OpenTTD-patches/openttd.c
celestar b618b75c9b (svn r5070) Merged the bridge branch
-Feature: Bridges can now be placed above:
	Any railway track combination (excluding depots and waypoints)
	Any road combination (excluding depots)
	Clear tiles (duh), including fields
	Tunnel entrances
	Bridge heads

Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing

There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
2006-06-02 13:05:41 +00:00

1502 lines
38 KiB
C

/* $Id$ */
#include "stdafx.h"
#include "string.h"
#include "table/strings.h"
#include "debug.h"
#include "driver.h"
#include "saveload.h"
#include "strings.h"
#include "map.h"
#include "tile.h"
#include "void_map.h"
#define VARDEF
#include "openttd.h"
#include "bridge_map.h"
#include "functions.h"
#include "mixer.h"
#include "spritecache.h"
#include "gfx.h"
#include "gfxinit.h"
#include "gui.h"
#include "station.h"
#include "station_map.h"
#include "town_map.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "viewport.h"
#include "window.h"
#include "player.h"
#include "command.h"
#include "town.h"
#include "industry.h"
#include "news.h"
#include "engine.h"
#include "sound.h"
#include "economy.h"
#include "fileio.h"
#include "hal.h"
#include "airport.h"
#include "console.h"
#include "screenshot.h"
#include "network.h"
#include "signs.h"
#include "depot.h"
#include "waypoint.h"
#include "ai/ai.h"
#include "train.h"
#include "yapf/yapf.h"
#include "settings.h"
#include "bridge_map.h"
#include "clear_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "water_map.h"
#include <stdarg.h>
void GenerateWorld(int mode, uint size_x, uint size_y);
void CallLandscapeTick(void);
void IncreaseDate(void);
void DoPaletteAnimations(void);
void MusicLoop(void);
void ResetMusic(void);
void InitializeStations(void);
void DeleteAllPlayerStations(void);
extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
extern void DoStartupNewPlayer(bool is_ai);
extern void ShowOSErrorBox(const char *buf);
/* TODO: usrerror() for errors which are not of an internal nature but
* caused by the user, i.e. missing files or fatal configuration errors.
* Post-0.4.0 since Celestar doesn't want this in SVN before. --pasky */
void CDECL error(const char* s, ...)
{
va_list va;
char buf[512];
va_start(va, s);
vsprintf(buf, s, va);
va_end(va);
ShowOSErrorBox(buf);
if (_video_driver != NULL) _video_driver->stop();
assert(0);
exit(1);
}
void CDECL ShowInfoF(const char *str, ...)
{
va_list va;
char buf[1024];
va_start(va, str);
vsprintf(buf, str, va);
va_end(va);
ShowInfo(buf);
}
void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
{
FILE *in;
byte *mem;
size_t len;
in = fopen(filename, "rb");
if (in == NULL) return NULL;
fseek(in, 0, SEEK_END);
len = ftell(in);
fseek(in, 0, SEEK_SET);
if (len > maxsize || (mem = malloc(len + 1)) == NULL) {
fclose(in);
return NULL;
}
mem[len] = 0;
if (fread(mem, len, 1, in) != 1) {
fclose(in);
free(mem);
return NULL;
}
fclose(in);
*lenp = len;
return mem;
}
extern const char _openttd_revision[];
static void showhelp(void)
{
char buf[4096], *p;
p = buf;
p += sprintf(p, "OpenTTD %s\n", _openttd_revision);
p += sprintf(p,
"\n"
"\n"
"Command line options:\n"
" -v drv = Set video driver (see below)\n"
" -s drv = Set sound driver (see below)\n"
" -m drv = Set music driver (see below)\n"
" -r res = Set resolution (for instance 800x600)\n"
" -h = Display this help text\n"
" -t date = Set starting date\n"
" -d [[fac=]lvl[,...]]= Debug mode\n"
" -e = Start Editor\n"
" -g [savegame] = Start new/save game immediately\n"
" -G seed = Set random seed\n"
" -n [ip#player:port] = Start networkgame\n"
" -D = Start dedicated server\n"
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
" -f = Fork into the background (dedicated only)\n"
#endif
" -i = Force to use the DOS palette\n"
" (use this if you see a lot of pink)\n"
" -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
"\n"
);
p = GetDriverList(p);
ShowInfo(buf);
}
typedef struct {
char *opt;
int numleft;
char **argv;
const char *options;
char *cont;
} MyGetOptData;
static void MyGetOptInit(MyGetOptData *md, int argc, char **argv, const char *options)
{
md->cont = NULL;
md->numleft = argc;
md->argv = argv;
md->options = options;
}
static int MyGetOpt(MyGetOptData *md)
{
char *s,*r,*t;
s = md->cont;
if (s != NULL)
goto md_continue_here;
for (;;) {
if (--md->numleft < 0) return -1;
s = *md->argv++;
if (*s == '-') {
md_continue_here:;
s++;
if (*s != 0) {
// Found argument, try to locate it in options.
if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
// ERROR!
return -2;
}
if (r[1] == ':') {
// Item wants an argument. Check if the argument follows, or if it comes as a separate arg.
if (!*(t = s + 1)) {
// It comes as a separate arg. Check if out of args?
if (--md->numleft < 0 || *(t = *md->argv) == '-') {
// Check if item is optional?
if (r[2] != ':')
return -2;
md->numleft++;
t = NULL;
} else {
md->argv++;
}
}
md->opt = t;
md->cont = NULL;
return *s;
}
md->opt = NULL;
md->cont = s;
return *s;
}
} else {
// This is currently not supported.
return -2;
}
}
}
static void ParseResolution(int res[2], const char* s)
{
char *t = strchr(s, 'x');
if (t == NULL) {
ShowInfoF("Invalid resolution '%s'", s);
return;
}
res[0] = clamp(strtoul(s, NULL, 0), 64, MAX_SCREEN_WIDTH);
res[1] = clamp(strtoul(t + 1, NULL, 0), 64, MAX_SCREEN_HEIGHT);
}
static void InitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be initialized somewhere... */
_station_sort = NULL;
_town_sort = NULL;
_industry_sort = NULL;
}
static void UnInitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be free'd somewhere... */
CleanPool(&_town_pool);
CleanPool(&_industry_pool);
CleanPool(&_station_pool);
CleanPool(&_vehicle_pool);
CleanPool(&_sign_pool);
CleanPool(&_order_pool);
free(_station_sort);
free(_town_sort);
free(_industry_sort);
}
static void UnInitializeGame(void)
{
UnInitWindowSystem();
free(_config_file);
}
static void LoadIntroGame(void)
{
char filename[256];
_game_mode = GM_MENU;
CLRBITS(_display_opt, DO_TRANS_BUILDINGS); // don't make buildings transparent in intro
_opt_ptr = &_opt_newgame;
GfxLoadSprites();
LoadStringWidthTable();
// Setup main window
ResetWindowSystem();
SetupColorsAndInitialWindow();
// Generate a world.
sprintf(filename, "%sopntitle.dat", _path.data_dir);
#if defined SECOND_DATA_DIR
if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
sprintf(filename, "%sopntitle.dat", _path.second_data_dir);
}
#endif
if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
}
_pause = 0;
_local_player = 0;
MarkWholeScreenDirty();
// Play main theme
if (_music_driver->is_song_playing()) ResetMusic();
}
#if defined(UNIX) && !defined(__MORPHOS__)
extern void DedicatedFork(void);
#endif
int ttd_main(int argc, char* argv[])
{
MyGetOptData mgo;
int i;
const char *optformat;
char musicdriver[16], sounddriver[16], videodriver[16];
int resolution[2] = {0,0};
uint startdate = -1;
bool dedicated = false;
bool network = false;
char *network_conn = NULL;
musicdriver[0] = sounddriver[0] = videodriver[0] = 0;
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
_switch_mode_errorstr = INVALID_STRING_ID;
_dedicated_forks = false;
_config_file = NULL;
// The last param of the following function means this:
// a letter means: it accepts that param (e.g.: -h)
// a ':' behind it means: it need a param (e.g.: -m<driver>)
// a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
optformat = "bm:s:v:hDfn::eit:d::r:g::G:c:";
#else
optformat = "bm:s:v:hDn::eit:d::r:g::G:c:"; // no fork option
#endif
MyGetOptInit(&mgo, argc-1, argv+1, optformat);
while ((i = MyGetOpt(&mgo)) != -1) {
switch (i) {
case 'm': ttd_strlcpy(musicdriver, mgo.opt, sizeof(musicdriver)); break;
case 's': ttd_strlcpy(sounddriver, mgo.opt, sizeof(sounddriver)); break;
case 'v': ttd_strlcpy(videodriver, mgo.opt, sizeof(videodriver)); break;
case 'D':
strcpy(musicdriver, "null");
strcpy(sounddriver, "null");
strcpy(videodriver, "dedicated");
dedicated = true;
break;
case 'f': _dedicated_forks = true; break;
case 'n':
network = true;
network_conn = mgo.opt; // optional IP parameter, NULL if unset
break;
case 'b': _ai.network_client = true; break;
case 'r': ParseResolution(resolution, mgo.opt); break;
case 't': startdate = atoi(mgo.opt); break;
case 'd': {
#if defined(WIN32)
CreateConsole();
#endif
if (mgo.opt != NULL) SetDebugString(mgo.opt);
} break;
case 'e': _switch_mode = SM_EDITOR; break;
case 'i': _use_dos_palette = true; break;
case 'g':
if (mgo.opt != NULL) {
strcpy(_file_to_saveload.name, mgo.opt);
_switch_mode = SM_LOAD;
} else
_switch_mode = SM_NEWGAME;
break;
case 'G': _random_seeds[0][0] = atoi(mgo.opt); break;
case 'c': _config_file = strdup(mgo.opt); break;
case -2:
case 'h':
showhelp();
return 0;
}
}
if (_ai.network_client && !network) {
_ai.network_client = false;
DEBUG(ai, 0) ("[AI] Can't enable network-AI, because '-n' is not used\n");
}
DeterminePaths();
CheckExternalFiles();
#if defined(UNIX) && !defined(__MORPHOS__)
// We must fork here, or we'll end up without some resources we need (like sockets)
if (_dedicated_forks)
DedicatedFork();
#endif
LoadFromConfig();
CheckConfig();
LoadFromHighScore();
// override config?
if (musicdriver[0]) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
if (sounddriver[0]) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
if (videodriver[0]) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
if (resolution[0]) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
if (startdate != (uint)-1) _patches_newgame.starting_date = startdate;
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
// enumerate language files
InitializeLanguagePacks();
// initialize screenshot formats
InitializeScreenshotFormats();
// initialize airport state machines
InitializeAirports();
/* initialize all variables that are allocated dynamically */
InitializeDynamicVariables();
/* start the AI */
AI_Initialize();
// Sample catalogue
DEBUG(misc, 1) ("Loading sound effects...");
MxInitialize(11025);
SoundInitialize("sample.cat");
// This must be done early, since functions use the InvalidateWindow* calls
InitWindowSystem();
GfxLoadSprites();
LoadStringWidthTable();
DEBUG(driver, 1) ("Loading drivers...");
LoadDriver(SOUND_DRIVER, _ini_sounddriver);
LoadDriver(MUSIC_DRIVER, _ini_musicdriver);
LoadDriver(VIDEO_DRIVER, _ini_videodriver); // load video last, to prevent an empty window while sound and music loads
_savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
// restore saved music volume
_music_driver->set_volume(msf.music_vol);
#ifdef ENABLE_NETWORK
// initialize network-core
NetworkStartUp();
#endif /* ENABLE_NETWORK */
_opt_ptr = &_opt_newgame;
/* XXX - ugly hack, if diff_level is 9, it means we got no setting from the config file */
if (_opt_newgame.diff_level == 9) SetDifficultyLevel(0, &_opt_newgame);
// 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
#ifdef ENABLE_NETWORK
if (network && _network_available) {
if (network_conn != NULL) {
const char *port = NULL;
const char *player = NULL;
uint16 rport;
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&player, &port, network_conn);
if (player != NULL) _network_playas = atoi(player);
if (port != NULL) rport = atoi(port);
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(network_conn, rport);
}
}
#endif /* ENABLE_NETWORK */
_video_driver->main_loop();
WaitTillSaved();
IConsoleFree();
#ifdef ENABLE_NETWORK
if (_network_available) {
// Shut down the network and close any open connections
NetworkDisconnect();
NetworkUDPClose();
NetworkShutDown();
}
#endif /* ENABLE_NETWORK */
_video_driver->stop();
_music_driver->stop();
_sound_driver->stop();
SaveToConfig();
SaveToHighScore();
// uninitialize airport state machines
UnInitializeAirports();
/* uninitialize variables that are allocated dynamic */
UnInitializeDynamicVariables();
/* stop the AI */
AI_Uninitialize();
/* Close all and any open filehandles */
FioCloseAll();
UnInitializeGame();
return 0;
}
/** Mutex so that only one thread can communicate with the main program
* at any given time */
static ThreadMsg _message = 0;
static inline void OTTD_ReleaseMutex(void) {_message = 0;}
static inline ThreadMsg OTTD_PollThreadEvent(void) {return _message;}
/** Called by running thread to execute some action in the main game.
* It will stall as long as the mutex is not freed (handled) by the game */
void OTTD_SendThreadMessage(ThreadMsg msg)
{
if (_exit_game) return;
while (_message != 0) CSleep(10);
_message = msg;
}
/** Handle the user-messages sent to us
* @param message message sent
*/
static void ProcessSentMessage(ThreadMsg message)
{
switch (message) {
case MSG_OTTD_SAVETHREAD_START: SaveFileStart(); break;
case MSG_OTTD_SAVETHREAD_DONE: SaveFileDone(); break;
case MSG_OTTD_SAVETHREAD_ERROR: SaveFileError(); break;
default: NOT_REACHED();
}
OTTD_ReleaseMutex(); // release mutex so that other threads, messages can be handled
}
static void ShowScreenshotResult(bool b)
{
if (b) {
SetDParamStr(0, _screenshot_name);
ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
} else {
ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
}
}
static void 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);
extern void StartupEconomy(void);
/**
* Start Scenario starts a new game based on a scenario.
* Eg 'New Game' --> select a preset scenario
* This starts a scenario based on your current difficulty settings
*/
static void StartScenario(void)
{
_game_mode = GM_NORMAL;
// invalid type
if (_file_to_saveload.mode == SL_INVALID) {
printf("Savegame is obsolete or invalid format: %s\n", _file_to_saveload.name);
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
_game_mode = GM_MENU;
return;
}
GfxLoadSprites();
// Reinitialize windows
ResetWindowSystem();
LoadStringWidthTable();
SetupColorsAndInitialWindow();
// Load game
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
LoadIntroGame();
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
}
_opt_ptr = &_opt;
memcpy(&_opt_ptr->diff, &_opt_newgame.diff, sizeof(_opt_ptr->diff));
_opt.diff_level = _opt_newgame.diff_level;
// Inititalize data
StartupEconomy();
StartupPlayers();
StartupEngines();
StartupDisasters();
_local_player = 0;
_current_player = _local_player;
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
MarkWholeScreenDirty();
}
bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
{
byte ogm = _game_mode;
_game_mode = newgm;
switch (SaveOrLoad(filename, mode)) {
case SL_OK: return true;
case SL_REINIT:
switch (ogm) {
case GM_MENU: LoadIntroGame(); break;
case GM_EDITOR: MakeNewEditorWorld(); break;
default: MakeNewGame(); 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 (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN);
} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (GetTileOwner(tile) & 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 );
static inline RailType UpdateRailType(RailType rt, RailType min)
{
return rt >= min ? (RailType)(rt + 1): rt;
}
bool AfterLoadGame(void)
{
Window *w;
ViewPort *vp;
Player *p;
// in version 2.1 of the savegame, town owner was unified.
if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner();
// from version 4.1 of the savegame, exclusive rights are stored at towns
if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights();
// from version 4.2 of the savegame, currencies are in a different order
if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies();
// from version 6.1 of the savegame, signs have an "owner"
if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner();
/* In old version there seems to be a problem that water is owned by
OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
(4.3) version, so I just check when versions are older, and then
walk through the whole map.. */
if (CheckSavegameVersionOldStyle(4, 3)) {
TileIndex tile = TileXY(0, 0);
uint w = MapSizeX();
uint h = MapSizeY();
BEGIN_TILE_LOOP(tile_cur, w, h, tile)
if (IsTileType(tile_cur, MP_WATER) && GetTileOwner(tile_cur) >= MAX_PLAYERS)
SetTileOwner(tile_cur, OWNER_WATER);
END_TILE_LOOP(tile_cur, w, h, tile)
}
// convert road side to my format.
if (_opt.road_side) _opt.road_side = 1;
// Load the sprites
GfxLoadSprites();
/* Connect front and rear engines of multiheaded trains and converts
* subtype to the new format */
if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
/* Connect front and rear engines of multiheaded trains */
ConnectMultiheadedTrains();
// Update current year
SetDate(_date);
// reinit the landscape variables (landscape might have changed)
InitializeLandscapeVariables(true);
// Update all vehicles
AfterLoadVehicles();
// Update all waypoints
if (CheckSavegameVersion(12)) FixOldWaypoints();
UpdateAllWaypointSigns();
// in version 2.2 of the savegame, we have new airports
if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft();
UpdateAllStationVirtCoord();
// Setup town coords
AfterLoadTown();
UpdateAllSignVirtCoords();
// make sure there is a town in the game
if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, (uint)-1)) {
_error_message = STR_NO_TOWN_IN_SCENARIO;
return false;
}
// Initialize windows
ResetWindowSystem();
SetupColorsAndInitialWindow();
w = FindWindowById(WC_MAIN_WINDOW, 0);
WP(w,vp_d).scrollpos_x = _saved_scrollpos_x;
WP(w,vp_d).scrollpos_y = _saved_scrollpos_y;
vp = w->viewport;
vp->zoom = _saved_scrollpos_zoom;
vp->virtual_width = vp->width << vp->zoom;
vp->virtual_height = vp->height << vp->zoom;
// in version 4.1 of the savegame, is_active was introduced to determine
// if a player does exist, rather then checking name_1
if (CheckSavegameVersionOldStyle(4, 1)) CheckIsPlayerActive();
// the void tiles on the southern border used to belong to a wrong class (pre 4.3).
if (CheckSavegameVersionOldStyle(4, 3)) UpdateVoidTiles();
// If Load Scenario / New (Scenario) Game is used,
// a player does not exist yet. So create one here.
// 1 exeption: network-games. Those can have 0 players
// But this exeption is not true for network_servers!
if (!_players[0].is_active && (!_networking || (_networking && _network_server)))
DoStartupNewPlayer(false);
DoZoomInOutWindow(ZOOM_NONE, w); // update button status
MarkWholeScreenDirty();
// In 5.1, Oilrigs have been moved (again)
if (CheckSavegameVersionOldStyle(5, 1)) UpdateOilRig();
/* In version 6.1 we put the town index in the map-array. To do this, we need
* to use m2 (16bit big), so we need to clean m2, and that is where this is
* all about ;) */
if (CheckSavegameVersionOldStyle(6, 1)) {
BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
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 {
SetTownIndex(tile, 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;
}
}
if (CheckSavegameVersion(29)) {
TileIndex map_end = MapSize();
TileIndex tile;
Vehicle* v;
for (tile = 0; tile != map_end; tile++) {
if (MayHaveBridgeAbove(tile)) ClearBridgeMiddle(tile);
if (IsTileType(tile, MP_TUNNELBRIDGE) &&
_m[tile].m5 & 0x80 && // bridge
_m[tile].m5 & 0x40) { // middle part
Axis axis = (Axis)GB(_m[tile].m5, 0, 1);
if (_m[tile].m5 & 0x20) { // transport route under bridge?
if (GB(_m[tile].m5, 3, 2) == TRANSPORT_RAIL) {
MakeRailNormal(
tile,
GetTileOwner(tile),
axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
GetRailType(tile)
);
} else {
uint town = IsTileOwner(tile, OWNER_TOWN) ? ClosestTownFromTile(tile, (uint)-1)->index : 0;
MakeRoadNormal(
tile,
GetTileOwner(tile),
axis == AXIS_X ? ROAD_Y : ROAD_X,
town
);
}
} else {
if (GB(_m[tile].m5, 3, 2) == 0) {
MakeClear(tile, CLEAR_GRASS, 3);
} else {
MakeWater(tile);
}
}
SetBridgeMiddle(tile, axis);
}
}
FOR_ALL_VEHICLES(v) {
if (v->type != VEH_Train && v->type != VEH_Road) continue;
if (IsBridgeTile(v->tile)) {
DiagDirection dir = GetBridgeRampDirection(v->tile);
if (dir != DirToDiagDir(v->direction)) continue;
switch (dir) {
default:
case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue;
case DIAGDIR_SE: if ((v->y_pos & 0xF) != 15) continue;
case DIAGDIR_SW: if ((v->x_pos & 0xF) != 15) continue;
case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue;
}
} else if (v->z_pos <= GetSlopeZ(v->x_pos, v->y_pos)) {
continue;
}
if (!IsBridgeTile(v->tile)) v->tile = GetNorthernBridgeEnd(v->tile);
if (v->type == VEH_Train) {
v->u.rail.track = 0x40;
} else {
v->u.road.state = 0xFF;
}
}
}
/* Elrails got added in rev 24 */
if (CheckSavegameVersion(24)) {
Vehicle* v;
uint i;
TileIndex t;
RailType min_rail = RAILTYPE_ELECTRIC;
for (i = 0; i < lengthof(_engines); i++) {
Engine* e = GetEngine(i);
if (e->type == VEH_Train &&
(e->railtype != RAILTYPE_RAIL || RailVehInfo(i)->engclass == 2)) {
e->railtype++;
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
RailType rt = GetEngine(v->engine_type)->railtype;
v->u.rail.railtype = rt;
if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
}
}
/* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
for (t = 0; t < MapSize(); t++) {
switch (GetTileType(t)) {
case MP_RAILWAY:
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
break;
case MP_STREET:
if (IsLevelCrossing(t)) {
SetRailTypeCrossing(t, UpdateRailType(GetRailTypeCrossing(t), min_rail));
}
break;
case MP_STATION:
if (IsRailwayStation(t)) {
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
}
break;
case MP_TUNNELBRIDGE:
if (IsTunnel(t)) {
if (GetTunnelTransportType(t) == TRANSPORT_RAIL) {
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
}
} else {
if (GetBridgeTransportType(t) == TRANSPORT_RAIL) {
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
}
}
break;
default:
break;
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged(v);
}
}
/* In version 16.1 of the savegame a player can decide if trains, which get
* replaced, shall keep their old length. In all prior versions, just default
* to false */
if (CheckSavegameVersionOldStyle(16, 1)) {
FOR_ALL_PLAYERS(p) {
p->renew_keep_length = false;
}
}
/* In version 17, ground type is moved from m2 to m4 for depots and
* waypoints to make way for storing the index in m2. The custom graphics
* id which was stored in m4 is now saved as a grf/id reference in the
* waypoint struct. */
if (CheckSavegameVersion(17)) {
Waypoint *wp;
FOR_ALL_WAYPOINTS(wp) {
if (wp->xy != 0 && wp->deleted == 0) {
const StationSpec *statspec = NULL;
if (HASBIT(_m[wp->xy].m3, 4))
statspec = GetCustomStationSpec(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1);
if (statspec != NULL) {
wp->stat_id = _m[wp->xy].m4 + 1;
wp->grfid = statspec->grfid;
wp->localidx = statspec->localidx;
} else {
// No custom graphics set, so set to default.
wp->stat_id = 0;
wp->grfid = 0;
wp->localidx = 0;
}
// Move ground type bits from m2 to m4.
_m[wp->xy].m4 = GB(_m[wp->xy].m2, 0, 4);
// Store waypoint index in the tile.
_m[wp->xy].m2 = wp->index;
}
}
} else {
/* As of version 17, we recalculate the custom graphic ID of waypoints
* from the GRF ID / station index. */
UpdateAllWaypointCustomGraphics();
}
/* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
* room for PBS. Now in version 21 move it back :P. */
if (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
if (IsTileType(tile, MP_RAILWAY)) {
// 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;
}
}
}
if (CheckSavegameVersion(26)) {
Station *st;
FOR_ALL_STATIONS(st) {
st->last_vehicle_type = VEH_Invalid;
}
}
YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);
if (!CheckSavegameVersion(27)) AfterLoadStations();
return true;
}