLAYER_FIRST);
/* Make sure you can't scroll in the menu */
_scrolling_viewport = 0;
_cursor.fix_at = false;
MarkWholeScreenDirty();
CheckForMissingGlyphsInLoadedLanguagePack();
/* Play main theme */
if (_music_driver->IsSongPlaying()) ResetMusic();
}
byte _no_scroll;
byte _savegame_sort_order;
#if defined(UNIX) && !defined(__MORPHOS__)
extern void DedicatedFork();
#endif
int ttd_main(int argc, char *argv[])
{
int i;
const char *optformat;
char musicdriver[32], sounddriver[32], videodriver[32], blitter[32];
int resolution[2] = {0, 0};
Year startyear = INVALID_YEAR;
uint generation_seed = GENERATE_NEW_SEED;
bool save_config = true;
#if defined(ENABLE_NETWORK)
bool dedicated = false;
bool network = false;
char *network_conn = NULL;
char *debuglog_conn = NULL;
char *dedicated_host = NULL;
uint16 dedicated_port = 0;
#endif /* ENABLE_NETWORK */
musicdriver[0] = sounddriver[0] = videodriver[0] = blitter[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 = "m:s:v:b:hD::n::eit:d::r:g::G:c:xl:"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
"f"
#endif
;
MyGetOptData 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 'b': ttd_strlcpy(blitter, mgo.opt, sizeof(blitter)); break;
#if defined(ENABLE_NETWORK)
case 'D':
strcpy(musicdriver, "null");
strcpy(sounddriver, "null");
strcpy(videodriver, "dedicated");
strcpy(blitter, "null");
dedicated = true;
if (mgo.opt != NULL) {
/* Use the existing method for parsing (openttd -n).
* However, we do ignore the #player part. */
const char *temp = NULL;
const char *port = NULL;
ParseConnectionString(&temp, &port, mgo.opt);
if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
if (port != NULL) dedicated_port = atoi(port);
}
break;
case 'f': _dedicated_forks = true; break;
case 'n':
network = true;
network_conn = mgo.opt; // optional IP parameter, NULL if unset
break;
case 'l':
debuglog_conn = mgo.opt;
break;
#endif /* ENABLE_NETWORK */
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;
/* Give a random map */
generation_seed = InteractiveRandom();
}
break;
case 'G': generation_seed = atoi(mgo.opt); break;
case 'c': _config_file = strdup(mgo.opt); break;
case 'x': save_config = false; break;
case -2:
case 'h':
showhelp();
return 0;
}
}
#if defined(WINCE) && defined(_DEBUG)
/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
SetDebugString("4");
#endif
DeterminePaths(argv[0]);
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 (!StrEmpty(musicdriver)) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
if (!StrEmpty(sounddriver)) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
if (!StrEmpty(videodriver)) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
if (!StrEmpty(blitter)) ttd_strlcpy(_ini_blitter, blitter, sizeof(_ini_blitter));
if (resolution[0] != 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;
/* The width and height must be at least 1 pixel, this
* way all internal drawing routines work correctly. */
if (_cur_resolution[0] == 0) _cur_resolution[0] = 1;
if (_cur_resolution[1] == 0) _cur_resolution[1] = 1;
#if defined(ENABLE_NETWORK)
if (dedicated_host) snprintf(_network_server_bind_ip_host, NETWORK_HOSTNAME_LENGTH, "%s", dedicated_host);
if (dedicated_port) _network_server_port = dedicated_port;
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#endif /* ENABLE_NETWORK */
/* 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");
/* Initialize FreeType */
InitFreeType();
/* This must be done early, since functions use the InvalidateWindow* calls */
InitWindowSystem();
/* Initialize game palette */
GfxInitPalettes();
DEBUG(misc, 1, "Loading blitter...");
if (BlitterFactoryBase::SelectBlitter(_ini_blitter) == NULL)
StrEmpty(_ini_blitter) ?
error("Failed to autoprobe blitter") :
error("Failed to select requested blitter '%s'; does it exist?", _ini_blitter);
DEBUG(driver, 1, "Loading drivers...");
_sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(_ini_sounddriver, Driver::DT_SOUND);
if (_sound_driver == NULL) {
StrEmpty(_ini_sounddriver) ?
error("Failed to autoprobe sound driver") :
error("Failed to select requested sound driver '%s'", _ini_sounddriver);
}
_music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(_ini_musicdriver, Driver::DT_MUSIC);
if (_music_driver == NULL) {
StrEmpty(_ini_musicdriver) ?
error("Failed to autoprobe music driver") :
error("Failed to select requested music driver '%s'", _ini_musicdriver);
}
_video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(_ini_videodriver, Driver::DT_VIDEO);
if (_video_driver == NULL) {
StrEmpty(_ini_videodriver) ?
error("Failed to autoprobe video driver") :
error("Failed to select requested video driver '%s'", _ini_videodriver);
}
_savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
/* Initialize the zoom level of the screen to normal */
_screen.zoom = ZOOM_LVL_NORMAL;
/* restore saved music volume */
_music_driver->SetVolume(msf.music_vol);
NetworkStartUp(); // initialize network-core
#if defined(ENABLE_NETWORK)
if (debuglog_conn != NULL && _network_available) {
const char *not_used = NULL;
const char *port = NULL;
uint16 rport;
rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
ParseConnectionString(¬_used, &port, debuglog_conn);
if (port != NULL) rport = atoi(port);
NetworkStartDebugLog(debuglog_conn, rport);
}
#endif /* ENABLE_NETWORK */
ScanNewGRFFiles();
_opt_ptr = &_opt_newgame;
ResetGRFConfig(false);
/* 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) {
_opt = _opt_newgame;
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;
_network_playas = PLAYER_NEW_COMPANY;
ParseConnectionString(&player, &port, network_conn);
if (player != NULL) {
_network_playas = (PlayerID)atoi(player);
if (_network_playas != PLAYER_SPECTATOR) {
_network_playas--;
if (!IsValidPlayer(_network_playas)) return false;
}
}
if (port != NULL) rport = atoi(port);
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(network_conn, rport);
}
}
#endif /* ENABLE_NETWORK */
_video_driver->MainLoop();
WaitTillSaved();
IConsoleFree();
if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
_video_driver->Stop();
_music_driver->Stop();
_sound_driver->Stop();
/* only save config if we have to */
if (save_config) {
SaveToConfig();
SaveToHighScore();
}
/* Reset windowing system and free config file */
UnInitializeGame();
/* stop the AI */
AI_Uninitialize();
/* Close all and any open filehandles */
FioCloseAll();
return 0;
}
void HandleExitGameRequest()
{
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
_exit_game = true;
} else if (_patches.autosave_on_exit) {
DoExitSave();
_exit_game = true;
} else {
AskExitGame();
}
}
/** Mutex so that only one thread can communicate with the main program
* at any given time */
static ThreadMsg _message = MSG_OTTD_NO_MESSAGE;
static inline void OTTD_ReleaseMutex() {_message = MSG_OTTD_NO_MESSAGE;}
static inline ThreadMsg OTTD_PollThreadEvent() {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 != MSG_OTTD_NO_MESSAGE) 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_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()
{
/* In a dedicated server, the server does not play */
if (_network_dedicated) {
SetLocalPlayer(PLAYER_SPECTATOR);
return;
}
/* Create a single player */
DoStartupNewPlayer(false);
SetLocalPlayer(PLAYER_FIRST);
_current_player = _local_player;
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
SettingsDisableElrail(_patches.disable_elrails);
SetDefaultRailGui();
#ifdef ENABLE_NETWORK
/* We are the server, we start a new player (not dedicated),
* so set the default password *if* needed. */
if (_network_server && !StrEmpty(_network_default_company_pass)) {
char *password = _network_default_company_pass;
NetworkChangeCompanyPassword(1, &password);
}
#endif /* ENABLE_NETWORK */
MarkWholeScreenDirty();
}
static void MakeNewGame(bool from_heightmap)
{
_game_mode = GM_NORMAL;
ResetGRFConfig(true);
_house_mngr.ResetMapping();
_industile_mngr.ResetMapping();
_industry_mngr.ResetMapping();
GenerateWorldSetCallback(&MakeNewGameDone);
GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _patches.map_x, 1 << _patches.map_y);
}
static void MakeNewEditorWorldDone()
{
SetLocalPlayer(OWNER_NONE);
MarkWholeScreenDirty();
}
static void MakeNewEditorWorld()
{
_game_mode = GM_EDITOR;
ResetGRFConfig(true);
GenerateWorldSetCallback(&MakeNewEditorWorldDone);
GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
}
void StartupPlayers();
void StartupDisasters();
extern void StartupEconomy();
/**
* 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()
{
_game_mode = GM_NORMAL;
/* invalid type */
if (_file_to_saveload.mode == SL_INVALID) {
DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
_game_mode = GM_MENU;
return;
}
/* Reinitialize windows */
ResetWindowSystem();
SetupColorsAndInitialWindow();
ResetGRFConfig(true);
/* Load game */
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
LoadIntroGame();
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
}
_opt_ptr = &_opt;
_opt_ptr->diff = _opt_newgame.diff;
_opt.diff_level = _opt_newgame.diff_level;
/* Inititalize data */
StartupEconomy();
StartupPlayers();
StartupEngines();
StartupDisasters();
SetLocalPlayer(PLAYER_FIRST);
_current_player = _local_player;
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
MarkWholeScreenDirty();
}
/** Load the specified savegame but on error do different things.
* If loading fails due to corrupt savegame, bad version, etc. go back to
* a previous correct state. In the menu for example load the intro game again.
* @param filename file to be loaded
* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
* @param newgm switch to this mode of loading fails due to some unknown error
* @param subdir default directory to look for filename, set to 0 if not needed */
bool SafeSaveOrLoad(const char *filename, int mode, int newgm, Subdirectory subdir)
{
byte ogm = _game_mode;
_game_mode = newgm;
assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
switch (SaveOrLoad(filename, mode, subdir)) {
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();
NetworkUDPCloseAll();
} else {
NetworkDisconnect();
NetworkUDPCloseAll();
}
}
/* 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) {
/* check if we should reload the config */
if (_network_reload_cfg) {
LoadFromConfig();
_patches = _patches_newgame;
_opt = _opt_newgame;
ResetGRFConfig(false);
}
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;
ResetGRFConfig(true);
ResetWindowSystem();
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
LoadIntroGame();
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
} else {
/* Update the local player for a loaded game. It is either always
* player #1 (eg 0) or in the case of a dedicated server a spectator */
SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : PLAYER_FIRST);
/* Decrease pause counter (was increased from opening load dialog) */
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
#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 */
SetLocalPlayer(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, NO_DIRECTORY)) {
_opt_ptr = &_opt;
SetLocalPlayer(OWNER_NONE);
_patches_newgame.starting_year = _cur_year;
} else {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
}
break;
}
case SM_MENU: /* Switch to game intro menu */
LoadIntroGame();
break;
case SM_SAVE: /* Save game */
/* Make network saved games on pause compatible to singleplayer */
if (_networking && _pause_game == 1) _pause_game = 2;
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
} else {
DeleteWindowById(WC_SAVELOAD, 0);
}
if (_networking && _pause_game == 2) _pause_game = 1;
break;
case SM_GENRANDLAND: /* Generate random land within scenario editor */
SetLocalPlayer(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()
{
/* dont execute the state loop during pause */
if (_pause_game) {
CallWindowTickEvent();
return;
}
if (IsGeneratingWorld()) return;
ClearStorageChanges(false);
if (_game_mode == GM_EDITOR) {
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
ClearStorageChanges(true);
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();
ClearStorageChanges(true);
AI_RunGameLoop();
CallWindowTickEvent();
NewsLoop();
_current_player = p;
}
}
/** Create an autosave. The default name is "autosave#.sav". However with
* the patch setting 'keep_all_autosave' the name defaults to company-name + date */
static void DoAutosave()
{
char buf[MAX_PATH];
#if defined(PSP)
/* Autosaving in networking is too time expensive for the PSP */
if (_networking)
return;
#endif /* PSP */
if (_patches.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
SetDParam(0, _local_player);
SetDParam(1, _date);
GetString(buf, STR_4004, lastof(buf));
ttd_strlcat(buf, ".sav", lengthof(buf));
} else {
/* generate a savegame name and number according to _patches.max_num_autosaves */
snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
if (++_autosave_ctr >= _patches.max_num_autosaves) _autosave_ctr = 0;
}
DEBUG(sl, 2, "Autosaving to '%s'", buf);
if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != 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).dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
WP(w, vp_d).dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
}
}
/**
* Describes all the different arrow key combinations the game allows
* when it is in scrolling mode.
* The real arrow keys are bitwise numbered as
* 1 = left
* 2 = up
* 4 = right
* 8 = down
*/
static const int8 scrollamt[16][2] = {
{ 0, 0}, ///< no key specified
{-2, 0}, ///< 1 : left
{ 0, -2}, ///< 2 : up
{-2, -1}, ///< 3 : left + up
{ 2, 0}, ///< 4 : right
{ 0, 0}, ///< 5 : left + right = nothing
{ 2, -1}, ///< 6 : right + up
{ 0, -2}, ///< 7 : right + left + up = up
{ 0 ,2}, ///< 8 : down
{-2 ,1}, ///< 9 : down + left
{ 0, 0}, ///< 10 : down + up = nothing
{-2, 0}, ///< 11 : left + up + down = left
{ 2, 1}, ///< 12 : down + right
{ 0, 2}, ///< 13 : left + right + down = down
{ 2, 0}, ///< 14 : right + up + down = right
{ 0, 0}, ///< 15 : left + up + right + down = nothing
};
static void HandleKeyScrolling()
{
if (_dirkeys && !_no_scroll) {
int factor = _shift_pressed ? 50 : 10;
ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
}
}
void GameLoop()
{
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 */
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;
_palette_animation_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_game && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
if (!_pause_game || _cheats.build_in_pause.value) MoveAllTextEffects();
InputLoop();
MusicLoop();
}
void BeforeSaveGame()
{
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()
{
TileIndex tile;
for (tile = 0; tile != MapSize(); tile++) {
switch (GetTileType(tile)) {
case MP_ROAD:
if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m4, 7)) {
_m[tile].m4 = 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()
{
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()
{
Town *t;
FOR_ALL_TOWNS(t) {
t->exclusivity = INVALID_PLAYER;
}
/* 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()
{
_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()
{
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()
{
Sign *si;
FOR_ALL_SIGNS(si) si->owner = OWNER_NONE;
}
extern void UpdateOldAircraft();
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 = 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 each player, verify (while loading a scenario) that the inauguration date is the current year and set it
* accordingly if it is not the case. No need to set it on players that are not been used already,
* thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
if (_file_to_saveload.filetype == FT_SCENARIO && players[i]->inaugurated_year != MIN_YEAR)
players[i]->inaugurated_year = _cur_year;
}
FOR_ALL_VEHICLES(v) {
if (!IsEngineCountable(v)) continue;
players[v->owner]->num_engines[v->engine_type]++;
}
return true;
}
bool AfterLoadGame()
{
TileIndex map_size = MapSize();
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)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_PLAYERS) {
SetTileOwner(t, OWNER_WATER);
}
}
}
if (CheckSavegameVersion(84)) {
Player *p;
FOR_ALL_PLAYERS(p) {
p->name = CopyFromOldName(p->name_1);
if (p->name != NULL) p->name_1 = STR_SV_UNNAMED;
p->president_name = CopyFromOldName(p->president_name_1);
if (p->president_name != NULL) p->president_name_1 = SPECSTR_PRESIDENT_NAME;
}
Station *st;
FOR_ALL_STATIONS(st) {
st->name = CopyFromOldName(st->string_id);
if (st->name != NULL) st->string_id = STR_EMPTY;
}
Town *t;
FOR_ALL_TOWNS(t) {
t->name = CopyFromOldName(t->townnametype);
if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
}
Waypoint *wp;
FOR_ALL_WAYPOINTS(wp) {
wp->name = CopyFromOldName(wp->string);
wp->string = STR_EMPTY;
}
}
/* convert road side to my format. */
if (_opt.road_side) _opt.road_side = 1;
/* Check if all NewGRFs are present, we are very strict in MP mode */
GRFListCompatibility gcf_res = IsGoodGRFConfigList();
if (_networking && gcf_res != GLC_ALL_GOOD) {
SetSaveLoadError(STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH);
return false;
}
switch (gcf_res) {
case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break;
case GLC_NOT_FOUND: _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; _pause_game = (byte)-1; break;
default: break;
}
/* Update current year
* must be done before loading sprites as some newgrfs check it */
SetDate(_date);
/* Load the sprites */
GfxLoadSprites();
LoadStringWidthTable();
/* 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();
/* reinit the landscape variables (landscape might have changed) */
InitializeLandscapeVariables(true);
/* Update all vehicles */
AfterLoadVehicles(true);
/* Update all waypoints */
if (CheckSavegameVersion(12)) FixOldWaypoints();
/* in version 2.2 of the savegame, we have new airports */
if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft();
AfterLoadTown();
/* make sure there is a town in the game */
if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, (uint)-1)) {
SetSaveLoadError(STR_NO_TOWN_IN_SCENARIO);
return false;
}
/* 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 non dedicated network_servers! */
if (!_players[0].is_active && (!_networking || (_networking && _network_server && !_network_dedicated)))
DoStartupNewPlayer(false);
if (CheckSavegameVersion(72)) {
/* Locks/shiplifts in very old savegames had OWNER_WATER as owner */
for (TileIndex t = 0; t < MapSize(); t++) {
switch (GetTileType(t)) {
default: break;
case MP_WATER:
if (GetWaterTileType(t) == WATER_TILE_LOCK && GetTileOwner(t) == OWNER_WATER) SetTileOwner(t, OWNER_NONE);
break;
case MP_STATION: {
if (HasBit(_m[t].m6, 3)) SetBit(_m[t].m6, 2);
StationGfx gfx = GetStationGfx(t);
StationType st;
if ( IsInsideMM(gfx, 0, 8)) { // Railway station
st = STATION_RAIL;
SetStationGfx(t, gfx - 0);
} else if (IsInsideMM(gfx, 8, 67)) { // Airport
st = STATION_AIRPORT;
SetStationGfx(t, gfx - 8);
} else if (IsInsideMM(gfx, 67, 71)) { // Truck
st = STATION_TRUCK;
SetStationGfx(t, gfx - 67);
} else if (IsInsideMM(gfx, 71, 75)) { // Bus
st = STATION_BUS;
SetStationGfx(t, gfx - 71);
} else if (gfx == 75) { // Oil rig
st = STATION_OILRIG;
SetStationGfx(t, gfx - 75);
} else if (IsInsideMM(gfx, 76, 82)) { // Dock
st = STATION_DOCK;
SetStationGfx(t, gfx - 76);
} else if (gfx == 82) { // Buoy
st = STATION_BUOY;
SetStationGfx(t, gfx - 82);
} else if (IsInsideMM(gfx, 83, 168)) { // Extended airport
st = STATION_AIRPORT;
SetStationGfx(t, gfx - 83 + 67 - 8);
} else if (IsInsideMM(gfx, 168, 170)) { // Drive through truck
st = STATION_TRUCK;
SetStationGfx(t, gfx - 168 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
} else if (IsInsideMM(gfx, 170, 172)) { // Drive through bus
st = STATION_BUS;
SetStationGfx(t, gfx - 170 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
} else {
return false;
}
SB(_m[t].m6, 3, 3, st);
} break;
}
}
}
for (TileIndex t = 0; t < map_size; t++) {
switch (GetTileType(t)) {
case MP_STATION: {
Station *st = GetStationByTile(t);
st->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
switch (GetStationType(t)) {
case STATION_TRUCK:
case STATION_BUS:
if (CheckSavegameVersion(6)) {
/* From this version on there can be multiple road stops of the
* same type per station. Convert the existing stops to the new
* internal data structure. */
RoadStop *rs = new RoadStop(t);
if (rs == NULL) error("Too many road stops in savegame");
RoadStop **head =
IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
*head = rs;
}
break;
case STATION_OILRIG: {
/* Very old savegames sometimes have phantom oil rigs, i.e.
* an oil rig which got shut down, but not completly removed from
* the map
*/
TileIndex t1 = TILE_ADDXY(t, 0, 1);
if (IsTileType(t1, MP_INDUSTRY) &&
GetIndustryGfx(t1) == GFX_OILRIG_1) {
/* The internal encoding of oil rigs was changed twice.
* It was 3 (till 2.2) and later 5 (till 5.1).
* Setting it unconditionally does not hurt.
*/
GetStationByTile(t)->airport_type = AT_OILRIG;
} else {
DeleteOilRig(t);
}
break;
}
default: break;
}
break;
}
default: break;
}
}
/* 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)) {
for (TileIndex t = 0; t < map_size; t++) {
switch (GetTileType(t)) {
case MP_HOUSE:
_m[t].m4 = _m[t].m2;
SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->index);
break;
case MP_ROAD:
_m[t].m4 |= (_m[t].m2 << 4);
if (IsTileOwner(t, OWNER_TOWN)) {
SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->index);
} else {
SetTownIndex(t, 0);
}
break;
default: break;
}
}
}
/* 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;
}
/* When loading a game, _local_player is not yet set to the correct value.
* However, in a dedicated server we are a spectator, so nothing needs to
* happen. In case we are not a dedicated server, the local player always
* becomes player 0, unless we are in the scenario editor where all the
* players are 'invalid'.
*/
if (!_network_dedicated && IsValidPlayer(PLAYER_FIRST)) {
p = GetPlayer(PLAYER_FIRST);
p->engine_renew = _patches.autorenew;
p->engine_renew_months = _patches.autorenew_months;
p->engine_renew_money = _patches.autorenew_money;
}
}
if (CheckSavegameVersion(48)) {
for (TileIndex t = 0; t < map_size; t++) {
switch (GetTileType(t)) {
case MP_RAILWAY:
if (IsPlainRailTile(t)) {
/* Swap ground type and signal type for plain rail tiles, so the
* ground type uses the same bits as for depots and waypoints. */
uint tmp = GB(_m[t].m4, 0, 4);
SB(_m[t].m4, 0, 4, GB(_m[t].m2, 0, 4));
SB(_m[t].m2, 0, 4, tmp);
} else if (HasBit(_m[t].m5, 2)) {
/* Split waypoint and depot rail type and remove the subtype. */
ClrBit(_m[t].m5, 2);
ClrBit(_m[t].m5, 6);
}
break;
case MP_ROAD:
/* Swap m3 and m4, so the track type for rail crossings is the
* same as for normal rail. */
Swap(_m[t].m3, _m[t].m4);
break;
default: break;
}
}
}
if (CheckSavegameVersion(61)) {
/* Added the RoadType */
bool old_bridge = CheckSavegameVersion(42);
for (TileIndex t = 0; t < map_size; t++) {
switch(GetTileType(t)) {
case MP_ROAD:
SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2));
switch (GetRoadTileType(t)) {
default: NOT_REACHED();
case ROAD_TILE_NORMAL:
SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4));
SB(_m[t].m4, 4, 4, 0);
SB(_m[t].m6, 2, 4, 0);
break;
case ROAD_TILE_CROSSING:
SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2));
break;
case ROAD_TILE_DEPOT: break;
}
SetRoadTypes(t, ROADTYPES_ROAD);
break;
case MP_STATION:
if (IsRoadStop(t)) SetRoadTypes(t, ROADTYPES_ROAD);
break;
case MP_TUNNELBRIDGE:
/* Middle part of "old" bridges */
if (old_bridge && IsBridgeTile(t) && HasBit(_m[t].m5, 6)) break;
if ((IsTunnel(t) ? GetTunnelBridgeTransportType(t) : (old_bridge ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t))) == TRANSPORT_ROAD) {
SetRoadTypes(t, ROADTYPES_ROAD);
}
break;
default: break;
}
}
}
if (CheckSavegameVersion(42)) {
Vehicle* v;
for (TileIndex t = 0; t < map_size; t++) {
if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
if (IsBridgeTile(t)) {
if (HasBit(_m[t].m5, 6)) { // middle part
Axis axis = (Axis)GB(_m[t].m5, 0, 1);
if (HasBit(_m[t].m5, 5)) { // transport route under bridge?
if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) {
MakeRailNormal(
t,
GetTileOwner(t),
axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
GetRailType(t)
);
} else {
TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, (uint)-1)->index : 0;
MakeRoadNormal(
t,
axis == AXIS_X ? ROAD_Y : ROAD_X,
ROADTYPES_ROAD,
town,
GetTileOwner(t), OWNER_NONE, OWNER_NONE
);
}
} else {
if (GB(_m[t].m5, 3, 2) == 0) {
MakeClear(t, CLEAR_GRASS, 3);
} else {
MakeCanal(t, (GetTileOwner(t) == OWNER_WATER) ? OWNER_NONE : GetTileOwner(t), Random());
}
}
SetBridgeMiddle(t, axis);
} else { // ramp
Axis axis = (Axis)GB(_m[t].m5, 0, 1);
uint north_south = GB(_m[t].m5, 5, 1);
DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
TransportType type = (TransportType)GB(_m[t].m5, 1, 2);
_m[t].m5 = 1 << 7 | type << 2 | dir;
}
}
}
FOR_ALL_VEHICLES(v) {
if (v->type != VEH_TRAIN && v->type != VEH_ROAD) continue;
if (IsBridgeTile(v->tile)) {
DiagDirection dir = GetTunnelBridgeDirection(v->tile);
if (dir != DirToDiagDir(v->direction)) continue;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; break;
case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
}
} else if (v->z_pos > GetSlopeZ(v->x_pos, v->y_pos)) {
v->tile = GetNorthernBridgeEnd(v->tile);
} else {
continue;
}
if (v->type == VEH_TRAIN) {
v->u.rail.track = TRACK_BIT_WORMHOLE;
} else {
v->u.road.state = RVSB_WORMHOLE;
}
}
}
/* Elrails got added in rev 24 */
if (CheckSavegameVersion(24)) {
Vehicle *v;
RailType min_rail = RAILTYPE_ELECTRIC;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
RailType rt = RailVehInfo(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 (TileIndex t = 0; t < map_size; t++) {
switch (GetTileType(t)) {
case MP_RAILWAY:
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
break;
case MP_ROAD:
if (IsLevelCrossing(t)) {
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
}
break;
case MP_STATION:
if (IsRailwayStation(t)) {
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
}
break;
case MP_TUNNELBRIDGE:
if (GetTunnelBridgeTransportType(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->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->grffile->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. */
AfterLoadWaypoints();
}
/* 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)) {
for (TileIndex t = 0; t < map_size; t++) {
switch (GetTileType(t)) {
case MP_RAILWAY:
if (HasSignals(t)) {
/* convert PBS signals to combo-signals */
if (HasBit(_m[t].m2, 2)) SetSignalType(t, TRACK_X, SIGTYPE_COMBO);
/* move the signal variant back */
SetSignalVariant(t, TRACK_X, HasBit(_m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
ClrBit(_m[t].m2, 3);
}
/* Clear PBS reservation on track */
if (!IsTileDepotType(t, TRANSPORT_RAIL)) {
SB(_m[t].m4, 4, 4, 0);
} else {
ClrBit(_m[t].m3, 6);
}
break;
case MP_ROAD: /* Clear PBS reservation on crossing */
if (IsLevelCrossing(t)) ClrBit(_m[t].m5, 0);
break;
case MP_STATION: /* Clear PBS reservation on station */
ClrBit(_m[t].m3, 6);
break;
default: break;
}
}
}
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;
}
}
} else {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_ROAD && v->u.road.slot != NULL) v->u.road.slot->num_vehicles++;
}
}
if (CheckSavegameVersion(26)) {
Station *st;
FOR_ALL_STATIONS(st) {
st->last_vehicle_type = VEH_INVALID;
}
}
YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
if (CheckSavegameVersion(34)) FOR_ALL_PLAYERS(p) ResetPlayerLivery(p);
FOR_ALL_PLAYERS(p) {
p->avail_railtypes = GetPlayerRailtypes(p->index);
p->avail_roadtypes = GetPlayerRoadtypes(p->index);
}
if (!CheckSavegameVersion(27)) AfterLoadStations();
/* Time starts at 0 instead of 1920.
* Account for this in older games by adding an offset */
if (CheckSavegameVersion(31)) {
Station *st;
Waypoint *wp;
Engine *e;
Player *player;
Industry *i;
Vehicle *v;
_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
_cur_year += ORIGINAL_BASE_YEAR;
FOR_ALL_STATIONS(st) st->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
FOR_ALL_WAYPOINTS(wp) wp->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
FOR_ALL_ENGINES(e) e->intro_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
FOR_ALL_PLAYERS(player) player->inaugurated_year += ORIGINAL_BASE_YEAR;
FOR_ALL_INDUSTRIES(i) i->last_prod_year += ORIGINAL_BASE_YEAR;
FOR_ALL_VEHICLES(v) {
v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
v->build_year += ORIGINAL_BASE_YEAR;
}
}
/* From 32 on we save the industry who made the farmland.
* To give this prettyness to old savegames, we remove all farmfields and
* plant new ones. */
if (CheckSavegameVersion(32)) {
Industry *i;
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) {
MakeClear(t, CLEAR_GRASS, 3);
}
}
FOR_ALL_INDUSTRIES(i) {
uint j;
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
for (j = 0; j != 50; j++) PlantRandomFarmField(i);
}
}
}
/* Setting no refit flags to all orders in savegames from before refit in orders were added */
if (CheckSavegameVersion(36)) {
Order *order;
Vehicle *v;
FOR_ALL_ORDERS(order) {
order->refit_cargo = CT_NO_REFIT;
order->refit_subtype = CT_NO_REFIT;
}
FOR_ALL_VEHICLES(v) {
v->current_order.refit_cargo = CT_NO_REFIT;
v->current_order.refit_subtype = CT_NO_REFIT;
}
}
/* from version 38 we have optional elrails, since we cannot know the
* preference of a user, let elrails enabled; it can be disabled manually */
if (CheckSavegameVersion(38)) _patches.disable_elrails = false;
/* do the same as when elrails were enabled/disabled manually just now */
SettingsDisableElrail(_patches.disable_elrails);
SetDefaultRailGui();
/* From version 53, the map array was changed for house tiles to allow
* space for newhouses grf features. A new byte, m7, was also added. */
if (CheckSavegameVersion(53)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_HOUSE)) {
if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) {
/* Move the construction stage from m3[7..6] to m5[5..4].
* The construction counter does not have to move. */
SB(_m[t].m5, 3, 2, GB(_m[t].m3, 6, 2));
SB(_m[t].m3, 6, 2, 0);
/* The "house is completed" bit is now in m6[2]. */
SetHouseCompleted(t, false);
} else {
/* The "lift has destination" bit has been moved from
* m5[7] to m7[0]. */
SB(_me[t].m7, 0, 1, HasBit(_m[t].m5, 7));
ClrBit(_m[t].m5, 7);
/* The "lift is moving" bit has been removed, as it does
* the same job as the "lift has destination" bit. */
ClrBit(_m[t].m1, 7);
/* The position of the lift goes from m1[7..0] to m6[7..2],
* making m1 totally free, now. The lift position does not
* have to be a full byte since the maximum value is 36. */
SetLiftPosition(t, GB(_m[t].m1, 0, 6 ));
_m[t].m1 = 0;
_m[t].m3 = 0;
SetHouseCompleted(t, true);
}
}
}
}
/* Check that house ids are still valid. */
CheckHouseIDs();
if (CheckSavegameVersion(43)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_INDUSTRY)) {
switch (GetIndustryGfx(t)) {
case GFX_POWERPLANT_SPARKS:
SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5));
break;
case GFX_OILWELL_ANIMATED_1:
case GFX_OILWELL_ANIMATED_2:
case GFX_OILWELL_ANIMATED_3:
SetIndustryAnimationState(t, GB(_m[t].m1, 0, 2));
break;
case GFX_COAL_MINE_TOWER_ANIMATED:
case GFX_COPPER_MINE_TOWER_ANIMATED:
case GFX_GOLD_MINE_TOWER_ANIMATED:
SetIndustryAnimationState(t, _m[t].m1);
break;
default: /* No animation states to change */
break;
}
}
}
}
if (CheckSavegameVersion(44)) {
Vehicle *v;
/* If we remove a station while cargo from it is still enroute, payment calculation will assume
* 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy
* stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
* where this situation exists, the cargo-source information is lost. in this case, we set the source
* to the current tile of the vehicle to prevent excessive profits
*/
FOR_ALL_VEHICLES(v) {
const CargoList::List *packets = v->cargo.Packets();
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
CargoPacket *cp = *it;
cp->source_xy = IsValidStationID(cp->source) ? GetStation(cp->source)->xy : v->tile;
cp->loaded_at_xy = cp->source_xy;
}
v->cargo.InvalidateCache();
}
/* Store position of the station where the goods come from, so there
* are no very high payments when stations get removed. However, if the
* station where the goods came from is already removed, the source
* information is lost. In that case we set it to the position of this
* station */
Station *st;
FOR_ALL_STATIONS(st) {
for (CargoID c = 0; c < NUM_CARGO; c++) {
GoodsEntry *ge = &st->goods[c];
const CargoList::List *packets = ge->cargo.Packets();
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
CargoPacket *cp = *it;
cp->source_xy = IsValidStationID(cp->source) ? GetStation(cp->source)->xy : st->xy;
cp->loaded_at_xy = cp->source_xy;
}
}
}
}
if (CheckSavegameVersion(45)) {
Vehicle *v;
/* Originally just the fact that some cargo had been paid for was
* stored to stop people cheating and cashing in several times. This
* wasn't enough though as it was cleared when the vehicle started
* loading again, even if it didn't actually load anything, so now the
* amount of cargo that has been paid for is stored. */
FOR_ALL_VEHICLES(v) {
const CargoList::List *packets = v->cargo.Packets();
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
CargoPacket *cp = *it;
cp->paid_for = HasBit(v->vehicle_flags, 2);
}
ClrBit(v->vehicle_flags, 2);
v->cargo.InvalidateCache();
}
}
/* Buoys do now store the owner of the previous water tile, which can never
* be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
if (CheckSavegameVersion(46)) {
Station *st;
FOR_ALL_STATIONS(st) {
if (st->IsBuoy() && IsTileOwner(st->xy, OWNER_NONE) && TileHeight(st->xy) == 0) SetTileOwner(st->xy, OWNER_WATER);
}
}
if (CheckSavegameVersion(50)) {
Vehicle *v;
/* Aircraft units changed from 8 mph to 1 km/h */
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_AIRCRAFT && v->subtype <= AIR_AIRCRAFT) {
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
v->cur_speed *= 129;
v->cur_speed /= 10;
v->max_speed = avi->max_speed;
v->acceleration = avi->acceleration;
}
}
}
if (CheckSavegameVersion(49)) FOR_ALL_PLAYERS(p) p->face = ConvertFromOldPlayerFace(p->face);
if (CheckSavegameVersion(52)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsStatueTile(t)) {
_m[t].m2 = CalcClosestTownFromTile(t, (uint)-1)->index;
}
}
}
/* A patch option containing the proportion of towns that grow twice as
* fast was added in version 54. From version 56 this is now saved in the
* town as cities can be built specifically in the scenario editor. */
if (CheckSavegameVersion(56)) {
Town *t;
FOR_ALL_TOWNS(t) {
if (_patches.larger_towns != 0 && (t->index % _patches.larger_towns) == 0) {
t->larger_town = true;
}
}
}
if (CheckSavegameVersion(57)) {
Vehicle *v;
/* Added a FIFO queue of vehicles loading at stations */
FOR_ALL_VEHICLES(v) {
if ((v->type != VEH_TRAIN || IsFrontEngine(v)) && // for all locs
!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
v->current_order.type == OT_LOADING) { // loading
GetStation(v->last_station_visited)->loading_vehicles.push_back(v);
/* The loading finished flag is *only* set when actually completely
* finished. Because the vehicle is loading, it is not finished. */
ClrBit(v->vehicle_flags, VF_LOADING_FINISHED);
}
}
} else if (CheckSavegameVersion(59)) {
/* For some reason non-loading vehicles could be in the station's loading vehicle list */
Station *st;
FOR_ALL_STATIONS(st) {
std::list<Vehicle *>::iterator iter;
for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end();) {
Vehicle *v = *iter;
iter++;
if (v->current_order.type != OT_LOADING) st->loading_vehicles.remove(v);
}
}
}
if (CheckSavegameVersion(58)) {
/* patch difficulty number_industries other then zero get bumped to +1
* since a new option (very low at position1) has been added */
if (_opt.diff.number_industries > 0) {
_opt.diff.number_industries++;
}
/* Same goes for number of towns, although no test is needed, just an increment */
_opt.diff.number_towns++;
}
if (CheckSavegameVersion(64)) {
/* copy the signal type/variant and move signal states bits */
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
SetSignalStates(t, GB(_m[t].m2, 4, 4));
SetSignalVariant(t, INVALID_TRACK, GetSignalVariant(t, TRACK_X));
SetSignalType(t, INVALID_TRACK, GetSignalType(t, TRACK_X));
ClrBit(_m[t].m2, 7);
}
}
}
if (CheckSavegameVersion(69)) {
/* In some old savegames a bit was cleared when it should not be cleared */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_ROAD && (v->u.road.state == 250 || v->u.road.state == 251)) {
SetBit(v->u.road.state, RVS_IS_STOPPING);
}
}
}
if (CheckSavegameVersion(70)) {
/* Added variables to support newindustries */
Industry *i;
FOR_ALL_INDUSTRIES(i) i->founder = OWNER_NONE;
}
/* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
Replace the owner for those by OWNER_NONE. */
if (CheckSavegameVersion(82)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_WATER) &&
GetWaterTileType(t) == WATER_TILE_CLEAR &&
GetTileOwner(t) == OWNER_WATER &&
TileHeight(t) != 0) {
SetTileOwner(t, OWNER_NONE);
}
}
}
/*
* Add the 'previous' owner to the ship depots so we can reset it with
* the correct values when it gets destroyed. This prevents that
* someone can remove canals owned by somebody else and it prevents
* making floods using the removal of ship depots.
*/
if (CheckSavegameVersion(83)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_WATER) && IsShipDepot(t)) {
_m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE;
}
}
}
if (CheckSavegameVersion(74)) {
Station *st;
FOR_ALL_STATIONS(st) {
for (CargoID c = 0; c < NUM_CARGO; c++) {
st->goods[c].last_speed = 0;
if (st->goods[c].cargo.Count() != 0) SetBit(st->goods[c].acceptance_pickup, GoodsEntry::PICKUP);
}
}
}
if (CheckSavegameVersion(78)) {
Industry *i;
uint j;
FOR_ALL_INDUSTRIES(i) {
const IndustrySpec *indsp = GetIndustrySpec(i->type);
for (j = 0; j < lengthof(i->produced_cargo); j++) {
i->produced_cargo[j] = indsp->produced_cargo[j];
}
for (j = 0; j < lengthof(i->accepts_cargo); j++) {
i->accepts_cargo[j] = indsp->accepts_cargo[j];
}
}
}
/* Before version 81, the density of grass was always stored as zero, and
* grassy trees were always drawn fully grassy. Furthermore, trees on rough
* land used to have zero density, now they have full density. Therefore,
* make all grassy/rough land trees have a density of 3. */
if (CheckSavegameVersion(81)) {
for (TileIndex t = 0; t < map_size; t++) {
if (GetTileType(t) == MP_TREES) {
TreeGround groundType = GetTreeGround(t);
if (groundType != TREE_GROUND_SNOW_DESERT) SetTreeGroundDensity(t, groundType, 3);
}
}
}
if (CheckSavegameVersion(84)) {
/* Update go to buoy orders because they are just waypoints */
Order *order;
FOR_ALL_ORDERS(order) {
if (order->type == OT_GOTO_STATION && GetStation(order->dest)->IsBuoy()) {
order->flags = 0;
}
}
/* Set all share owners to PLAYER_SPECTATOR for
* 1) all inactive players
* (when inactive players were stored in the savegame - TTD, TTDP and some
* *really* old revisions of OTTD; else it is already set in InitializePlayers())
* 2) shares that are owned by inactive players or self
* (caused by cheating players in earlier revisions) */
Player *p;
FOR_ALL_PLAYERS(p) {
if (!p->is_active) {
for (uint i = 0; i < 4; i++) { p->share_owners[i] = PLAYER_SPECTATOR; }
} else {
for (uint i = 0; i < 4; i++) {
PlayerID o = p->share_owners[i];
if (o == PLAYER_SPECTATOR) continue;
if (!IsValidPlayer(o) || o == p->index || !GetPlayer(o)->is_active) p->share_owners[i] = PLAYER_SPECTATOR;
}
}
}
}
if (CheckSavegameVersion(86)) {
/* Now all crossings should be in correct state */
for (TileIndex t = 0; t < map_size; t++) {
if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false);
}
}
return InitializeWindowsAndCaches();
}
/** Reload all NewGRF files during a running game. This is a cut-down
* version of AfterLoadGame().
* XXX - We need to reset the vehicle position hash because with a non-empty
* hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles()
* to recalculate vehicle data as some NewGRF vehicle sets could have been
* removed or added and changed statistics */
void ReloadNewGRFData()
{
/* reload grf data */
GfxLoadSprites();
LoadStringWidthTable();
/* reload vehicles */
ResetVehiclePosHash();
AfterLoadVehicles(false);
StartupEngines();
/* update station and waypoint graphics */
AfterLoadWaypoints();
AfterLoadStations();
/* check that house ids are still valid */
CheckHouseIDs();
/* redraw the whole screen */
MarkWholeScreenDirty();
}
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