mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
2252 lines
62 KiB
C++
2252 lines
62 KiB
C++
/* $Id$ */
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/** @file openttd.cpp */
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#include "stdafx.h"
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#define VARDEF
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#include "string.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 "map.h"
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#include "tile.h"
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#include "void_map.h"
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#include "helpers.hpp"
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#include "openttd.h"
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#include "table/strings.h"
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#include "strings.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 "strings.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 "landscape.h"
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#include "station.h"
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#include "station_map.h"
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#include "town_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 "airport.h"
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#include "aircraft.h"
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#include "console.h"
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#include "screenshot.h"
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#include "network/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 "yapf/yapf.h"
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#include "settings.h"
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#include "genworld.h"
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#include "date.h"
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#include "clear_map.h"
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#include "fontcache.h"
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#include "newgrf.h"
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#include "newgrf_config.h"
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#include "newgrf_house.h"
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#include "newgrf_commons.h"
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#include "newgrf_storage.h"
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#include "player_face.h"
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#include "group.h"
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#include "blitter/factory.hpp"
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#include "sound/sound_driver.hpp"
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#include "music/music_driver.hpp"
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#include "video/video_driver.hpp"
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#include "bridge_map.h"
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#include "clear_map.h"
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#include "rail_map.h"
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#include "road_map.h"
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#include "water_map.h"
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#include "industry_map.h"
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#include "unmovable_map.h"
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#include "tree_map.h"
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#include <stdarg.h>
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void CallLandscapeTick();
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void IncreaseDate();
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void DoPaletteAnimations();
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void MusicLoop();
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void ResetMusic();
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extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
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extern Player* DoStartupNewPlayer(bool is_ai);
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extern void ShowOSErrorBox(const char *buf);
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extern void SetDefaultRailGui();
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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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vsnprintf(buf, lengthof(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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vsnprintf(buf, lengthof(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 = MallocT<byte>(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()
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{
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char buf[4096], *p;
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p = buf;
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p += snprintf(p, lengthof(buf), "OpenTTD %s\n", _openttd_revision);
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p = strecpy(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) (param bufsize,hz)\n"
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" -m drv = Set music driver (see below)\n"
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" -b drv = Set the blitter to use (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 year = Set starting year\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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#if defined(ENABLE_NETWORK)
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" -n [ip:port#player] = Start networkgame\n"
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" -D [ip][:port] = Start dedicated server\n"
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" -l ip[:port] = Redirect DEBUG()\n"
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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" -f = Fork into the background (dedicated only)\n"
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#endif
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#endif /* ENABLE_NETWORK */
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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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" -x = Do not automatically save to config file on exit\n",
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lastof(buf)
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);
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/* List the drivers */
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p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
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/* List the blitters */
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p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
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/* ShowInfo put output to stderr, but version information should go
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* to stdout; this is the only exception */
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#if !defined(WIN32) && !defined(WIN64)
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printf("%s\n", buf);
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#else
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ShowInfo(buf);
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#endif
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}
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struct MyGetOptData {
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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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const char *cont;
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MyGetOptData(int argc, char **argv, const char *options)
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{
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opt = NULL;
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numleft = argc;
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this->argv = argv;
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this->options = options;
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cont = NULL;
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}
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};
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static int MyGetOpt(MyGetOptData *md)
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{
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const 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 = (char*)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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const 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()
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{
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/* Dynamic stuff needs to be initialized somewhere... */
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_town_sort = NULL;
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_industry_sort = NULL;
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_industry_mngr.ResetMapping();
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_industile_mngr.ResetMapping();
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}
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static void UnInitializeGame()
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{
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UnInitWindowSystem();
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/* Uninitialize airport state machines */
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UnInitializeAirports();
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/* Uninitialize variables that are allocated dynamically */
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_Town_pool.CleanPool();
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_Industry_pool.CleanPool();
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_Station_pool.CleanPool();
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_Vehicle_pool.CleanPool();
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_Sign_pool.CleanPool();
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_Order_pool.CleanPool();
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_Group_pool.CleanPool();
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_CargoPacket_pool.CleanPool();
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free((void*)_town_sort);
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free((void*)_industry_sort);
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free(_config_file);
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}
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static void LoadIntroGame()
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{
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_game_mode = GM_MENU;
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/* Clear transparency options */
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_transparent_opt = 0;
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_opt_ptr = &_opt_newgame;
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ResetGRFConfig(false);
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/* Setup main window */
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ResetWindowSystem();
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SetupColorsAndInitialWindow();
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/* Load the default opening screen savegame */
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if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
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GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
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WaitTillGeneratedWorld();
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}
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_pause_game = 0;
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SetLocalPlayer(PLAYER_FIRST);
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/* Make sure you can't scroll in the menu */
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_scrolling_viewport = 0;
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_cursor.fix_at = false;
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MarkWholeScreenDirty();
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/* Play main theme */
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if (_music_driver->IsSongPlaying()) ResetMusic();
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}
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#if defined(UNIX) && !defined(__MORPHOS__)
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extern void DedicatedFork();
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#endif
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int ttd_main(int argc, char *argv[])
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{
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int i;
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const char *optformat;
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char musicdriver[32], sounddriver[32], videodriver[32], blitter[32];
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int resolution[2] = {0, 0};
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Year startyear = INVALID_YEAR;
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uint generation_seed = GENERATE_NEW_SEED;
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bool save_config = true;
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#if defined(ENABLE_NETWORK)
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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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char *debuglog_conn = NULL;
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char *dedicated_host = NULL;
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uint16 dedicated_port = 0;
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#endif /* ENABLE_NETWORK */
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musicdriver[0] = sounddriver[0] = videodriver[0] = blitter[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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optformat = "m:s:v:b:hD::n::eit:d::r:g::G:c:xl:"
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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"f"
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#endif
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;
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MyGetOptData 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 'b': ttd_strlcpy(blitter, mgo.opt, sizeof(blitter)); break;
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#if defined(ENABLE_NETWORK)
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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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strcpy(blitter, "null");
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dedicated = true;
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if (mgo.opt != NULL) {
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/* Use the existing method for parsing (openttd -n).
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* However, we do ignore the #player part. */
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const char *temp = NULL;
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const char *port = NULL;
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ParseConnectionString(&temp, &port, mgo.opt);
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if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
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if (port != NULL) dedicated_port = atoi(port);
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}
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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 'l':
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debuglog_conn = mgo.opt;
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break;
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#endif /* ENABLE_NETWORK */
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case 'r': ParseResolution(resolution, mgo.opt); break;
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case 't': startyear = 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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/* Give a random map */
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generation_seed = InteractiveRandom();
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}
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break;
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case 'G': generation_seed = atoi(mgo.opt); break;
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case 'c': _config_file = strdup(mgo.opt); break;
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case 'x': save_config = false; 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 defined(WINCE) && defined(_DEBUG)
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/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
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SetDebugString("4");
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#endif
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DeterminePaths(argv[0]);
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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 (!StrEmpty(musicdriver)) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
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if (!StrEmpty(sounddriver)) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
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if (!StrEmpty(videodriver)) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
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if (!StrEmpty(blitter)) ttd_strlcpy(_ini_blitter, blitter, sizeof(_ini_blitter));
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if (resolution[0] != 0) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
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if (startyear != INVALID_YEAR) _patches_newgame.starting_year = startyear;
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if (generation_seed != GENERATE_NEW_SEED) _patches_newgame.generation_seed = generation_seed;
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/* The width and height must be at least 1 pixel, this
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* way all internal drawing routines work correctly. */
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if (_cur_resolution[0] == 0) _cur_resolution[0] = 1;
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if (_cur_resolution[1] == 0) _cur_resolution[1] = 1;
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#if defined(ENABLE_NETWORK)
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if (dedicated_host) snprintf(_network_server_bind_ip_host, NETWORK_HOSTNAME_LENGTH, "%s", dedicated_host);
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if (dedicated_port) _network_server_port = dedicated_port;
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if (_dedicated_forks && !dedicated) _dedicated_forks = false;
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#endif /* ENABLE_NETWORK */
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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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/* Initialize FreeType */
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InitFreeType();
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/* This must be done early, since functions use the InvalidateWindow* calls */
|
|
InitWindowSystem();
|
|
|
|
/* Initialize game palette */
|
|
GfxInitPalettes();
|
|
|
|
DEBUG(misc, 1, "Loading blitter...");
|
|
if (BlitterFactoryBase::SelectBlitter(_ini_blitter) == NULL)
|
|
StrEmpty(_ini_blitter) ?
|
|
error("Failed to autoprobe blitter") :
|
|
error("Failed to select requested blitter '%s'; does it exist?", _ini_blitter);
|
|
|
|
DEBUG(driver, 1, "Loading drivers...");
|
|
|
|
_sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(_ini_sounddriver, Driver::DT_SOUND);
|
|
if (_sound_driver == NULL) {
|
|
StrEmpty(_ini_sounddriver) ?
|
|
error("Failed to autoprobe sound driver") :
|
|
error("Failed to select requested sound driver '%s'", _ini_sounddriver);
|
|
}
|
|
|
|
_music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(_ini_musicdriver, Driver::DT_MUSIC);
|
|
if (_music_driver == NULL) {
|
|
StrEmpty(_ini_musicdriver) ?
|
|
error("Failed to autoprobe music driver") :
|
|
error("Failed to select requested music driver '%s'", _ini_musicdriver);
|
|
}
|
|
|
|
_video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(_ini_videodriver, Driver::DT_VIDEO);
|
|
if (_video_driver == NULL) {
|
|
StrEmpty(_ini_videodriver) ?
|
|
error("Failed to autoprobe video driver") :
|
|
error("Failed to select requested video driver '%s'", _ini_videodriver);
|
|
}
|
|
|
|
_savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
|
|
/* Initialize the zoom level of the screen to normal */
|
|
_screen.zoom = ZOOM_LVL_NORMAL;
|
|
|
|
/* restore saved music volume */
|
|
_music_driver->SetVolume(msf.music_vol);
|
|
|
|
NetworkStartUp(); // initialize network-core
|
|
|
|
#if defined(ENABLE_NETWORK)
|
|
if (debuglog_conn != NULL && _network_available) {
|
|
const char *not_used = NULL;
|
|
const char *port = NULL;
|
|
uint16 rport;
|
|
|
|
rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
|
|
|
|
ParseConnectionString(¬_used, &port, debuglog_conn);
|
|
if (port != NULL) rport = atoi(port);
|
|
|
|
NetworkStartDebugLog(debuglog_conn, rport);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
ScanNewGRFFiles();
|
|
|
|
_opt_ptr = &_opt_newgame;
|
|
ResetGRFConfig(false);
|
|
|
|
/* XXX - ugly hack, if diff_level is 9, it means we got no setting from the config file */
|
|
if (_opt_newgame.diff_level == 9) SetDifficultyLevel(0, &_opt_newgame);
|
|
|
|
/* Make sure _patches is filled with _patches_newgame if we switch to a game directly */
|
|
if (_switch_mode != SM_NONE) {
|
|
_opt = _opt_newgame;
|
|
UpdatePatches();
|
|
}
|
|
|
|
/* initialize the ingame console */
|
|
IConsoleInit();
|
|
_cursor.in_window = true;
|
|
InitializeGUI();
|
|
IConsoleCmdExec("exec scripts/autoexec.scr 0");
|
|
|
|
GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
|
|
WaitTillGeneratedWorld();
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
if (network && _network_available) {
|
|
if (network_conn != NULL) {
|
|
const char *port = NULL;
|
|
const char *player = NULL;
|
|
uint16 rport;
|
|
|
|
rport = NETWORK_DEFAULT_PORT;
|
|
_network_playas = PLAYER_NEW_COMPANY;
|
|
|
|
ParseConnectionString(&player, &port, network_conn);
|
|
|
|
if (player != NULL) {
|
|
_network_playas = (PlayerID)atoi(player);
|
|
|
|
if (_network_playas != PLAYER_SPECTATOR) {
|
|
_network_playas--;
|
|
if (!IsValidPlayer(_network_playas)) return false;
|
|
}
|
|
}
|
|
if (port != NULL) rport = atoi(port);
|
|
|
|
LoadIntroGame();
|
|
_switch_mode = SM_NONE;
|
|
NetworkClientConnectGame(network_conn, rport);
|
|
}
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
_video_driver->MainLoop();
|
|
|
|
WaitTillSaved();
|
|
IConsoleFree();
|
|
|
|
if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
|
|
|
|
_video_driver->Stop();
|
|
_music_driver->Stop();
|
|
_sound_driver->Stop();
|
|
|
|
/* only save config if we have to */
|
|
if (save_config) {
|
|
SaveToConfig();
|
|
SaveToHighScore();
|
|
}
|
|
|
|
/* Reset windowing system and free config file */
|
|
UnInitializeGame();
|
|
|
|
/* stop the AI */
|
|
AI_Uninitialize();
|
|
|
|
/* Close all and any open filehandles */
|
|
FioCloseAll();
|
|
|
|
return 0;
|
|
}
|
|
|
|
void HandleExitGameRequest()
|
|
{
|
|
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
|
|
_exit_game = true;
|
|
} else if (_patches.autosave_on_exit) {
|
|
DoExitSave();
|
|
_exit_game = true;
|
|
} else {
|
|
AskExitGame();
|
|
}
|
|
}
|
|
|
|
|
|
/** Mutex so that only one thread can communicate with the main program
|
|
* at any given time */
|
|
static ThreadMsg _message = MSG_OTTD_NO_MESSAGE;
|
|
|
|
static inline void OTTD_ReleaseMutex() {_message = MSG_OTTD_NO_MESSAGE;}
|
|
static inline ThreadMsg OTTD_PollThreadEvent() {return _message;}
|
|
|
|
/** Called by running thread to execute some action in the main game.
|
|
* It will stall as long as the mutex is not freed (handled) by the game */
|
|
void OTTD_SendThreadMessage(ThreadMsg msg)
|
|
{
|
|
if (_exit_game) return;
|
|
while (_message != MSG_OTTD_NO_MESSAGE) CSleep(10);
|
|
|
|
_message = msg;
|
|
}
|
|
|
|
|
|
/** Handle the user-messages sent to us
|
|
* @param message message sent
|
|
*/
|
|
static void ProcessSentMessage(ThreadMsg message)
|
|
{
|
|
switch (message) {
|
|
case MSG_OTTD_SAVETHREAD_DONE: SaveFileDone(); break;
|
|
case MSG_OTTD_SAVETHREAD_ERROR: SaveFileError(); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
OTTD_ReleaseMutex(); // release mutex so that other threads, messages can be handled
|
|
}
|
|
|
|
static void ShowScreenshotResult(bool b)
|
|
{
|
|
if (b) {
|
|
SetDParamStr(0, _screenshot_name);
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
|
|
} else {
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
|
|
}
|
|
|
|
}
|
|
|
|
static void MakeNewGameDone()
|
|
{
|
|
/* In a dedicated server, the server does not play */
|
|
if (_network_dedicated) {
|
|
SetLocalPlayer(PLAYER_SPECTATOR);
|
|
return;
|
|
}
|
|
|
|
/* Create a single player */
|
|
DoStartupNewPlayer(false);
|
|
|
|
SetLocalPlayer(PLAYER_FIRST);
|
|
_current_player = _local_player;
|
|
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
|
|
|
|
SettingsDisableElrail(_patches.disable_elrails);
|
|
SetDefaultRailGui();
|
|
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
static void MakeNewGame(bool from_heightmap)
|
|
{
|
|
_game_mode = GM_NORMAL;
|
|
|
|
ResetGRFConfig(true);
|
|
_house_mngr.ResetMapping();
|
|
_industile_mngr.ResetMapping();
|
|
_industry_mngr.ResetMapping();
|
|
|
|
GenerateWorldSetCallback(&MakeNewGameDone);
|
|
GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _patches.map_x, 1 << _patches.map_y);
|
|
}
|
|
|
|
static void MakeNewEditorWorldDone()
|
|
{
|
|
SetLocalPlayer(OWNER_NONE);
|
|
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
static void MakeNewEditorWorld()
|
|
{
|
|
_game_mode = GM_EDITOR;
|
|
|
|
ResetGRFConfig(true);
|
|
|
|
GenerateWorldSetCallback(&MakeNewEditorWorldDone);
|
|
GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
|
|
}
|
|
|
|
void StartupPlayers();
|
|
void StartupDisasters();
|
|
extern void StartupEconomy();
|
|
|
|
/**
|
|
* Start Scenario starts a new game based on a scenario.
|
|
* Eg 'New Game' --> select a preset scenario
|
|
* This starts a scenario based on your current difficulty settings
|
|
*/
|
|
static void StartScenario()
|
|
{
|
|
_game_mode = GM_NORMAL;
|
|
|
|
/* invalid type */
|
|
if (_file_to_saveload.mode == SL_INVALID) {
|
|
DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
|
|
_game_mode = GM_MENU;
|
|
return;
|
|
}
|
|
|
|
/* Reinitialize windows */
|
|
ResetWindowSystem();
|
|
|
|
SetupColorsAndInitialWindow();
|
|
|
|
ResetGRFConfig(true);
|
|
|
|
/* Load game */
|
|
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
|
|
LoadIntroGame();
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
|
|
}
|
|
|
|
_opt_ptr = &_opt;
|
|
_opt_ptr->diff = _opt_newgame.diff;
|
|
_opt.diff_level = _opt_newgame.diff_level;
|
|
|
|
/* Inititalize data */
|
|
StartupEconomy();
|
|
StartupPlayers();
|
|
StartupEngines();
|
|
StartupDisasters();
|
|
|
|
SetLocalPlayer(PLAYER_FIRST);
|
|
_current_player = _local_player;
|
|
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
|
|
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
/** Load the specified savegame but on error do different things.
|
|
* If loading fails due to corrupt savegame, bad version, etc. go back to
|
|
* a previous correct state. In the menu for example load the intro game again.
|
|
* @param filename file to be loaded
|
|
* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
|
|
* @param newgm switch to this mode of loading fails due to some unknown error
|
|
* @param subdir default directory to look for filename, set to 0 if not needed */
|
|
bool SafeSaveOrLoad(const char *filename, int mode, int newgm, Subdirectory subdir)
|
|
{
|
|
byte ogm = _game_mode;
|
|
|
|
_game_mode = newgm;
|
|
assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
|
|
switch (SaveOrLoad(filename, mode, subdir)) {
|
|
case SL_OK: return true;
|
|
|
|
case SL_REINIT:
|
|
switch (ogm) {
|
|
case GM_MENU: LoadIntroGame(); break;
|
|
case GM_EDITOR: MakeNewEditorWorld(); break;
|
|
default: MakeNewGame(false); break;
|
|
}
|
|
return false;
|
|
|
|
default:
|
|
_game_mode = ogm;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void SwitchMode(int new_mode)
|
|
{
|
|
#ifdef ENABLE_NETWORK
|
|
/* If we are saving something, the network stays in his current state */
|
|
if (new_mode != SM_SAVE) {
|
|
/* If the network is active, make it not-active */
|
|
if (_networking) {
|
|
if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
|
|
NetworkReboot();
|
|
NetworkUDPCloseAll();
|
|
} else {
|
|
NetworkDisconnect();
|
|
NetworkUDPCloseAll();
|
|
}
|
|
}
|
|
|
|
/* If we are a server, we restart the server */
|
|
if (_is_network_server) {
|
|
/* But not if we are going to the menu */
|
|
if (new_mode != SM_MENU) {
|
|
NetworkServerStart();
|
|
} else {
|
|
/* This client no longer wants to be a network-server */
|
|
_is_network_server = false;
|
|
}
|
|
}
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
switch (new_mode) {
|
|
case SM_EDITOR: /* Switch to scenario editor */
|
|
MakeNewEditorWorld();
|
|
break;
|
|
|
|
case SM_NEWGAME: /* New Game --> 'Random game' */
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
MakeNewGame(false);
|
|
break;
|
|
|
|
case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
StartScenario();
|
|
break;
|
|
|
|
case SM_LOAD: { /* Load game, Play Scenario */
|
|
_opt_ptr = &_opt;
|
|
ResetGRFConfig(true);
|
|
|
|
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
|
|
LoadIntroGame();
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
|
|
} else {
|
|
/* Update the local player for a loaded game. It is either always
|
|
* player #1 (eg 0) or in the case of a dedicated server a spectator */
|
|
SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : PLAYER_FIRST);
|
|
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_START_HEIGHTMAP: /* Load a heightmap and start a new game from it */
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
MakeNewGame(true);
|
|
break;
|
|
|
|
case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */
|
|
SetLocalPlayer(OWNER_NONE);
|
|
|
|
GenerateWorld(GW_HEIGHTMAP, 1 << _patches.map_x, 1 << _patches.map_y);
|
|
MarkWholeScreenDirty();
|
|
break;
|
|
|
|
case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
|
|
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
|
|
_opt_ptr = &_opt;
|
|
|
|
SetLocalPlayer(OWNER_NONE);
|
|
_patches_newgame.starting_year = _cur_year;
|
|
} else {
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SM_MENU: /* Switch to game intro menu */
|
|
LoadIntroGame();
|
|
break;
|
|
|
|
case SM_SAVE: /* Save game */
|
|
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
|
|
} else {
|
|
DeleteWindowById(WC_SAVELOAD, 0);
|
|
}
|
|
break;
|
|
|
|
case SM_GENRANDLAND: /* Generate random land within scenario editor */
|
|
SetLocalPlayer(OWNER_NONE);
|
|
GenerateWorld(GW_RANDOM, 1 << _patches.map_x, 1 << _patches.map_y);
|
|
/* XXX: set date */
|
|
MarkWholeScreenDirty();
|
|
break;
|
|
}
|
|
|
|
if (_switch_mode_errorstr != INVALID_STRING_ID) {
|
|
ShowErrorMessage(INVALID_STRING_ID, _switch_mode_errorstr, 0, 0);
|
|
}
|
|
}
|
|
|
|
|
|
/* State controlling game loop.
|
|
* The state must not be changed from anywhere
|
|
* but here.
|
|
* That check is enforced in DoCommand. */
|
|
void StateGameLoop()
|
|
{
|
|
ClearStorageChanges(false);
|
|
|
|
/* dont execute the state loop during pause */
|
|
if (_pause_game) return;
|
|
if (IsGeneratingWorld()) 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;
|
|
}
|
|
}
|
|
|
|
/** Create an autosave. The default name is "autosave#.sav". However with
|
|
* the patch setting 'keep_all_autosave' the name defaults to company-name + date */
|
|
static void DoAutosave()
|
|
{
|
|
char buf[MAX_PATH];
|
|
|
|
#if defined(PSP)
|
|
/* Autosaving in networking is too time expensive for the PSP */
|
|
if (_networking)
|
|
return;
|
|
#endif /* PSP */
|
|
|
|
if (_patches.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
|
|
SetDParam(0, _local_player);
|
|
SetDParam(1, _date);
|
|
GetString(buf, STR_4004, lastof(buf));
|
|
ttd_strlcat(buf, ".sav", lengthof(buf));
|
|
} else {
|
|
/* generate a savegame name and number according to _patches.max_num_autosaves */
|
|
snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
|
|
|
|
if (++_autosave_ctr >= _patches.max_num_autosaves) _autosave_ctr = 0;
|
|
}
|
|
|
|
DEBUG(sl, 2, "Autosaving to '%s'", buf);
|
|
if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK)
|
|
ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
|
|
}
|
|
|
|
static void ScrollMainViewport(int x, int y)
|
|
{
|
|
if (_game_mode != GM_MENU) {
|
|
Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
|
|
assert(w);
|
|
|
|
WP(w,vp_d).dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
|
|
WP(w,vp_d).dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
if (_dirkeys && !_no_scroll) {
|
|
int factor = _shift_pressed ? 50 : 10;
|
|
ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
|
|
}
|
|
}
|
|
|
|
void GameLoop()
|
|
{
|
|
ThreadMsg message;
|
|
|
|
if ((message = OTTD_PollThreadEvent()) != 0) ProcessSentMessage(message);
|
|
|
|
/* autosave game? */
|
|
if (_do_autosave) {
|
|
_do_autosave = false;
|
|
DoAutosave();
|
|
RedrawAutosave();
|
|
}
|
|
|
|
/* handle scrolling of the main window */
|
|
HandleKeyScrolling();
|
|
|
|
/* make a screenshot? */
|
|
if (IsScreenshotRequested()) ShowScreenshotResult(MakeScreenshot());
|
|
|
|
/* switch game mode? */
|
|
if (_switch_mode != SM_NONE) {
|
|
SwitchMode(_switch_mode);
|
|
_switch_mode = SM_NONE;
|
|
}
|
|
|
|
IncreaseSpriteLRU();
|
|
InteractiveRandom();
|
|
|
|
if (_scroller_click_timeout > 3) {
|
|
_scroller_click_timeout -= 3;
|
|
} else {
|
|
_scroller_click_timeout = 0;
|
|
}
|
|
|
|
_caret_timer += 3;
|
|
_palette_animation_counter += 8;
|
|
CursorTick();
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
/* Check for UDP stuff */
|
|
if (_network_available) NetworkUDPGameLoop();
|
|
|
|
if (_networking && !IsGeneratingWorld()) {
|
|
/* Multiplayer */
|
|
NetworkGameLoop();
|
|
} else {
|
|
if (_network_reconnect > 0 && --_network_reconnect == 0) {
|
|
/* This means that we want to reconnect to the last host
|
|
* We do this here, because it means that the network is really closed */
|
|
NetworkClientConnectGame(_network_last_host, _network_last_port);
|
|
}
|
|
/* Singleplayer */
|
|
StateGameLoop();
|
|
}
|
|
#else
|
|
StateGameLoop();
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
if (!_pause_game && HASBIT(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
|
|
|
|
if (!_pause_game || _cheats.build_in_pause.value) MoveAllTextEffects();
|
|
|
|
InputLoop();
|
|
|
|
MusicLoop();
|
|
}
|
|
|
|
void BeforeSaveGame()
|
|
{
|
|
const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
|
|
|
|
if (w != NULL) {
|
|
_saved_scrollpos_x = WP(w, const vp_d).scrollpos_x;
|
|
_saved_scrollpos_y = WP(w, const vp_d).scrollpos_y;
|
|
_saved_scrollpos_zoom = w->viewport->zoom;
|
|
}
|
|
}
|
|
|
|
static void ConvertTownOwner()
|
|
{
|
|
TileIndex tile;
|
|
|
|
for (tile = 0; tile != MapSize(); tile++) {
|
|
switch (GetTileType(tile)) {
|
|
case MP_ROAD:
|
|
if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HASBIT(_m[tile].m4, 7)) {
|
|
_m[tile].m4 = OWNER_TOWN;
|
|
}
|
|
/* FALLTHROUGH */
|
|
|
|
case MP_TUNNELBRIDGE:
|
|
if (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN);
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* before savegame version 4, the name of the company determined if it existed */
|
|
static void CheckIsPlayerActive()
|
|
{
|
|
Player *p;
|
|
|
|
FOR_ALL_PLAYERS(p) {
|
|
if (p->name_1 != 0) p->is_active = true;
|
|
}
|
|
}
|
|
|
|
/* since savegame version 4.1, exclusive transport rights are stored at towns */
|
|
static void UpdateExclusiveRights()
|
|
{
|
|
Town *t;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
t->exclusivity = INVALID_PLAYER;
|
|
}
|
|
|
|
/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
|
|
* could be implemented this way:
|
|
* 1.) Go through all stations
|
|
* Build an array town_blocked[ town_id ][ player_id ]
|
|
* that stores if at least one station in that town is blocked for a player
|
|
* 2.) Go through that array, if you find a town that is not blocked for
|
|
* one player, but for all others, then give him exclusivity.
|
|
*/
|
|
}
|
|
|
|
static const byte convert_currency[] = {
|
|
0, 1, 12, 8, 3,
|
|
10, 14, 19, 4, 5,
|
|
9, 11, 13, 6, 17,
|
|
16, 22, 21, 7, 15,
|
|
18, 2, 20, };
|
|
|
|
/* since savegame version 4.2 the currencies are arranged differently */
|
|
static void UpdateCurrencies()
|
|
{
|
|
_opt.currency = convert_currency[_opt.currency];
|
|
}
|
|
|
|
/* Up to revision 1413 the invisible tiles at the southern border have not been
|
|
* MP_VOID, even though they should have. This is fixed by this function
|
|
*/
|
|
static void UpdateVoidTiles()
|
|
{
|
|
uint i;
|
|
|
|
for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX());
|
|
for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
|
|
}
|
|
|
|
/* since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255) */
|
|
static void UpdateSignOwner()
|
|
{
|
|
Sign *si;
|
|
|
|
FOR_ALL_SIGNS(si) si->owner = OWNER_NONE;
|
|
}
|
|
|
|
extern void UpdateOldAircraft();
|
|
|
|
|
|
static inline RailType UpdateRailType(RailType rt, RailType min)
|
|
{
|
|
return rt >= min ? (RailType)(rt + 1): rt;
|
|
}
|
|
|
|
bool AfterLoadGame()
|
|
{
|
|
TileIndex map_size = MapSize();
|
|
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)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_PLAYERS) {
|
|
SetTileOwner(t, OWNER_WATER);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* convert road side to my format. */
|
|
if (_opt.road_side) _opt.road_side = 1;
|
|
|
|
/* Check if all NewGRFs are present, we are very strict in MP mode */
|
|
GRFListCompatibility gcf_res = IsGoodGRFConfigList();
|
|
if (_networking && gcf_res != GLC_ALL_GOOD) {
|
|
SetSaveLoadError(STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH);
|
|
return false;
|
|
}
|
|
|
|
switch (gcf_res) {
|
|
case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break;
|
|
case GLC_NOT_FOUND: _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; break;
|
|
default: break;
|
|
}
|
|
|
|
/* Update current year
|
|
* must be done before loading sprites as some newgrfs check it */
|
|
SetDate(_date);
|
|
|
|
/* Load the sprites */
|
|
GfxLoadSprites();
|
|
LoadStringWidthTable();
|
|
|
|
/* Connect front and rear engines of multiheaded trains and converts
|
|
* subtype to the new format */
|
|
if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
|
|
|
|
/* Connect front and rear engines of multiheaded trains */
|
|
ConnectMultiheadedTrains();
|
|
|
|
/* reinit the landscape variables (landscape might have changed) */
|
|
InitializeLandscapeVariables(true);
|
|
|
|
/* Update all vehicles */
|
|
AfterLoadVehicles();
|
|
|
|
/* 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)) {
|
|
SetSaveLoadError(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;
|
|
WP(w,vp_d).dest_scrollpos_x = _saved_scrollpos_x;
|
|
WP(w,vp_d).dest_scrollpos_y = _saved_scrollpos_y;
|
|
|
|
vp = w->viewport;
|
|
vp->zoom = (ZoomLevel)min(_saved_scrollpos_zoom, ZOOM_LVL_MAX);
|
|
vp->virtual_width = ScaleByZoom(vp->width, vp->zoom);
|
|
vp->virtual_height = ScaleByZoom(vp->height, vp->zoom);
|
|
|
|
/* in version 4.1 of the savegame, is_active was introduced to determine
|
|
* if a player does exist, rather then checking name_1 */
|
|
if (CheckSavegameVersionOldStyle(4, 1)) CheckIsPlayerActive();
|
|
|
|
/* the void tiles on the southern border used to belong to a wrong class (pre 4.3). */
|
|
if (CheckSavegameVersionOldStyle(4, 3)) UpdateVoidTiles();
|
|
|
|
/* If Load Scenario / New (Scenario) Game is used,
|
|
* a player does not exist yet. So create one here.
|
|
* 1 exeption: network-games. Those can have 0 players
|
|
* But this exeption is not true for non dedicated network_servers! */
|
|
if (!_players[0].is_active && (!_networking || (_networking && _network_server && !_network_dedicated)))
|
|
DoStartupNewPlayer(false);
|
|
|
|
DoZoomInOutWindow(ZOOM_NONE, w); // update button status
|
|
MarkWholeScreenDirty();
|
|
|
|
if (CheckSavegameVersion(72)) {
|
|
/* Locks/shiplifts in very old savegames had OWNER_WATER as owner */
|
|
for (TileIndex t = 0; t < MapSize(); t++) {
|
|
switch (GetTileType(t)) {
|
|
default: break;
|
|
|
|
case MP_WATER:
|
|
if (GetWaterTileType(t) == WATER_TILE_LOCK && GetTileOwner(t) == OWNER_WATER) SetTileOwner(t, OWNER_NONE);
|
|
break;
|
|
|
|
case MP_STATION: {
|
|
if (HASBIT(_m[t].m6, 3)) SETBIT(_m[t].m6, 2);
|
|
StationGfx gfx = GetStationGfx(t);
|
|
StationType st;
|
|
if ( IS_INT_INSIDE(gfx, 0, 8)) { // Railway station
|
|
st = STATION_RAIL;
|
|
SetStationGfx(t, gfx - 0);
|
|
} else if (IS_INT_INSIDE(gfx, 8, 67)) { // Airport
|
|
st = STATION_AIRPORT;
|
|
SetStationGfx(t, gfx - 8);
|
|
} else if (IS_INT_INSIDE(gfx, 67, 71)) { // Truck
|
|
st = STATION_TRUCK;
|
|
SetStationGfx(t, gfx - 67);
|
|
} else if (IS_INT_INSIDE(gfx, 71, 75)) { // Bus
|
|
st = STATION_BUS;
|
|
SetStationGfx(t, gfx - 71);
|
|
} else if (gfx == 75) { // Oil rig
|
|
st = STATION_OILRIG;
|
|
SetStationGfx(t, gfx - 75);
|
|
} else if (IS_INT_INSIDE(gfx, 76, 82)) { // Dock
|
|
st = STATION_DOCK;
|
|
SetStationGfx(t, gfx - 76);
|
|
} else if (gfx == 82) { // Buoy
|
|
st = STATION_BUOY;
|
|
SetStationGfx(t, gfx - 82);
|
|
} else if (IS_INT_INSIDE(gfx, 83, 168)) { // Extended airport
|
|
st = STATION_AIRPORT;
|
|
SetStationGfx(t, gfx - 83 + 67 - 8);
|
|
} else if (IS_INT_INSIDE(gfx, 168, 170)) { // Drive through truck
|
|
st = STATION_TRUCK;
|
|
SetStationGfx(t, gfx - 168 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
|
|
} else if (IS_INT_INSIDE(gfx, 170, 172)) { // Drive through bus
|
|
st = STATION_BUS;
|
|
SetStationGfx(t, gfx - 170 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
|
|
} else {
|
|
return false;
|
|
}
|
|
SB(_m[t].m6, 3, 3, st);
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_STATION: {
|
|
Station *st = GetStationByTile(t);
|
|
|
|
st->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
|
|
|
|
switch (GetStationType(t)) {
|
|
case STATION_TRUCK:
|
|
case STATION_BUS:
|
|
if (CheckSavegameVersion(6)) {
|
|
/* From this version on there can be multiple road stops of the
|
|
* same type per station. Convert the existing stops to the new
|
|
* internal data structure. */
|
|
RoadStop *rs = new RoadStop(t);
|
|
if (rs == NULL) error("Too many road stops in savegame");
|
|
|
|
RoadStop **head =
|
|
IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
|
|
*head = rs;
|
|
}
|
|
break;
|
|
|
|
case STATION_OILRIG: {
|
|
/* Very old savegames sometimes have phantom oil rigs, i.e.
|
|
* an oil rig which got shut down, but not completly removed from
|
|
* the map
|
|
*/
|
|
TileIndex t1 = TILE_ADDXY(t, 0, 1);
|
|
if (IsTileType(t1, MP_INDUSTRY) &&
|
|
GetIndustryGfx(t1) == GFX_OILRIG_1) {
|
|
/* The internal encoding of oil rigs was changed twice.
|
|
* It was 3 (till 2.2) and later 5 (till 5.1).
|
|
* Setting it unconditionally does not hurt.
|
|
*/
|
|
GetStationByTile(t)->airport_type = AT_OILRIG;
|
|
} else {
|
|
DeleteOilRig(t);
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
/* In version 6.1 we put the town index in the map-array. To do this, we need
|
|
* to use m2 (16bit big), so we need to clean m2, and that is where this is
|
|
* all about ;) */
|
|
if (CheckSavegameVersionOldStyle(6, 1)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_HOUSE:
|
|
_m[t].m4 = _m[t].m2;
|
|
SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->index);
|
|
break;
|
|
|
|
case MP_ROAD:
|
|
_m[t].m4 |= (_m[t].m2 << 4);
|
|
if (IsTileOwner(t, OWNER_TOWN)) {
|
|
SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->index);
|
|
} else {
|
|
SetTownIndex(t, 0);
|
|
}
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* From version 9.0, we update the max passengers of a town (was sometimes negative
|
|
* before that. */
|
|
if (CheckSavegameVersion(9)) {
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
|
|
}
|
|
|
|
/* From version 16.0, we included autorenew on engines, which are now saved, but
|
|
* of course, we do need to initialize them for older savegames. */
|
|
if (CheckSavegameVersion(16)) {
|
|
FOR_ALL_PLAYERS(p) {
|
|
p->engine_renew_list = NULL;
|
|
p->engine_renew = false;
|
|
p->engine_renew_months = -6;
|
|
p->engine_renew_money = 100000;
|
|
}
|
|
|
|
/* When loading a game, _local_player is not yet set to the correct value.
|
|
* However, in a dedicated server we are a spectator, so nothing needs to
|
|
* happen. In case we are not a dedicated server, the local player always
|
|
* becomes player 0, unless we are in the scenario editor where all the
|
|
* players are 'invalid'.
|
|
*/
|
|
if (!_network_dedicated && IsValidPlayer(PLAYER_FIRST)) {
|
|
p = GetPlayer(PLAYER_FIRST);
|
|
p->engine_renew = _patches.autorenew;
|
|
p->engine_renew_months = _patches.autorenew_months;
|
|
p->engine_renew_money = _patches.autorenew_money;
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(48)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_RAILWAY:
|
|
if (IsPlainRailTile(t)) {
|
|
/* Swap ground type and signal type for plain rail tiles, so the
|
|
* ground type uses the same bits as for depots and waypoints. */
|
|
uint tmp = GB(_m[t].m4, 0, 4);
|
|
SB(_m[t].m4, 0, 4, GB(_m[t].m2, 0, 4));
|
|
SB(_m[t].m2, 0, 4, tmp);
|
|
} else if (HASBIT(_m[t].m5, 2)) {
|
|
/* Split waypoint and depot rail type and remove the subtype. */
|
|
CLRBIT(_m[t].m5, 2);
|
|
CLRBIT(_m[t].m5, 6);
|
|
}
|
|
break;
|
|
|
|
case MP_ROAD:
|
|
/* Swap m3 and m4, so the track type for rail crossings is the
|
|
* same as for normal rail. */
|
|
Swap(_m[t].m3, _m[t].m4);
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(61)) {
|
|
/* Added the RoadType */
|
|
bool old_bridge = CheckSavegameVersion(42);
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch(GetTileType(t)) {
|
|
case MP_ROAD:
|
|
SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2));
|
|
switch (GetRoadTileType(t)) {
|
|
default: NOT_REACHED();
|
|
case ROAD_TILE_NORMAL:
|
|
SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4));
|
|
SB(_m[t].m4, 4, 4, 0);
|
|
SB(_m[t].m6, 2, 4, 0);
|
|
break;
|
|
case ROAD_TILE_CROSSING:
|
|
SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2));
|
|
break;
|
|
case ROAD_TILE_DEPOT: break;
|
|
}
|
|
SetRoadTypes(t, ROADTYPES_ROAD);
|
|
break;
|
|
|
|
case MP_STATION:
|
|
if (IsRoadStop(t)) SetRoadTypes(t, ROADTYPES_ROAD);
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE:
|
|
/* Middle part of "old" bridges */
|
|
if (old_bridge && IsBridgeTile(t) && HASBIT(_m[t].m5, 6)) break;
|
|
if ((IsTunnel(t) ? GetTunnelTransportType(t) : (old_bridge ? (TransportType)GB(_m[t].m5, 1, 2) : GetBridgeTransportType(t))) == TRANSPORT_ROAD) {
|
|
SetRoadTypes(t, ROADTYPES_ROAD);
|
|
}
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(42)) {
|
|
Vehicle* v;
|
|
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
|
|
if (IsBridgeTile(t)) {
|
|
if (HASBIT(_m[t].m5, 6)) { // middle part
|
|
Axis axis = (Axis)GB(_m[t].m5, 0, 1);
|
|
|
|
if (HASBIT(_m[t].m5, 5)) { // transport route under bridge?
|
|
if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) {
|
|
MakeRailNormal(
|
|
t,
|
|
GetTileOwner(t),
|
|
axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
|
|
GetRailType(t)
|
|
);
|
|
} else {
|
|
TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, (uint)-1)->index : 0;
|
|
|
|
MakeRoadNormal(
|
|
t,
|
|
axis == AXIS_X ? ROAD_Y : ROAD_X,
|
|
ROADTYPES_ROAD,
|
|
town,
|
|
GetTileOwner(t), OWNER_NONE, OWNER_NONE
|
|
);
|
|
}
|
|
} else {
|
|
if (GB(_m[t].m5, 3, 2) == 0) {
|
|
MakeClear(t, CLEAR_GRASS, 3);
|
|
} else {
|
|
MakeCanal(t, (GetTileOwner(t) == OWNER_WATER) ? OWNER_NONE : GetTileOwner(t));
|
|
}
|
|
}
|
|
SetBridgeMiddle(t, axis);
|
|
} else { // ramp
|
|
Axis axis = (Axis)GB(_m[t].m5, 0, 1);
|
|
uint north_south = GB(_m[t].m5, 5, 1);
|
|
DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
|
|
TransportType type = (TransportType)GB(_m[t].m5, 1, 2);
|
|
|
|
_m[t].m5 = 1 << 7 | type << 2 | dir;
|
|
}
|
|
}
|
|
}
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type != VEH_TRAIN && v->type != VEH_ROAD) continue;
|
|
if (IsBridgeTile(v->tile)) {
|
|
DiagDirection dir = GetBridgeRampDirection(v->tile);
|
|
|
|
if (dir != DirToDiagDir(v->direction)) continue;
|
|
switch (dir) {
|
|
default: NOT_REACHED();
|
|
case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; break;
|
|
case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
|
|
case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
|
|
case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
|
|
}
|
|
} else if (v->z_pos > GetSlopeZ(v->x_pos, v->y_pos)) {
|
|
v->tile = GetNorthernBridgeEnd(v->tile);
|
|
} else {
|
|
continue;
|
|
}
|
|
if (v->type == VEH_TRAIN) {
|
|
v->u.rail.track = TRACK_BIT_WORMHOLE;
|
|
} else {
|
|
v->u.road.state = RVSB_WORMHOLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Elrails got added in rev 24 */
|
|
if (CheckSavegameVersion(24)) {
|
|
Vehicle *v;
|
|
RailType min_rail = RAILTYPE_ELECTRIC;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN) {
|
|
RailType rt = RailVehInfo(v->engine_type)->railtype;
|
|
|
|
v->u.rail.railtype = rt;
|
|
if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
|
|
}
|
|
}
|
|
|
|
/* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_RAILWAY:
|
|
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
|
|
break;
|
|
|
|
case MP_ROAD:
|
|
if (IsLevelCrossing(t)) {
|
|
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
|
|
}
|
|
break;
|
|
|
|
case MP_STATION:
|
|
if (IsRailwayStation(t)) {
|
|
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
|
|
}
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE:
|
|
if (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->deleted == 0) {
|
|
const StationSpec *statspec = NULL;
|
|
|
|
if (HASBIT(_m[wp->xy].m3, 4))
|
|
statspec = GetCustomStationSpec(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1);
|
|
|
|
if (statspec != NULL) {
|
|
wp->stat_id = _m[wp->xy].m4 + 1;
|
|
wp->grfid = statspec->grffile->grfid;
|
|
wp->localidx = statspec->localidx;
|
|
} else {
|
|
/* No custom graphics set, so set to default. */
|
|
wp->stat_id = 0;
|
|
wp->grfid = 0;
|
|
wp->localidx = 0;
|
|
}
|
|
|
|
/* Move ground type bits from m2 to m4. */
|
|
_m[wp->xy].m4 = GB(_m[wp->xy].m2, 0, 4);
|
|
/* Store waypoint index in the tile. */
|
|
_m[wp->xy].m2 = wp->index;
|
|
}
|
|
}
|
|
} else {
|
|
/* As of version 17, we recalculate the custom graphic ID of waypoints
|
|
* from the GRF ID / station index. */
|
|
AfterLoadWaypoints();
|
|
}
|
|
|
|
/* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
|
|
* room for PBS. Now in version 21 move it back :P. */
|
|
if (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_RAILWAY:
|
|
if (HasSignals(t)) {
|
|
/* convert PBS signals to combo-signals */
|
|
if (HASBIT(_m[t].m2, 2)) SetSignalType(t, TRACK_X, SIGTYPE_COMBO);
|
|
|
|
/* move the signal variant back */
|
|
SetSignalVariant(t, TRACK_X, HASBIT(_m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
|
|
CLRBIT(_m[t].m2, 3);
|
|
}
|
|
|
|
/* Clear PBS reservation on track */
|
|
if (!IsTileDepotType(t, TRANSPORT_RAIL)) {
|
|
SB(_m[t].m4, 4, 4, 0);
|
|
} else {
|
|
CLRBIT(_m[t].m3, 6);
|
|
}
|
|
break;
|
|
|
|
case MP_ROAD: /* Clear PBS reservation on crossing */
|
|
if (IsLevelCrossing(t)) CLRBIT(_m[t].m5, 0);
|
|
break;
|
|
|
|
case MP_STATION: /* Clear PBS reservation on station */
|
|
CLRBIT(_m[t].m3, 6);
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(22)) UpdatePatches();
|
|
|
|
if (CheckSavegameVersion(25)) {
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_ROAD) {
|
|
v->vehstatus &= ~0x40;
|
|
v->u.road.slot = NULL;
|
|
v->u.road.slot_age = 0;
|
|
}
|
|
}
|
|
} else {
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_ROAD && v->u.road.slot != NULL) v->u.road.slot->num_vehicles++;
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(26)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
st->last_vehicle_type = VEH_INVALID;
|
|
}
|
|
}
|
|
|
|
YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
|
|
|
|
if (CheckSavegameVersion(34)) FOR_ALL_PLAYERS(p) ResetPlayerLivery(p);
|
|
|
|
FOR_ALL_PLAYERS(p) {
|
|
p->avail_railtypes = GetPlayerRailtypes(p->index);
|
|
p->avail_roadtypes = GetPlayerRoadtypes(p->index);
|
|
}
|
|
|
|
if (!CheckSavegameVersion(27)) AfterLoadStations();
|
|
|
|
{
|
|
/* Set up the engine count for all players */
|
|
Player *players[MAX_PLAYERS];
|
|
const Vehicle *v;
|
|
|
|
for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) players[i] = GetPlayer(i);
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (!IsEngineCountable(v)) continue;
|
|
players[v->owner]->num_engines[v->engine_type]++;
|
|
}
|
|
}
|
|
|
|
/* Time starts at 0 instead of 1920.
|
|
* Account for this in older games by adding an offset */
|
|
if (CheckSavegameVersion(31)) {
|
|
Station *st;
|
|
Waypoint *wp;
|
|
Engine *e;
|
|
Player *player;
|
|
Industry *i;
|
|
Vehicle *v;
|
|
|
|
_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
_cur_year += ORIGINAL_BASE_YEAR;
|
|
|
|
FOR_ALL_STATIONS(st) st->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
FOR_ALL_WAYPOINTS(wp) wp->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
FOR_ALL_ENGINES(e) e->intro_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
FOR_ALL_PLAYERS(player) player->inaugurated_year += ORIGINAL_BASE_YEAR;
|
|
FOR_ALL_INDUSTRIES(i) i->last_prod_year += ORIGINAL_BASE_YEAR;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
v->build_year += ORIGINAL_BASE_YEAR;
|
|
}
|
|
}
|
|
|
|
/* From 32 on we save the industry who made the farmland.
|
|
* To give this prettyness to old savegames, we remove all farmfields and
|
|
* plant new ones. */
|
|
if (CheckSavegameVersion(32)) {
|
|
Industry *i;
|
|
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) {
|
|
MakeClear(t, CLEAR_GRASS, 3);
|
|
}
|
|
}
|
|
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
uint j;
|
|
|
|
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
|
|
for (j = 0; j != 50; j++) PlantRandomFarmField(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Setting no refit flags to all orders in savegames from before refit in orders were added */
|
|
if (CheckSavegameVersion(36)) {
|
|
Order *order;
|
|
Vehicle *v;
|
|
|
|
FOR_ALL_ORDERS(order) {
|
|
order->refit_cargo = CT_NO_REFIT;
|
|
order->refit_subtype = CT_NO_REFIT;
|
|
}
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
v->current_order.refit_cargo = CT_NO_REFIT;
|
|
v->current_order.refit_subtype = CT_NO_REFIT;
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(37)) {
|
|
ConvertNameArray();
|
|
}
|
|
|
|
/* from version 38 we have optional elrails, since we cannot know the
|
|
* preference of a user, let elrails enabled; it can be disabled manually */
|
|
if (CheckSavegameVersion(38)) _patches.disable_elrails = false;
|
|
/* do the same as when elrails were enabled/disabled manually just now */
|
|
SettingsDisableElrail(_patches.disable_elrails);
|
|
SetDefaultRailGui();
|
|
|
|
/* From version 53, the map array was changed for house tiles to allow
|
|
* space for newhouses grf features. A new byte, m7, was also added. */
|
|
if (CheckSavegameVersion(53)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_HOUSE)) {
|
|
if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) {
|
|
/* Move the construction stage from m3[7..6] to m5[5..4].
|
|
* The construction counter does not have to move. */
|
|
SB(_m[t].m5, 3, 2, GB(_m[t].m3, 6, 2));
|
|
SB(_m[t].m3, 6, 2, 0);
|
|
|
|
/* The "house is completed" bit is now in m6[2]. */
|
|
SetHouseCompleted(t, false);
|
|
} else {
|
|
/* The "lift has destination" bit has been moved from
|
|
* m5[7] to m7[0]. */
|
|
SB(_me[t].m7, 0, 1, HASBIT(_m[t].m5, 7));
|
|
CLRBIT(_m[t].m5, 7);
|
|
|
|
/* The "lift is moving" bit has been removed, as it does
|
|
* the same job as the "lift has destination" bit. */
|
|
CLRBIT(_m[t].m1, 7);
|
|
|
|
/* The position of the lift goes from m1[7..0] to m6[7..2],
|
|
* making m1 totally free, now. The lift position does not
|
|
* have to be a full byte since the maximum value is 36. */
|
|
SetLiftPosition(t, GB(_m[t].m1, 0, 6 ));
|
|
|
|
_m[t].m1 = 0;
|
|
_m[t].m3 = 0;
|
|
SetHouseCompleted(t, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Count the buildings after updating the map array. */
|
|
AfterLoadCountBuildings();
|
|
|
|
if (CheckSavegameVersion(43)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_INDUSTRY)) {
|
|
switch (GetIndustryGfx(t)) {
|
|
case GFX_POWERPLANT_SPARKS:
|
|
SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5));
|
|
break;
|
|
|
|
case GFX_OILWELL_ANIMATED_1:
|
|
case GFX_OILWELL_ANIMATED_2:
|
|
case GFX_OILWELL_ANIMATED_3:
|
|
SetIndustryAnimationState(t, GB(_m[t].m1, 0, 2));
|
|
break;
|
|
|
|
case GFX_COAL_MINE_TOWER_ANIMATED:
|
|
case GFX_COPPER_MINE_TOWER_ANIMATED:
|
|
case GFX_GOLD_MINE_TOWER_ANIMATED:
|
|
SetIndustryAnimationState(t, _m[t].m1);
|
|
break;
|
|
|
|
default: /* No animation states to change */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(44)) {
|
|
Vehicle *v;
|
|
/* If we remove a station while cargo from it is still enroute, payment calculation will assume
|
|
* 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy
|
|
* stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
|
|
* where this situation exists, the cargo-source information is lost. in this case, we set the source
|
|
* to the current tile of the vehicle to prevent excessive profits
|
|
*/
|
|
FOR_ALL_VEHICLES(v) {
|
|
const CargoList::List *packets = v->cargo.Packets();
|
|
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
|
|
CargoPacket *cp = *it;
|
|
cp->source_xy = IsValidStationID(cp->source) ? GetStation(cp->source)->xy : v->tile;
|
|
cp->loaded_at_xy = cp->source_xy;
|
|
}
|
|
v->cargo.InvalidateCache();
|
|
}
|
|
|
|
/* Store position of the station where the goods come from, so there
|
|
* are no very high payments when stations get removed. However, if the
|
|
* station where the goods came from is already removed, the source
|
|
* information is lost. In that case we set it to the position of this
|
|
* station */
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
for (CargoID c = 0; c < NUM_CARGO; c++) {
|
|
GoodsEntry *ge = &st->goods[c];
|
|
|
|
const CargoList::List *packets = ge->cargo.Packets();
|
|
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
|
|
CargoPacket *cp = *it;
|
|
cp->source_xy = IsValidStationID(cp->source) ? GetStation(cp->source)->xy : st->xy;
|
|
cp->loaded_at_xy = cp->source_xy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(45)) {
|
|
Vehicle *v;
|
|
/* Originally just the fact that some cargo had been paid for was
|
|
* stored to stop people cheating and cashing in several times. This
|
|
* wasn't enough though as it was cleared when the vehicle started
|
|
* loading again, even if it didn't actually load anything, so now the
|
|
* amount of cargo that has been paid for is stored. */
|
|
FOR_ALL_VEHICLES(v) {
|
|
const CargoList::List *packets = v->cargo.Packets();
|
|
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
|
|
CargoPacket *cp = *it;
|
|
cp->paid_for = HASBIT(v->vehicle_flags, 2);
|
|
}
|
|
CLRBIT(v->vehicle_flags, 2);
|
|
v->cargo.InvalidateCache();
|
|
}
|
|
}
|
|
|
|
/* Buoys do now store the owner of the previous water tile, which can never
|
|
* be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
|
|
if (CheckSavegameVersion(46)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (st->IsBuoy() && IsTileOwner(st->xy, OWNER_NONE)) SetTileOwner(st->xy, OWNER_WATER);
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(50)) {
|
|
Vehicle *v;
|
|
/* Aircraft units changed from 8 mph to 1 km/h */
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_AIRCRAFT && v->subtype <= AIR_AIRCRAFT) {
|
|
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
|
|
v->cur_speed *= 129;
|
|
v->cur_speed /= 10;
|
|
v->max_speed = avi->max_speed;
|
|
v->acceleration = avi->acceleration;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(49)) FOR_ALL_PLAYERS(p) p->face = ConvertFromOldPlayerFace(p->face);
|
|
|
|
if (CheckSavegameVersion(52)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsStatueTile(t)) {
|
|
_m[t].m2 = CalcClosestTownFromTile(t, (uint)-1)->index;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* A patch option containing the proportion of towns that grow twice as
|
|
* fast was added in version 54. From version 56 this is now saved in the
|
|
* town as cities can be built specifically in the scenario editor. */
|
|
if (CheckSavegameVersion(56)) {
|
|
Town *t;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
if (_patches.larger_towns != 0 && (t->index % _patches.larger_towns) == 0) {
|
|
t->larger_town = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(57)) {
|
|
Vehicle *v;
|
|
/* Added a FIFO queue of vehicles loading at stations */
|
|
FOR_ALL_VEHICLES(v) {
|
|
if ((v->type != VEH_TRAIN || IsFrontEngine(v)) && // for all locs
|
|
!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
|
|
v->current_order.type == OT_LOADING) { // loading
|
|
GetStation(v->last_station_visited)->loading_vehicles.push_back(v);
|
|
|
|
/* The loading finished flag is *only* set when actually completely
|
|
* finished. Because the vehicle is loading, it is not finished. */
|
|
CLRBIT(v->vehicle_flags, VF_LOADING_FINISHED);
|
|
}
|
|
}
|
|
} else if (CheckSavegameVersion(59)) {
|
|
/* For some reason non-loading vehicles could be in the station's loading vehicle list */
|
|
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
std::list<Vehicle *>::iterator iter;
|
|
for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end();) {
|
|
Vehicle *v = *iter;
|
|
iter++;
|
|
if (v->current_order.type != OT_LOADING) st->loading_vehicles.remove(v);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(58)) {
|
|
/* patch difficulty number_industries other then zero get bumped to +1
|
|
* since a new option (very low at position1) has been added */
|
|
if (_opt.diff.number_industries > 0) {
|
|
_opt.diff.number_industries++;
|
|
}
|
|
|
|
/* Same goes for number of towns, although no test is needed, just an increment */
|
|
_opt.diff.number_towns++;
|
|
}
|
|
|
|
if (CheckSavegameVersion(64)) {
|
|
/* copy the signal type/variant and move signal states bits */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
|
|
SetSignalStates(t, GB(_m[t].m2, 4, 4));
|
|
SetSignalVariant(t, INVALID_TRACK, GetSignalVariant(t, TRACK_X));
|
|
SetSignalType(t, INVALID_TRACK, GetSignalType(t, TRACK_X));
|
|
CLRBIT(_m[t].m2, 7);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(69)) {
|
|
/* In some old savegames a bit was cleared when it should not be cleared */
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_ROAD && (v->u.road.state == 250 || v->u.road.state == 251)) {
|
|
SETBIT(v->u.road.state, RVS_IS_STOPPING);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(70)) {
|
|
/* Added variables to support newindustries */
|
|
Industry *i;
|
|
FOR_ALL_INDUSTRIES(i) i->founder = OWNER_NONE;
|
|
}
|
|
|
|
/* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
|
|
Replace the owner for those by OWNER_NONE. */
|
|
if (CheckSavegameVersion(82)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_WATER) &&
|
|
GetWaterTileType(t) == WATER_TILE_CLEAR &&
|
|
GetTileOwner(t) == OWNER_WATER &&
|
|
TileHeight(t) != 0) {
|
|
SetTileOwner(t, OWNER_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Recalculate */
|
|
Group *g;
|
|
FOR_ALL_GROUPS(g) {
|
|
const Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (!IsEngineCountable(v)) continue;
|
|
|
|
if (v->group_id != g->index || v->type != g->vehicle_type || v->owner != g->owner) continue;
|
|
|
|
g->num_engines[v->engine_type]++;
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(74)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
for (CargoID c = 0; c < NUM_CARGO; c++) {
|
|
st->goods[c].last_speed = 0;
|
|
if (st->goods[c].cargo.Count() != 0) SETBIT(st->goods[c].acceptance_pickup, GoodsEntry::PICKUP);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(78)) {
|
|
Industry *i;
|
|
uint j;
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
const IndustrySpec *indsp = GetIndustrySpec(i->type);
|
|
for (j = 0; j < lengthof(i->produced_cargo); j++) {
|
|
i->produced_cargo[j] = indsp->produced_cargo[j];
|
|
}
|
|
for (j = 0; j < lengthof(i->accepts_cargo); j++) {
|
|
i->accepts_cargo[j] = indsp->accepts_cargo[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Before version 81, the density of grass was always stored as zero, and
|
|
* grassy trees were always drawn fully grassy. Furthermore, trees on rough
|
|
* land used to have zero density, now they have full density. Therefore,
|
|
* make all grassy/rough land trees have a density of 3. */
|
|
if (CheckSavegameVersion(81)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (GetTileType(t) == MP_TREES) {
|
|
TreeGround groundType = GetTreeGround(t);
|
|
if (groundType != TREE_GROUND_SNOW_DESERT) SetTreeGroundDensity(t, groundType, 3);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/** Reload all NewGRF files during a running game. This is a cut-down
|
|
* version of AfterLoadGame().
|
|
* XXX - We need to reset the vehicle position hash because with a non-empty
|
|
* hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles()
|
|
* to recalculate vehicle data as some NewGRF vehicle sets could have been
|
|
* removed or added and changed statistics */
|
|
void ReloadNewGRFData()
|
|
{
|
|
/* reload grf data */
|
|
GfxLoadSprites();
|
|
LoadStringWidthTable();
|
|
/* reload vehicles */
|
|
ResetVehiclePosHash();
|
|
AfterLoadVehicles();
|
|
StartupEngines();
|
|
/* update station and waypoint graphics */
|
|
AfterLoadWaypoints();
|
|
AfterLoadStations();
|
|
/* check that house ids are still valid */
|
|
CheckHouseIDs();
|
|
/* redraw the whole screen */
|
|
MarkWholeScreenDirty();
|
|
}
|