mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
8cbe98a3fd
1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles. 2) Removed the "wait for stop" feature, because it did not work in practise. 3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet) 4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops. 5) Hopefully the last fundamental change to multistop
1409 lines
36 KiB
C
1409 lines
36 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "string.h"
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#include "table/strings.h"
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#include "debug.h"
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#include "driver.h"
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#include "saveload.h"
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#include "strings.h"
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#include "map.h"
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#include "tile.h"
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#include "void_map.h"
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#define VARDEF
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#include "openttd.h"
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#include "bridge_map.h"
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#include "functions.h"
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#include "mixer.h"
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#include "spritecache.h"
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#include "gfx.h"
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#include "gfxinit.h"
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#include "gui.h"
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#include "station.h"
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#include "station_map.h"
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#include "tunnel_map.h"
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#include "vehicle.h"
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#include "viewport.h"
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#include "window.h"
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#include "player.h"
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#include "command.h"
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#include "town.h"
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#include "industry.h"
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#include "news.h"
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#include "engine.h"
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#include "sound.h"
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#include "economy.h"
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#include "fileio.h"
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#include "hal.h"
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#include "airport.h"
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#include "console.h"
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#include "screenshot.h"
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#include "network.h"
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#include "signs.h"
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#include "depot.h"
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#include "waypoint.h"
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#include "ai/ai.h"
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#include "train.h"
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#include <stdarg.h>
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void GenerateWorld(int mode, uint size_x, uint size_y);
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void CallLandscapeTick(void);
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void IncreaseDate(void);
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void DoPaletteAnimations(void);
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void MusicLoop(void);
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void ResetMusic(void);
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void InitializeStations(void);
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void DeleteAllPlayerStations(void);
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extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
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extern void DoStartupNewPlayer(bool is_ai);
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extern void ShowOSErrorBox(const char *buf);
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/* TODO: usrerror() for errors which are not of an internal nature but
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* caused by the user, i.e. missing files or fatal configuration errors.
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* Post-0.4.0 since Celestar doesn't want this in SVN before. --pasky */
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void CDECL error(const char* s, ...)
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{
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va_list va;
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char buf[512];
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va_start(va, s);
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vsprintf(buf, s, va);
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va_end(va);
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ShowOSErrorBox(buf);
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if (_video_driver != NULL) _video_driver->stop();
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assert(0);
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exit(1);
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}
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void CDECL ShowInfoF(const char *str, ...)
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{
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va_list va;
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char buf[1024];
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va_start(va, str);
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vsprintf(buf, str, va);
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va_end(va);
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ShowInfo(buf);
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}
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void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
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{
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FILE *in;
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byte *mem;
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size_t len;
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in = fopen(filename, "rb");
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if (in == NULL) return NULL;
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fseek(in, 0, SEEK_END);
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len = ftell(in);
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fseek(in, 0, SEEK_SET);
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if (len > maxsize || (mem = malloc(len + 1)) == NULL) {
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fclose(in);
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return NULL;
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}
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mem[len] = 0;
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if (fread(mem, len, 1, in) != 1) {
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fclose(in);
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free(mem);
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return NULL;
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}
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fclose(in);
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*lenp = len;
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return mem;
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}
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extern const char _openttd_revision[];
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static void showhelp(void)
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{
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char buf[4096], *p;
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p = buf;
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p += sprintf(p, "OpenTTD %s\n", _openttd_revision);
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p += sprintf(p,
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"\n"
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"\n"
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"Command line options:\n"
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" -v drv = Set video driver (see below)\n"
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" -s drv = Set sound driver (see below)\n"
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" -m drv = Set music driver (see below)\n"
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" -r res = Set resolution (for instance 800x600)\n"
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" -h = Display this help text\n"
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" -t date = Set starting date\n"
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" -d [[fac=]lvl[,...]]= Debug mode\n"
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" -e = Start Editor\n"
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" -g [savegame] = Start new/save game immediately\n"
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" -G seed = Set random seed\n"
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" -n [ip#player:port] = Start networkgame\n"
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" -D = Start dedicated server\n"
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#if !defined(__MORPHOS__) && !defined(__AMIGA__)
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" -f = Fork into the background (dedicated only)\n"
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#endif
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" -i = Force to use the DOS palette\n"
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" (use this if you see a lot of pink)\n"
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" -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
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"\n"
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);
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p = GetDriverList(p);
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ShowInfo(buf);
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}
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typedef struct {
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char *opt;
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int numleft;
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char **argv;
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const char *options;
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char *cont;
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} MyGetOptData;
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static void MyGetOptInit(MyGetOptData *md, int argc, char **argv, const char *options)
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{
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md->cont = NULL;
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md->numleft = argc;
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md->argv = argv;
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md->options = options;
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}
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static int MyGetOpt(MyGetOptData *md)
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{
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char *s,*r,*t;
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s = md->cont;
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if (s != NULL)
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goto md_continue_here;
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for (;;) {
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if (--md->numleft < 0) return -1;
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s = *md->argv++;
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if (*s == '-') {
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md_continue_here:;
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s++;
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if (*s != 0) {
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// Found argument, try to locate it in options.
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if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
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// ERROR!
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return -2;
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}
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if (r[1] == ':') {
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// Item wants an argument. Check if the argument follows, or if it comes as a separate arg.
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if (!*(t = s + 1)) {
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// It comes as a separate arg. Check if out of args?
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if (--md->numleft < 0 || *(t = *md->argv) == '-') {
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// Check if item is optional?
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if (r[2] != ':')
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return -2;
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md->numleft++;
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t = NULL;
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} else {
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md->argv++;
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}
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}
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md->opt = t;
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md->cont = NULL;
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return *s;
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}
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md->opt = NULL;
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md->cont = s;
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return *s;
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}
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} else {
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// This is currently not supported.
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return -2;
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}
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}
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}
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static void ParseResolution(int res[2], const char* s)
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{
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char *t = strchr(s, 'x');
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if (t == NULL) {
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ShowInfoF("Invalid resolution '%s'", s);
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return;
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}
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res[0] = clamp(strtoul(s, NULL, 0), 64, MAX_SCREEN_WIDTH);
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res[1] = clamp(strtoul(t + 1, NULL, 0), 64, MAX_SCREEN_HEIGHT);
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}
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static void InitializeDynamicVariables(void)
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{
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/* Dynamic stuff needs to be initialized somewhere... */
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_station_sort = NULL;
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_town_sort = NULL;
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_industry_sort = NULL;
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}
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static void UnInitializeDynamicVariables(void)
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{
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/* Dynamic stuff needs to be free'd somewhere... */
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CleanPool(&_town_pool);
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CleanPool(&_industry_pool);
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CleanPool(&_station_pool);
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CleanPool(&_vehicle_pool);
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CleanPool(&_sign_pool);
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CleanPool(&_order_pool);
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free(_station_sort);
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free(_town_sort);
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free(_industry_sort);
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}
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static void UnInitializeGame(void)
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{
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UnInitWindowSystem();
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free(_config_file);
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}
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static void LoadIntroGame(void)
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{
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char filename[256];
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_game_mode = GM_MENU;
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CLRBITS(_display_opt, DO_TRANS_BUILDINGS); // don't make buildings transparent in intro
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_opt_ptr = &_opt_newgame;
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GfxLoadSprites();
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LoadStringWidthTable();
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// Setup main window
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ResetWindowSystem();
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SetupColorsAndInitialWindow();
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// Generate a world.
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sprintf(filename, "%sopntitle.dat", _path.data_dir);
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#if defined SECOND_DATA_DIR
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if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
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sprintf(filename, "%sopntitle.dat", _path.second_data_dir);
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}
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#endif
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if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
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GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
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}
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_pause = 0;
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_local_player = 0;
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MarkWholeScreenDirty();
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// Play main theme
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if (_music_driver->is_song_playing()) ResetMusic();
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}
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#if defined(UNIX) && !defined(__MORPHOS__)
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extern void DedicatedFork(void);
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#endif
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int ttd_main(int argc, char* argv[])
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{
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MyGetOptData mgo;
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int i;
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const char *optformat;
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char musicdriver[16], sounddriver[16], videodriver[16];
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int resolution[2] = {0,0};
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uint startdate = -1;
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bool dedicated = false;
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bool network = false;
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char *network_conn = NULL;
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musicdriver[0] = sounddriver[0] = videodriver[0] = 0;
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_game_mode = GM_MENU;
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_switch_mode = SM_MENU;
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_switch_mode_errorstr = INVALID_STRING_ID;
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_dedicated_forks = false;
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_config_file = NULL;
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// The last param of the following function means this:
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// a letter means: it accepts that param (e.g.: -h)
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// a ':' behind it means: it need a param (e.g.: -m<driver>)
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// a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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optformat = "bm:s:v:hDfn::eit:d::r:g::G:c:";
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#else
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optformat = "bm:s:v:hDn::eit:d::r:g::G:c:"; // no fork option
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#endif
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MyGetOptInit(&mgo, argc-1, argv+1, optformat);
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while ((i = MyGetOpt(&mgo)) != -1) {
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switch (i) {
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case 'm': ttd_strlcpy(musicdriver, mgo.opt, sizeof(musicdriver)); break;
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case 's': ttd_strlcpy(sounddriver, mgo.opt, sizeof(sounddriver)); break;
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case 'v': ttd_strlcpy(videodriver, mgo.opt, sizeof(videodriver)); break;
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case 'D':
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strcpy(musicdriver, "null");
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strcpy(sounddriver, "null");
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strcpy(videodriver, "dedicated");
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dedicated = true;
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break;
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case 'f': _dedicated_forks = true; break;
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case 'n':
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network = true;
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network_conn = mgo.opt; // optional IP parameter, NULL if unset
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break;
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case 'b': _ai.network_client = true; break;
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case 'r': ParseResolution(resolution, mgo.opt); break;
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case 't': startdate = atoi(mgo.opt); break;
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case 'd': {
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#if defined(WIN32)
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CreateConsole();
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#endif
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if (mgo.opt != NULL) SetDebugString(mgo.opt);
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} break;
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case 'e': _switch_mode = SM_EDITOR; break;
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case 'i': _use_dos_palette = true; break;
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case 'g':
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if (mgo.opt != NULL) {
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strcpy(_file_to_saveload.name, mgo.opt);
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_switch_mode = SM_LOAD;
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} else
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_switch_mode = SM_NEWGAME;
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break;
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case 'G': _random_seeds[0][0] = atoi(mgo.opt); break;
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case 'c': _config_file = strdup(mgo.opt); break;
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case -2:
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case 'h':
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showhelp();
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return 0;
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}
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}
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if (_ai.network_client && !network) {
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_ai.network_client = false;
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DEBUG(ai, 0) ("[AI] Can't enable network-AI, because '-n' is not used\n");
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}
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DeterminePaths();
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CheckExternalFiles();
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#if defined(UNIX) && !defined(__MORPHOS__)
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// We must fork here, or we'll end up without some resources we need (like sockets)
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if (_dedicated_forks)
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DedicatedFork();
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#endif
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LoadFromConfig();
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CheckConfig();
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LoadFromHighScore();
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// override config?
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if (musicdriver[0]) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
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if (sounddriver[0]) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
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if (videodriver[0]) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
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if (resolution[0]) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
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if (startdate != (uint)-1) _patches.starting_date = startdate;
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if (_dedicated_forks && !dedicated) _dedicated_forks = false;
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// enumerate language files
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InitializeLanguagePacks();
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// initialize screenshot formats
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InitializeScreenshotFormats();
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// initialize airport state machines
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InitializeAirports();
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/* initialize all variables that are allocated dynamically */
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InitializeDynamicVariables();
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/* start the AI */
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AI_Initialize();
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// Sample catalogue
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DEBUG(misc, 1) ("Loading sound effects...");
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MxInitialize(11025);
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SoundInitialize("sample.cat");
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// This must be done early, since functions use the InvalidateWindow* calls
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InitWindowSystem();
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GfxLoadSprites();
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LoadStringWidthTable();
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DEBUG(driver, 1) ("Loading drivers...");
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LoadDriver(SOUND_DRIVER, _ini_sounddriver);
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LoadDriver(MUSIC_DRIVER, _ini_musicdriver);
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LoadDriver(VIDEO_DRIVER, _ini_videodriver); // load video last, to prevent an empty window while sound and music loads
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_savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
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#ifdef ENABLE_NETWORK
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// initialize network-core
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NetworkStartUp();
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#endif /* ENABLE_NETWORK */
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_opt_ptr = &_opt_newgame;
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/* XXX - ugly hack, if diff_level is 9, it means we got no setting from the config file */
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if (_opt_newgame.diff_level == 9) SetDifficultyLevel(0, &_opt_newgame);
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// initialize the ingame console
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IConsoleInit();
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_cursor.in_window = true;
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InitializeGUI();
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IConsoleCmdExec("exec scripts/autoexec.scr 0");
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GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
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#ifdef ENABLE_NETWORK
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if (network && _network_available) {
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if (network_conn != NULL) {
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const char *port = NULL;
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const char *player = NULL;
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uint16 rport;
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rport = NETWORK_DEFAULT_PORT;
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ParseConnectionString(&player, &port, network_conn);
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if (player != NULL) _network_playas = atoi(player);
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if (port != NULL) rport = atoi(port);
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LoadIntroGame();
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(network_conn, rport);
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}
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}
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#endif /* ENABLE_NETWORK */
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_video_driver->main_loop();
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WaitTillSaved();
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IConsoleFree();
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#ifdef ENABLE_NETWORK
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if (_network_available) {
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// Shut down the network and close any open connections
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NetworkDisconnect();
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NetworkUDPClose();
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NetworkShutDown();
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}
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#endif /* ENABLE_NETWORK */
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_video_driver->stop();
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_music_driver->stop();
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_sound_driver->stop();
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SaveToConfig();
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SaveToHighScore();
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// uninitialize airport state machines
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UnInitializeAirports();
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/* uninitialize variables that are allocated dynamic */
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UnInitializeDynamicVariables();
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/* stop the AI */
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AI_Uninitialize();
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/* Close all and any open filehandles */
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FioCloseAll();
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UnInitializeGame();
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return 0;
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}
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/** Mutex so that only one thread can communicate with the main program
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* at any given time */
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static ThreadMsg _message = 0;
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static inline void OTTD_ReleaseMutex(void) {_message = 0;}
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static inline ThreadMsg OTTD_PollThreadEvent(void) {return _message;}
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/** Called by running thread to execute some action in the main game.
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|
* It will stall as long as the mutex is not freed (handled) by the game */
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|
void OTTD_SendThreadMessage(ThreadMsg msg)
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|
{
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|
if (_exit_game) return;
|
|
while (_message != 0) CSleep(10);
|
|
|
|
_message = msg;
|
|
}
|
|
|
|
|
|
/** Handle the user-messages sent to us
|
|
* @param message message sent
|
|
*/
|
|
static void ProcessSentMessage(ThreadMsg message)
|
|
{
|
|
switch (message) {
|
|
case MSG_OTTD_SAVETHREAD_START: SaveFileStart(); break;
|
|
case MSG_OTTD_SAVETHREAD_DONE: SaveFileDone(); break;
|
|
case MSG_OTTD_SAVETHREAD_ERROR: SaveFileError(); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
OTTD_ReleaseMutex(); // release mutex so that other threads, messages can be handled
|
|
}
|
|
|
|
static void ShowScreenshotResult(bool b)
|
|
{
|
|
if (b) {
|
|
SetDParamStr(0, _screenshot_name);
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
|
|
} else {
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
|
|
}
|
|
|
|
}
|
|
|
|
static void MakeNewGame(void)
|
|
{
|
|
_game_mode = GM_NORMAL;
|
|
|
|
// Copy in game options
|
|
_opt_ptr = &_opt;
|
|
memcpy(_opt_ptr, &_opt_newgame, sizeof(*_opt_ptr));
|
|
|
|
GfxLoadSprites();
|
|
|
|
// Reinitialize windows
|
|
ResetWindowSystem();
|
|
LoadStringWidthTable();
|
|
|
|
SetupColorsAndInitialWindow();
|
|
|
|
// Randomize world
|
|
GenerateWorld(GW_NEWGAME, 1<<_patches.map_x, 1<<_patches.map_y);
|
|
|
|
// In a dedicated server, the server does not play
|
|
if (_network_dedicated) {
|
|
_local_player = OWNER_SPECTATOR;
|
|
} else {
|
|
// Create a single player
|
|
DoStartupNewPlayer(false);
|
|
|
|
_local_player = 0;
|
|
_current_player = _local_player;
|
|
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
|
|
}
|
|
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
static void MakeNewEditorWorld(void)
|
|
{
|
|
_game_mode = GM_EDITOR;
|
|
|
|
// Copy in game options
|
|
_opt_ptr = &_opt;
|
|
memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions));
|
|
|
|
GfxLoadSprites();
|
|
|
|
// Re-init the windowing system
|
|
ResetWindowSystem();
|
|
|
|
// Create toolbars
|
|
SetupColorsAndInitialWindow();
|
|
|
|
// Startup the game system
|
|
GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
|
|
|
|
_local_player = OWNER_NONE;
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
void StartupPlayers(void);
|
|
void StartupDisasters(void);
|
|
|
|
/**
|
|
* Start Scenario starts a new game based on a scenario.
|
|
* Eg 'New Game' --> select a preset scenario
|
|
* This starts a scenario based on your current difficulty settings
|
|
*/
|
|
static void StartScenario(void)
|
|
{
|
|
_game_mode = GM_NORMAL;
|
|
|
|
// invalid type
|
|
if (_file_to_saveload.mode == SL_INVALID) {
|
|
printf("Savegame is obsolete or invalid format: %s\n", _file_to_saveload.name);
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
|
|
_game_mode = GM_MENU;
|
|
return;
|
|
}
|
|
|
|
GfxLoadSprites();
|
|
|
|
// Reinitialize windows
|
|
ResetWindowSystem();
|
|
LoadStringWidthTable();
|
|
|
|
SetupColorsAndInitialWindow();
|
|
|
|
// Load game
|
|
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
|
|
LoadIntroGame();
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
|
|
}
|
|
|
|
_opt_ptr = &_opt;
|
|
memcpy(&_opt_ptr->diff, &_opt_newgame.diff, sizeof(_opt_ptr->diff));
|
|
_opt.diff_level = _opt_newgame.diff_level;
|
|
|
|
// Inititalize data
|
|
StartupPlayers();
|
|
StartupEngines();
|
|
StartupDisasters();
|
|
|
|
_local_player = 0;
|
|
_current_player = _local_player;
|
|
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
|
|
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
|
|
{
|
|
byte ogm = _game_mode;
|
|
|
|
_game_mode = newgm;
|
|
switch (SaveOrLoad(filename, mode)) {
|
|
case SL_OK: return true;
|
|
|
|
case SL_REINIT:
|
|
switch (ogm) {
|
|
case GM_MENU: LoadIntroGame(); break;
|
|
case GM_EDITOR: MakeNewEditorWorld(); break;
|
|
default: MakeNewGame(); break;
|
|
}
|
|
return false;
|
|
|
|
default:
|
|
_game_mode = ogm;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void SwitchMode(int new_mode)
|
|
{
|
|
#ifdef ENABLE_NETWORK
|
|
// If we are saving something, the network stays in his current state
|
|
if (new_mode != SM_SAVE) {
|
|
// If the network is active, make it not-active
|
|
if (_networking) {
|
|
if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
|
|
NetworkReboot();
|
|
NetworkUDPClose();
|
|
} else {
|
|
NetworkDisconnect();
|
|
NetworkUDPClose();
|
|
}
|
|
}
|
|
|
|
// If we are a server, we restart the server
|
|
if (_is_network_server) {
|
|
// But not if we are going to the menu
|
|
if (new_mode != SM_MENU) {
|
|
NetworkServerStart();
|
|
} else {
|
|
// This client no longer wants to be a network-server
|
|
_is_network_server = false;
|
|
}
|
|
}
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
switch (new_mode) {
|
|
case SM_EDITOR: /* Switch to scenario editor */
|
|
MakeNewEditorWorld();
|
|
break;
|
|
|
|
case SM_NEWGAME: /* New Game --> 'Random game' */
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
MakeNewGame();
|
|
break;
|
|
|
|
case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
StartScenario();
|
|
break;
|
|
|
|
case SM_LOAD: { /* Load game, Play Scenario */
|
|
_opt_ptr = &_opt;
|
|
|
|
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
|
|
LoadIntroGame();
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
|
|
} else {
|
|
_local_player = 0;
|
|
DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
|
|
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) {
|
|
PlayerID i;
|
|
|
|
_opt_ptr = &_opt;
|
|
|
|
_local_player = OWNER_NONE;
|
|
_generating_world = true;
|
|
// delete all players.
|
|
for (i = 0; i != MAX_PLAYERS; i++) {
|
|
ChangeOwnershipOfPlayerItems(i, OWNER_SPECTATOR);
|
|
_players[i].is_active = false;
|
|
}
|
|
_generating_world = false;
|
|
// delete all stations owned by a player
|
|
DeleteAllPlayerStations();
|
|
} else {
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SM_MENU: /* Switch to game intro menu */
|
|
LoadIntroGame();
|
|
break;
|
|
|
|
case SM_SAVE: /* Save game */
|
|
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE) != SL_OK) {
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_4007_GAME_SAVE_FAILED, 0, 0);
|
|
} else {
|
|
DeleteWindowById(WC_SAVELOAD, 0);
|
|
}
|
|
break;
|
|
|
|
case SM_GENRANDLAND: /* Generate random land within scenario editor */
|
|
GenerateWorld(GW_RANDOM, 1 << _patches.map_x, 1 << _patches.map_y);
|
|
// XXX: set date
|
|
_local_player = OWNER_NONE;
|
|
MarkWholeScreenDirty();
|
|
break;
|
|
}
|
|
|
|
if (_switch_mode_errorstr != INVALID_STRING_ID) {
|
|
ShowErrorMessage(INVALID_STRING_ID, _switch_mode_errorstr, 0, 0);
|
|
}
|
|
}
|
|
|
|
|
|
// State controlling game loop.
|
|
// The state must not be changed from anywhere
|
|
// but here.
|
|
// That check is enforced in DoCommand.
|
|
void StateGameLoop(void)
|
|
{
|
|
// dont execute the state loop during pause
|
|
if (_pause) return;
|
|
|
|
if (_game_mode == GM_EDITOR) {
|
|
RunTileLoop();
|
|
CallVehicleTicks();
|
|
CallLandscapeTick();
|
|
CallWindowTickEvent();
|
|
NewsLoop();
|
|
} else {
|
|
// All these actions has to be done from OWNER_NONE
|
|
// for multiplayer compatibility
|
|
PlayerID p = _current_player;
|
|
_current_player = OWNER_NONE;
|
|
|
|
AnimateAnimatedTiles();
|
|
IncreaseDate();
|
|
RunTileLoop();
|
|
CallVehicleTicks();
|
|
CallLandscapeTick();
|
|
|
|
AI_RunGameLoop();
|
|
|
|
CallWindowTickEvent();
|
|
NewsLoop();
|
|
_current_player = p;
|
|
}
|
|
}
|
|
|
|
static void DoAutosave(void)
|
|
{
|
|
char buf[200];
|
|
|
|
if (_patches.keep_all_autosave && _local_player != OWNER_SPECTATOR) {
|
|
const Player *p = GetPlayer(_local_player);
|
|
char *s;
|
|
sprintf(buf, "%s%s", _path.autosave_dir, PATHSEP);
|
|
|
|
SetDParam(0, p->name_1);
|
|
SetDParam(1, p->name_2);
|
|
SetDParam(2, _date);
|
|
s = GetString(buf + strlen(_path.autosave_dir) + strlen(PATHSEP), STR_4004);
|
|
strcpy(s, ".sav");
|
|
} else { /* generate a savegame name and number according to _patches.max_num_autosaves */
|
|
sprintf(buf, "%s%sautosave%d.sav", _path.autosave_dir, PATHSEP, _autosave_ctr);
|
|
|
|
_autosave_ctr++;
|
|
if (_autosave_ctr >= _patches.max_num_autosaves) {
|
|
// we reached the limit for numbers of autosaves. We will start over
|
|
_autosave_ctr = 0;
|
|
}
|
|
}
|
|
|
|
DEBUG(misc, 2) ("Autosaving to %s", buf);
|
|
if (SaveOrLoad(buf, SL_SAVE) != SL_OK)
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
|
|
}
|
|
|
|
static void ScrollMainViewport(int x, int y)
|
|
{
|
|
if (_game_mode != GM_MENU) {
|
|
Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
|
|
assert(w);
|
|
|
|
WP(w,vp_d).scrollpos_x += x << w->viewport->zoom;
|
|
WP(w,vp_d).scrollpos_y += y << w->viewport->zoom;
|
|
}
|
|
}
|
|
|
|
static const int8 scrollamt[16][2] = {
|
|
{ 0, 0},
|
|
{-2, 0}, // 1:left
|
|
{ 0,-2}, // 2:up
|
|
{-2,-1}, // 3:left + up
|
|
{ 2, 0}, // 4:right
|
|
{ 0, 0}, // 5:left + right
|
|
{ 2,-1}, // 6:right + up
|
|
{ 0,-2}, // 7:left + right + up = up
|
|
{ 0 ,2}, // 8:down
|
|
{-2 ,1}, // 9:down+left
|
|
{ 0, 0}, // 10:impossible
|
|
{-2, 0}, // 11:left + up + down = left
|
|
{ 2, 1}, // 12:down+right
|
|
{ 0, 2}, // 13:left + right + down = down
|
|
{ 0,-2}, // 14:left + right + up = up
|
|
{ 0, 0}, // 15:impossible
|
|
};
|
|
|
|
static void HandleKeyScrolling(void)
|
|
{
|
|
if (_dirkeys && !_no_scroll) {
|
|
int factor = _shift_pressed ? 50 : 10;
|
|
ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
|
|
}
|
|
}
|
|
|
|
void GameLoop(void)
|
|
{
|
|
ThreadMsg message;
|
|
|
|
if ((message = OTTD_PollThreadEvent()) != 0) ProcessSentMessage(message);
|
|
|
|
// autosave game?
|
|
if (_do_autosave) {
|
|
_do_autosave = false;
|
|
DoAutosave();
|
|
RedrawAutosave();
|
|
}
|
|
|
|
// handle scrolling of the main window
|
|
if (_dirkeys) HandleKeyScrolling();
|
|
|
|
// make a screenshot?
|
|
if (_make_screenshot != 0) {
|
|
switch (_make_screenshot) {
|
|
case 1: // make small screenshot
|
|
UndrawMouseCursor();
|
|
ShowScreenshotResult(MakeScreenshot());
|
|
break;
|
|
|
|
case 2: // make large screenshot
|
|
ShowScreenshotResult(MakeWorldScreenshot(-(int)MapMaxX() * TILE_PIXELS, 0, (MapMaxX() + MapMaxY()) * TILE_PIXELS, (MapMaxX() + MapMaxY()) * TILE_PIXELS >> 1, 0));
|
|
break;
|
|
}
|
|
_make_screenshot = 0;
|
|
}
|
|
|
|
// switch game mode?
|
|
if (_switch_mode != SM_NONE) {
|
|
SwitchMode(_switch_mode);
|
|
_switch_mode = SM_NONE;
|
|
}
|
|
|
|
IncreaseSpriteLRU();
|
|
InteractiveRandom();
|
|
|
|
if (_scroller_click_timeout > 3) {
|
|
_scroller_click_timeout -= 3;
|
|
} else {
|
|
_scroller_click_timeout = 0;
|
|
}
|
|
|
|
_caret_timer += 3;
|
|
_timer_counter += 8;
|
|
CursorTick();
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
// Check for UDP stuff
|
|
NetworkUDPGameLoop();
|
|
|
|
if (_networking) {
|
|
// Multiplayer
|
|
NetworkGameLoop();
|
|
} else {
|
|
if (_network_reconnect > 0 && --_network_reconnect == 0) {
|
|
// This means that we want to reconnect to the last host
|
|
// We do this here, because it means that the network is really closed
|
|
NetworkClientConnectGame(_network_last_host, _network_last_port);
|
|
}
|
|
// Singleplayer
|
|
StateGameLoop();
|
|
}
|
|
#else
|
|
StateGameLoop();
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
if (!_pause && _display_opt & DO_FULL_ANIMATION) DoPaletteAnimations();
|
|
|
|
if (!_pause || _cheats.build_in_pause.value) MoveAllTextEffects();
|
|
|
|
InputLoop();
|
|
|
|
MusicLoop();
|
|
}
|
|
|
|
void BeforeSaveGame(void)
|
|
{
|
|
const Window* w = FindWindowById(WC_MAIN_WINDOW, 0);
|
|
|
|
if (w != NULL) {
|
|
_saved_scrollpos_x = WP(w, const vp_d).scrollpos_x;
|
|
_saved_scrollpos_y = WP(w, const vp_d).scrollpos_y;
|
|
_saved_scrollpos_zoom = w->viewport->zoom;
|
|
}
|
|
}
|
|
|
|
static void ConvertTownOwner(void)
|
|
{
|
|
TileIndex tile;
|
|
|
|
for (tile = 0; tile != MapSize(); tile++) {
|
|
if (IsTileType(tile, MP_STREET)) {
|
|
if (IsLevelCrossing(tile) && GetCrossingRoadOwner(tile) & 0x80) {
|
|
SetCrossingRoadOwner(tile, OWNER_TOWN);
|
|
}
|
|
|
|
if (_m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN);
|
|
} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
|
|
if (_m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN);
|
|
}
|
|
}
|
|
}
|
|
|
|
// before savegame version 4, the name of the company determined if it existed
|
|
static void CheckIsPlayerActive(void)
|
|
{
|
|
Player* p;
|
|
|
|
FOR_ALL_PLAYERS(p) {
|
|
if (p->name_1 != 0) p->is_active = true;
|
|
}
|
|
}
|
|
|
|
// since savegame version 4.1, exclusive transport rights are stored at towns
|
|
static void UpdateExclusiveRights(void)
|
|
{
|
|
Town* t;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
if (t->xy != 0) t->exclusivity = (byte)-1;
|
|
}
|
|
|
|
/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
|
|
could be implemented this way:
|
|
1.) Go through all stations
|
|
Build an array town_blocked[ town_id ][ player_id ]
|
|
that stores if at least one station in that town is blocked for a player
|
|
2.) Go through that array, if you find a town that is not blocked for
|
|
one player, but for all others, then give him exclusivity.
|
|
*/
|
|
}
|
|
|
|
static const byte convert_currency[] = {
|
|
0, 1, 12, 8, 3,
|
|
10, 14, 19, 4, 5,
|
|
9, 11, 13, 6, 17,
|
|
16, 22, 21, 7, 15,
|
|
18, 2, 20, };
|
|
|
|
// since savegame version 4.2 the currencies are arranged differently
|
|
static void UpdateCurrencies(void)
|
|
{
|
|
_opt.currency = convert_currency[_opt.currency];
|
|
}
|
|
|
|
/* Up to revision 1413 the invisible tiles at the southern border have not been
|
|
* MP_VOID, even though they should have. This is fixed by this function
|
|
*/
|
|
static void UpdateVoidTiles(void)
|
|
{
|
|
uint i;
|
|
|
|
for (i = 0; i < MapMaxY(); ++i) 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 );
|
|
|
|
bool AfterLoadGame(void)
|
|
{
|
|
Window *w;
|
|
ViewPort *vp;
|
|
Player *p;
|
|
|
|
// in version 2.1 of the savegame, town owner was unified.
|
|
if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner();
|
|
|
|
// from version 4.1 of the savegame, exclusive rights are stored at towns
|
|
if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights();
|
|
|
|
// from version 4.2 of the savegame, currencies are in a different order
|
|
if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies();
|
|
|
|
// from version 6.1 of the savegame, signs have an "owner"
|
|
if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner();
|
|
|
|
/* In old version there seems to be a problem that water is owned by
|
|
OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
|
|
(4.3) version, so I just check when versions are older, and then
|
|
walk through the whole map.. */
|
|
if (CheckSavegameVersionOldStyle(4, 3)) {
|
|
TileIndex tile = TileXY(0, 0);
|
|
uint w = MapSizeX();
|
|
uint h = MapSizeY();
|
|
|
|
BEGIN_TILE_LOOP(tile_cur, w, h, tile)
|
|
if (IsTileType(tile_cur, MP_WATER) && GetTileOwner(tile_cur) >= MAX_PLAYERS)
|
|
SetTileOwner(tile_cur, OWNER_WATER);
|
|
END_TILE_LOOP(tile_cur, w, h, tile)
|
|
}
|
|
|
|
// convert road side to my format.
|
|
if (_opt.road_side) _opt.road_side = 1;
|
|
|
|
// Load the sprites
|
|
GfxLoadSprites();
|
|
|
|
/* Connect front and rear engines of multiheaded trains and converts
|
|
* subtype to the new format */
|
|
if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
|
|
|
|
/* Connect front and rear engines of multiheaded trains */
|
|
ConnectMultiheadedTrains();
|
|
|
|
// Update current year
|
|
SetDate(_date);
|
|
|
|
// reinit the landscape variables (landscape might have changed)
|
|
InitializeLandscapeVariables(true);
|
|
|
|
// Update all vehicles
|
|
AfterLoadVehicles();
|
|
|
|
// Update all waypoints
|
|
if (CheckSavegameVersion(12)) FixOldWaypoints();
|
|
|
|
UpdateAllWaypointSigns();
|
|
|
|
// in version 2.2 of the savegame, we have new airports
|
|
if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft();
|
|
|
|
UpdateAllStationVirtCoord();
|
|
|
|
// Setup town coords
|
|
AfterLoadTown();
|
|
UpdateAllSignVirtCoords();
|
|
|
|
// make sure there is a town in the game
|
|
if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, (uint)-1)) {
|
|
_error_message = STR_NO_TOWN_IN_SCENARIO;
|
|
return false;
|
|
}
|
|
|
|
// Initialize windows
|
|
ResetWindowSystem();
|
|
SetupColorsAndInitialWindow();
|
|
|
|
w = FindWindowById(WC_MAIN_WINDOW, 0);
|
|
|
|
WP(w,vp_d).scrollpos_x = _saved_scrollpos_x;
|
|
WP(w,vp_d).scrollpos_y = _saved_scrollpos_y;
|
|
|
|
vp = w->viewport;
|
|
vp->zoom = _saved_scrollpos_zoom;
|
|
vp->virtual_width = vp->width << vp->zoom;
|
|
vp->virtual_height = vp->height << vp->zoom;
|
|
|
|
// in version 4.1 of the savegame, is_active was introduced to determine
|
|
// if a player does exist, rather then checking name_1
|
|
if (CheckSavegameVersionOldStyle(4, 1)) CheckIsPlayerActive();
|
|
|
|
// the void tiles on the southern border used to belong to a wrong class (pre 4.3).
|
|
if (CheckSavegameVersionOldStyle(4, 3)) UpdateVoidTiles();
|
|
|
|
// If Load Scenario / New (Scenario) Game is used,
|
|
// a player does not exist yet. So create one here.
|
|
// 1 exeption: network-games. Those can have 0 players
|
|
// But this exeption is not true for network_servers!
|
|
if (!_players[0].is_active && (!_networking || (_networking && _network_server)))
|
|
DoStartupNewPlayer(false);
|
|
|
|
DoZoomInOutWindow(ZOOM_NONE, w); // update button status
|
|
MarkWholeScreenDirty();
|
|
|
|
// In 5.1, Oilrigs have been moved (again)
|
|
if (CheckSavegameVersionOldStyle(5, 1)) UpdateOilRig();
|
|
|
|
/* In version 6.1 we put the town index in the map-array. To do this, we need
|
|
* to use m2 (16bit big), so we need to clean m2, and that is where this is
|
|
* all about ;) */
|
|
if (CheckSavegameVersionOldStyle(6, 1)) {
|
|
BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
|
|
if (IsTileType(tile, MP_HOUSE)) {
|
|
_m[tile].m4 = _m[tile].m2;
|
|
//XXX magic
|
|
SetTileType(tile, MP_VOID);
|
|
_m[tile].m2 = ClosestTownFromTile(tile,(uint)-1)->index;
|
|
SetTileType(tile, MP_HOUSE);
|
|
} else if (IsTileType(tile, MP_STREET)) {
|
|
//XXX magic
|
|
_m[tile].m4 |= (_m[tile].m2 << 4);
|
|
if (IsTileOwner(tile, OWNER_TOWN)) {
|
|
SetTileType(tile, MP_VOID);
|
|
_m[tile].m2 = ClosestTownFromTile(tile,(uint)-1)->index;
|
|
SetTileType(tile, MP_STREET);
|
|
} else {
|
|
_m[tile].m2 = 0;
|
|
}
|
|
}
|
|
} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
|
|
}
|
|
|
|
/* From version 9.0, we update the max passengers of a town (was sometimes negative
|
|
* before that. */
|
|
if (CheckSavegameVersion(9)) {
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
|
|
}
|
|
|
|
/* From version 16.0, we included autorenew on engines, which are now saved, but
|
|
* of course, we do need to initialize them for older savegames. */
|
|
if (CheckSavegameVersion(16)) {
|
|
FOR_ALL_PLAYERS(p) {
|
|
p->engine_renew_list = NULL;
|
|
p->engine_renew = false;
|
|
p->engine_renew_months = -6;
|
|
p->engine_renew_money = 100000;
|
|
}
|
|
if (_local_player < MAX_PLAYERS) {
|
|
// Set the human controlled player to the patch settings
|
|
// Scenario editor do not have any companies
|
|
p = GetPlayer(_local_player);
|
|
p->engine_renew = _patches.autorenew;
|
|
p->engine_renew_months = _patches.autorenew_months;
|
|
p->engine_renew_money = _patches.autorenew_money;
|
|
}
|
|
}
|
|
|
|
/* Elrails got added in rev 24 */
|
|
if (CheckSavegameVersion(24)) {
|
|
Vehicle* v;
|
|
uint i;
|
|
TileIndex t;
|
|
bool make_elrail = false;
|
|
|
|
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) make_elrail = true;
|
|
}
|
|
}
|
|
|
|
/* .. 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:
|
|
if (GetRailType(t) > RAILTYPE_RAIL || make_elrail) AB(_m[t].m3, 0, 4, 1);
|
|
break;
|
|
|
|
case MP_STREET:
|
|
if (IsLevelCrossing(t) && (GetRailTypeCrossing(t) > RAILTYPE_RAIL || make_elrail)) AB(_m[t].m4, 0, 4, 1);
|
|
break;
|
|
|
|
case MP_STATION:
|
|
if (IsRailwayStation(t) && (GB(_m[t].m3, 0, 4) > RAILTYPE_RAIL || make_elrail)) AB(_m[t].m3, 0, 4, 1);
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE:
|
|
if (IsTunnel(t)) {
|
|
if (GetTunnelTransportType(t) == TRANSPORT_RAIL) {
|
|
if (GB(_m[t].m3, 0, 4) > RAILTYPE_RAIL || make_elrail) AB(_m[t].m3, 0, 4, 1);
|
|
}
|
|
} else {
|
|
if (GetBridgeTransportType(t) == TRANSPORT_RAIL) {
|
|
if (IsBridgeRamp(t)) {
|
|
if (GB(_m[t].m3, 0, 4) > RAILTYPE_RAIL || make_elrail) AB(_m[t].m3, 0, 4, 1);
|
|
} else {
|
|
if (GB(_m[t].m3, 4, 4) > RAILTYPE_RAIL || make_elrail) AB(_m[t].m3, 4, 4, 1);
|
|
}
|
|
}
|
|
if (IsBridgeMiddle(t) &&
|
|
IsTransportUnderBridge(t) &&
|
|
GetTransportTypeUnderBridge(t) == TRANSPORT_RAIL) {
|
|
if (GB(_m[t].m3, 0, 4) > RAILTYPE_RAIL || make_elrail) AB(_m[t].m3, 0, 4, 1);
|
|
}
|
|
}
|
|
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 *spec = NULL;
|
|
|
|
if (HASBIT(_m[wp->xy].m3, 4))
|
|
spec = GetCustomStation(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1);
|
|
|
|
if (spec != NULL) {
|
|
wp->stat_id = _m[wp->xy].m4 + 1;
|
|
wp->grfid = spec->grfid;
|
|
wp->localidx = spec->localidx;
|
|
} else {
|
|
// No custom graphics set, so set to default.
|
|
wp->stat_id = 0;
|
|
wp->grfid = 0;
|
|
wp->localidx = 0;
|
|
}
|
|
|
|
// Move ground type bits from m2 to m4.
|
|
_m[wp->xy].m4 = GB(_m[wp->xy].m2, 0, 4);
|
|
// Store waypoint index in the tile.
|
|
_m[wp->xy].m2 = wp->index;
|
|
}
|
|
}
|
|
} else {
|
|
/* As of version 17, we recalculate the custom graphic ID of waypoints
|
|
* from the GRF ID / station index. */
|
|
UpdateAllWaypointCustomGraphics();
|
|
}
|
|
|
|
/* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
|
|
* room for PBS. Now in version 21 move it back :P. */
|
|
if (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
|
|
BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
|
|
if (IsTileType(tile, MP_RAILWAY)) {
|
|
// Clear PBS signals, move back sempahore bit to 2
|
|
if (HasSignals(tile)) {
|
|
// convert PBS signals to combo-signals
|
|
if (HASBIT(_m[tile].m4, 2)) SB(_m[tile].m4, 0, 2, 3);
|
|
|
|
SB(_m[tile].m4, 2, 2, HASBIT(_m[tile].m4, 3));
|
|
CLRBIT(_m[tile].m4, 3);
|
|
}
|
|
|
|
// Clear PBS reservation on track
|
|
if (!IsTileDepotType(tile, TRANSPORT_RAIL))
|
|
SB(_m[tile].m4, 4, 4, 0);
|
|
else
|
|
CLRBIT(_m[tile].m3, 6);
|
|
}
|
|
|
|
// Clear PBS reservation on crossing
|
|
if (IsTileType(tile, MP_STREET) && IsLevelCrossing(tile))
|
|
CLRBIT(_m[tile].m5, 0);
|
|
|
|
// Clear PBS reservation on station
|
|
if (IsTileType(tile, MP_STATION))
|
|
CLRBIT(_m[tile].m3, 6);
|
|
} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);
|
|
|
|
return true;
|
|
}
|