OpenTTD-patches/ttd.c
dominik 52134822b8 (svn r1038) Feature: OpenTTD runs with the grf files of the DOS version
Please read the Readme for further information. There are some minor graphical glitches when you use the DOS files. E.g. the autorail button is a bit screwed up.
2004-12-12 20:36:24 +00:00

1258 lines
28 KiB
C

#include "stdafx.h"
#include "table/strings.h"
#define VARDEF
#include "ttd.h"
#include "gfx.h"
#include "gui.h"
#include "station.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 "saveload.h"
#include "ai.h"
#include "console.h"
#include "screenshot.h"
#include "network.h"
#include <stdarg.h>
void GameLoop();
void IncreaseSpriteLRU();
void InitializeGame();
void GenerateWorld(int mode);
void CallLandscapeTick();
void IncreaseDate();
void RunOtherPlayersLoop();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
void InitializeStations();
void DeleteAllPlayerStations();
extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
extern void DoStartupNewPlayer(bool is_ai);
extern void UpdateAllSignVirtCoords();
extern void ShowOSErrorBox(const char *buf);
void redsq_debug(int tile);
bool LoadSavegame(const char *filename);
extern void HalGameLoop();
uint32 _pixels_redrawn;
bool _dbg_screen_rect;
bool disable_computer; // We should get ride of this thing.. is only used for a debug-cheat
static byte _os_version = 0;
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)
_video_driver->stop();
assert(0);
exit(1);
}
void CDECL debug(const char *s, ...)
{
va_list va;
char buf[1024];
va_start(va, s);
vsprintf(buf, s, va);
va_end(va);
fprintf(stderr, "dbg: %s\n", buf);
IConsoleDebug((byte *) &buf);
}
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);
}
char * CDECL str_fmt(const char *str, ...)
{
char buf[4096];
va_list va;
int len;
char *p;
va_start(va, str);
len = vsprintf(buf, str, va);
va_end(va);
p = malloc(len + 1);
if (p)
memcpy(p, buf, len + 1);
return p;
}
// NULL midi driver
static char *NullMidiStart(char **parm) { return NULL; }
static void NullMidiStop() {}
static void NullMidiPlaySong(const char *filename) {}
static void NullMidiStopSong() {}
static bool NullMidiIsSongPlaying() { return true; }
static void NullMidiSetVolume(byte vol) {}
const HalMusicDriver _null_music_driver = {
NullMidiStart,
NullMidiStop,
NullMidiPlaySong,
NullMidiStopSong,
NullMidiIsSongPlaying,
NullMidiSetVolume,
};
// NULL video driver
static void *_null_video_mem;
static const char *NullVideoStart(char **parm) {
_screen.width = _screen.pitch = _cur_resolution[0];
_screen.height = _cur_resolution[1];
_null_video_mem = malloc(_cur_resolution[0]*_cur_resolution[1]);
return NULL;
}
static void NullVideoStop() { free(_null_video_mem); }
static void NullVideoMakeDirty(int left, int top, int width, int height) {}
static int NullVideoMainLoop() {
int i = 1000;
do {
GameLoop();
_screen.dst_ptr = _null_video_mem;
UpdateWindows();
} while (--i);
return ML_QUIT;
}
static bool NullVideoChangeRes(int w, int h) { return false; }
const HalVideoDriver _null_video_driver = {
NullVideoStart,
NullVideoStop,
NullVideoMakeDirty,
NullVideoMainLoop,
NullVideoChangeRes,
};
// NULL sound driver
static char *NullSoundStart(char **parm) { return NULL; }
static void NullSoundStop() {}
const HalSoundDriver _null_sound_driver = {
NullSoundStart,
NullSoundStop,
};
enum {
DF_PRIORITY_MASK = 0xf,
};
typedef struct {
const DriverDesc *descs;
const char *name;
void *var;
} DriverClass;
static DriverClass _driver_classes[] = {
{_video_driver_descs, "video", &_video_driver},
{_sound_driver_descs, "sound", &_sound_driver},
{_music_driver_descs, "music", &_music_driver},
};
static const DriverDesc *GetDriverByName(const DriverDesc *dd, const char *name)
{
do {
if (!strcmp(dd->name, name))
return dd;
} while ((++dd)->name);
return NULL;
}
static const DriverDesc *ChooseDefaultDriver(const DriverDesc *dd)
{
const DriverDesc *best = NULL;
int best_pri = -1;
do {
if ((int)(dd->flags&DF_PRIORITY_MASK) > best_pri && _os_version >= (byte)dd->flags) {
best_pri = dd->flags&DF_PRIORITY_MASK;
best = dd;
}
} while ((++dd)->name);
return best;
}
void ttd_strlcpy(char *dst, const char *src, size_t len)
{
assert(len > 0);
while (--len && *src)
*dst++=*src++;
*dst = 0;
}
char *strecpy(char *dst, const char *src)
{
while ( (*dst++ = *src++) != 0) {}
return dst - 1;
}
byte *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
{
FILE *in;
void *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=(byte*)malloc(len + 1)) == NULL) {
fclose(in);
return NULL;
}
((byte*)mem)[len] = 0;
if (fread(mem, len, 1, in) != 1) {
fclose(in);
free(mem);
return NULL;
}
fclose(in);
*lenp = len;
return mem;
}
void LoadDriver(int driver, const char *name)
{
const DriverClass *dc = &_driver_classes[driver];
const DriverDesc *dd;
const void **var;
const void *drv;
const char *err;
char *parm;
char buffer[256];
char *parms[32];
parms[0] = NULL;
if (!*name) {
dd = ChooseDefaultDriver(dc->descs);
} else {
// Extract the driver name and put parameter list in parm
ttd_strlcpy(buffer, name, sizeof(buffer));
parm = strchr(buffer, ':');
if (parm) {
int np = 0;
// Tokenize the parm.
do {
*parm++ = 0;
if (np < lengthof(parms) - 1)
parms[np++] = parm;
while (*parm != 0 && *parm != ',')
parm++;
} while (*parm == ',');
parms[np] = NULL;
}
dd = GetDriverByName(dc->descs, buffer);
if (dd == NULL)
error("No such %s driver: %s\n", dc->name, buffer);
}
var = dc->var;
if (*var != NULL) ((const HalCommonDriver*)*var)->stop();
*var = NULL;
drv = dd->drv;
if ((err=((const HalCommonDriver*)drv)->start(parms)) != NULL)
error("Unable to load driver %s(%s). The error was: %s\n", dd->name, dd->longname, err);
*var = drv;
}
static void showhelp()
{
char buf[4096], *p;
const DriverClass *dc = _driver_classes;
const DriverDesc *dd;
int i;
p = strecpy(buf,
"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 [dbg] = Debug mode\n"
" -l lng = Select Language\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"
" -i = Force to use the DOS palette (use this if you see a lot of pink)\n"
" -p #player = Player as #player (deprecated) (network only)\n"
);
for(i=0; i!=lengthof(_driver_classes); i++,dc++) {
p += sprintf(p, "List of %s drivers:\n", dc->name);
dd = dc->descs;
do {
p += sprintf(p, "%10s: %s\n", dd->name, dd->longname);
} while ((++dd)->name);
}
ShowInfo(buf);
}
char *GetDriverParam(char **parm, const char *name)
{
char *p;
int len = strlen(name);
while ((p = *parm++) != NULL) {
if (!strncmp(p,name,len)) {
if (p[len] == '=') return p + len + 1;
if (p[len] == 0) return p + len;
}
}
return NULL;
}
bool GetDriverParamBool(char **parm, const char *name)
{
char *p = GetDriverParam(parm, name);
return p != NULL;
}
int GetDriverParamInt(char **parm, const char *name, int def)
{
char *p = GetDriverParam(parm, name);
return p != NULL ? atoi(p) : def;
}
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;
if ((s=md->cont) != NULL)
goto md_continue_here;
while(true) {
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;
}
}
}
void SetDebugString(const char *s)
{
int v;
char *end;
const char *t;
int *p;
// global debugging level?
if (*s >= '0' && *s <= '9') {
v = strtoul(s, &end, 0);
s = end;
_debug_spritecache_level = v;
_debug_misc_level = v;
_debug_grf_level = v;
_debug_ai_level = v;
_debug_net_level = v;
}
// individual levels
for(;;) {
// skip delimiters
while (*s == ' ' || *s == ',' || *s == '\t') s++;
if (*s == 0) break;
t = s;
while (*s >= 'a' && *s <= 'z') s++;
#define IS_LVL(x) (s - t == sizeof(x)-1 && !memcmp(t, x, sizeof(x)-1))
// check debugging levels
if IS_LVL("misc") p = &_debug_misc_level;
else if IS_LVL("spritecache") p = &_debug_spritecache_level;
else if IS_LVL("grf") p = &_debug_grf_level;
else if IS_LVL("ai") p = &_debug_ai_level;
else if IS_LVL("net") p = &_debug_net_level;
else {
ShowInfoF("Unknown debug level '%.*s'", s-t, t);
return;
}
#undef IS_LVL
if (*s == '=') s++;
v = strtoul(s, &end, 0);
s = end;
if (p) *p = v;
}
}
void ParseResolution(int res[2], char *s)
{
char *t = strchr(s, 'x');
if (t == NULL) {
ShowInfoF("Invalid resolution '%s'", s);
return;
}
res[0] = strtoul(s, NULL, 0);
res[1] = strtoul(t + 1, NULL, 0);
}
void LoadIntroGame()
{
char filename[256];
_game_mode = GM_MENU;
_display_opt &= ~DO_TRANS_BUILDINGS; // don't make buildings transparent in intro
_opt_mod_ptr = &_new_opt;
GfxLoadSprites();
LoadStringWidthTable();
// Setup main window
InitWindowSystem();
SetupColorsAndInitialWindow();
// Generate a world.
sprintf(filename, "%sopntitle.dat", _path.data_dir);
if (SaveOrLoad(filename, SL_LOAD) != SL_OK)
#if defined SECOND_DATA_DIR
{
sprintf(filename, "%sopntitle.dat", _path.second_data_dir);
if (SaveOrLoad(filename, SL_LOAD) != SL_OK)
#endif
GenerateWorld(1); // if failed loading, make empty world.
#if defined SECOND_DATA_DIR
}
#endif
_opt.currency = _new_opt.currency;
_pause = 0;
_local_player = 0;
MarkWholeScreenDirty();
// Play main theme
if (_music_driver->is_song_playing()) ResetMusic();
}
int ttd_main(int argc, char* argv[])
{
MyGetOptData mgo;
int i;
bool network = false;
char *network_conn = NULL;
char *language = NULL;
char musicdriver[16], sounddriver[16], videodriver[16];
int resolution[2] = {0,0};
uint startdate = -1;
musicdriver[0] = sounddriver[0] = videodriver[0] = 0;
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
_switch_mode_errorstr = INVALID_STRING_ID;
// 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>)
MyGetOptInit(&mgo, argc-1, argv+1, "m:s:v:hDn::l:eit:d::r:g::G:p:");
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': {
sprintf(musicdriver,"null");
sprintf(sounddriver,"null");
sprintf(videodriver,"dedicated");
} break;
case 'n': {
network = true;
if (mgo.opt)
// Optional, you can give an IP
network_conn = mgo.opt;
else
network_conn = NULL;
} break;
case 'r': ParseResolution(resolution, mgo.opt); break;
case 'l': {
language = mgo.opt;
} break;
case 't': {
startdate = atoi(mgo.opt);
} break;
case 'd': {
#if defined(WIN32)
CreateConsole();
#endif
if (mgo.opt)
SetDebugString(mgo.opt);
} break;
case 'e': _switch_mode = SM_EDITOR; break;
case 'i': _use_dos_palette = true; break;
case 'g':
if (mgo.opt) {
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 'p': {
int i = atoi(mgo.opt);
// Play as an other player in network games
if (IS_INT_INSIDE(i, 1, MAX_PLAYERS)) _network_playas = i;
break;
}
case -2:
case 'h':
showhelp();
return 0;
}
}
DeterminePaths();
LoadFromConfig();
// 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 != -1) _patches.starting_date = startdate;
// enumerate language files
InitializeLanguagePacks();
// initialize screenshot formats
InitializeScreenshotFormats();
// initialize airport state machines
InitializeAirports();
// Sample catalogue
DEBUG(misc, 1) ("Loading sound effects...");
_os_version = GetOSVersion();
MxInitialize(11025, "sample.cat");
// This must be done early, since functions use the InvalidateWindow* calls
InitWindowSystem();
GfxLoadSprites();
LoadStringWidthTable();
DEBUG(misc, 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
MusicLoop();
_savegame_sort_order = 1; // default sorting of savegames is by date, newest first
#ifdef ENABLE_NETWORK
// initialize network-core
NetworkStartUp();
#endif /* ENABLE_NETWORK */
// Default difficulty level
_opt_mod_ptr = &_new_opt;
// ugly hack, if diff_level is 9, it means we got no setting from the config file, so we load the default settings.
if (_opt_mod_ptr->diff_level == 9)
SetDifficultyLevel(0, _opt_mod_ptr);
// initialize the ingame console
IConsoleInit();
InitPlayerRandoms();
#ifdef ENABLE_NETWORK
if ((network) && (_network_available)) {
if (network_conn != NULL) {
const byte *port = NULL;
const byte *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);
} else {
// NetworkCoreConnectGame("auto", _network_server_port);
}
}
#endif /* ENABLE_NETWORK */
while (_video_driver->main_loop() == ML_SWITCHDRIVER) {}
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();
// uninitialize airport state machines
UnInitializeAirports();
return 0;
}
static void ShowScreenshotResult(bool b)
{
if (b) {
SetDParam(0, STR_SPEC_SCREENSHOT_NAME);
ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
} else {
ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
}
}
void MakeNewGame()
{
_game_mode = GM_NORMAL;
// Copy in game options
_opt_mod_ptr = &_opt;
memcpy(&_opt, &_new_opt, sizeof(_opt));
GfxLoadSprites();
// Reinitialize windows
InitWindowSystem();
LoadStringWidthTable();
SetupColorsAndInitialWindow();
// Randomize world
GenerateWorld(0);
// 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;
}
MarkWholeScreenDirty();
}
static void MakeNewEditorWorld()
{
_game_mode = GM_EDITOR;
// Copy in game options
_opt_mod_ptr = &_opt;
memcpy(&_opt, &_new_opt, sizeof(_opt));
GfxLoadSprites();
// Re-init the windowing system
InitWindowSystem();
// Create toolbars
SetupColorsAndInitialWindow();
// Startup the game system
GenerateWorld(1);
_local_player = OWNER_NONE;
MarkWholeScreenDirty();
}
void StartupPlayers();
void StartupDisasters();
void StartScenario()
{
_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(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
_game_mode = GM_MENU;
return;
}
// Copy in game options
// Removed copying of game options when using "new game". --dominik
// _opt_mod_ptr = &_opt;
// memcpy(&_opt, &_new_opt, sizeof(_opt));
GfxLoadSprites();
// Reinitialize windows
InitWindowSystem();
LoadStringWidthTable();
SetupColorsAndInitialWindow();
// Load game
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
LoadIntroGame();
ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
}
// Inititalize data
StartupPlayers();
StartupEngines();
StartupDisasters();
// When starting a scenario, is it really a load..
// and in AfterLoad a player is started when it is
// a scenario.. so we do not need it here.
// DoStartupNewPlayer(false);
_local_player = 0;
MarkWholeScreenDirty();
}
bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
{
byte ogm = _game_mode;
int r;
_game_mode = newgm;
r = SaveOrLoad(filename, mode);
if (r == SL_REINIT) {
if (ogm == GM_MENU)
LoadIntroGame();
else if (ogm == GM_EDITOR)
MakeNewEditorWorld();
else
MakeNewGame();
return false;
} else if (r != SL_OK) {
_game_mode = ogm;
return false;
} else
return true;
}
void SwitchMode(int new_mode)
{
_in_state_game_loop = true;
#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:
if (_network_server)
snprintf(_network_game_info.map_name, 40, "Random");
MakeNewGame();
break;
case SM_START_SCENARIO:
StartScenario();
break;
normal_load:
case SM_LOAD: { // Load game
_error_message = INVALID_STRING_ID;
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
} else {
_opt_mod_ptr = &_opt;
_local_player = 0;
DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
if (_network_server)
snprintf(_network_game_info.map_name, 40, "Loaded game");
}
break;
}
case SM_LOAD_SCENARIO: {
int i;
if (_game_mode == GM_MENU) goto normal_load;
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) {
_opt_mod_ptr = &_opt;
_local_player = OWNER_NONE;
_generating_world = true;
// delete all players.
for(i=0; i != MAX_PLAYERS; i++) {
ChangeOwnershipOfPlayerItems(i, 0xff);
_players[i].is_active = false;
}
_generating_world = false;
// delete all stations owned by a player
DeleteAllPlayerStations();
if (_network_server)
snprintf(_network_game_info.map_name, 40, "Loaded scenario");
} else
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
break;
}
case SM_MENU: // Switch to game 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:
GenerateWorld(2);
// 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);
_in_state_game_loop = false;
}
// State controlling game loop.
// The state must not be changed from anywhere
// but here.
// That check is enforced in DoCommand.
void StateGameLoop()
{
// dont execute the state loop during pause
if (_pause) return;
_in_state_game_loop = true;
// _frame_counter is increased somewhere else when in network-mode
// Sidenote: _frame_counter is ONLY used for _savedump in non-MP-games
// Should that not be deleted? If so, the next 2 lines can also be deleted
if (!_networking)
_frame_counter++;
if (_savedump_path[0] && (uint)_frame_counter >= _savedump_first && (uint)(_frame_counter -_savedump_first) % _savedump_freq == 0 ) {
char buf[100];
sprintf(buf, "%s%.5d.sav", _savedump_path, _frame_counter);
SaveOrLoad(buf, SL_SAVE);
if ((uint)_frame_counter >= _savedump_last) exit(1);
}
if (_game_mode == GM_EDITOR) {
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
CallWindowTickEvent();
NewsLoop();
} else {
// All these actions has to be done from OWNER_NONE
// for multiplayer compatibility
uint p = _current_player;
_current_player = OWNER_NONE;
AnimateAnimatedTiles();
IncreaseDate();
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
// To bad the AI does not work in multiplayer, because states are not saved
// perfectly
if (!disable_computer && !_networking)
RunOtherPlayersLoop();
CallWindowTickEvent();
NewsLoop();
_current_player = p;
}
_in_state_game_loop = false;
}
static void DoAutosave()
{
char buf[200];
if (_patches.keep_all_autosave && _local_player != OWNER_SPECTATOR) {
Player *p;
char *s;
sprintf(buf, "%s%s", _path.autosave_dir, PATHSEP);
p = DEREF_PLAYER(_local_player);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
SetDParam(2, _date);
s= (char*)GetString(buf + strlen(_path.autosave_dir) + strlen(PATHSEP) - 1, STR_4004);
strcpy(s, ".sav");
} else {
int n = _autosave_ctr;
_autosave_ctr = (_autosave_ctr + 1) & 15;
sprintf(buf, "%s%sautosave%d.sav", _path.autosave_dir, PATHSEP, n);
}
DEBUG(misc, 2) ("Autosaving to %s", buf);
if (SaveOrLoad(buf, SL_SAVE) != SL_OK)
ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
}
void GameLoop()
{
int m;
// autosave game?
if (_do_autosave) {
_do_autosave = false;
DoAutosave();
RedrawAutosave();
}
// make a screenshot?
if ((m=_make_screenshot) != 0) {
_make_screenshot = 0;
switch(m) {
case 1: // make small screenshot
UndrawMouseCursor();
ShowScreenshotResult(MakeScreenshot());
break;
case 2: // make large screenshot
ShowScreenshotResult(MakeWorldScreenshot(-(TILE_X_MAX)*32, 0, TILE_X_MAX*32 + (TILE_X_MAX)*32, TILES_Y * 32, 0));
break;
}
}
// switch game mode?
if ((m=_switch_mode) != SM_NONE) {
_switch_mode = SM_NONE;
SwitchMode(m);
}
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();
MouseLoop();
if (_game_mode != GM_MENU)
MusicLoop();
}
void BeforeSaveGame()
{
Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
_saved_scrollpos_x = WP(w,vp_d).scrollpos_x;
_saved_scrollpos_y = WP(w,vp_d).scrollpos_y;
_saved_scrollpos_zoom = w->viewport->zoom;
}
void ConvertTownOwner()
{
uint tile;
for(tile=0; tile!=TILES_X * TILES_Y; tile++) {
if (IS_TILETYPE(tile, MP_STREET)) {
if ((_map5[tile] & 0xF0) == 0x10 && _map3_lo[tile] & 0x80)
_map3_lo[tile] = OWNER_TOWN;
if (_map_owner[tile] & 0x80)
_map_owner[tile] = OWNER_TOWN;
} else if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) {
if (_map_owner[tile] & 0x80)
_map_owner[tile] = OWNER_TOWN;
}
}
}
// before savegame version 4, the name of the company determined if it existed
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
void UpdateExclusiveRights()
{
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.
*/
}
extern void UpdateOldAircraft();
bool AfterLoadGame(uint version)
{
Window *w;
ViewPort *vp;
// in version 2.1 of the savegame, town owner was unified.
if (version <= 0x200) {
ConvertTownOwner();
}
// from version 4.1 of the savegame, exclusive rights are stored at towns
if (version <= 0x400) {
UpdateExclusiveRights();
}
// convert road side to my format.
if (_opt.road_side) _opt.road_side = 1;
// Load the sprites
GfxLoadSprites();
// Update current year
SetDate(_date);
// reinit the landscape variables (landscape might have changed)
InitializeLandscapeVariables(true);
// Update all vehicles
AfterLoadVehicles();
// in version 2.2 of the savegame, we have new airports
if (version <= 0x201) {
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
InitWindowSystem();
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 4.0 of the savegame, is_active was introduced to determine
// if a player does exist, rather then checking name_1
if (version <= 0x400) {
CheckIsPlayerActive();
}
// 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();
return true;
}
void DebugProc(int i)
{
switch(i) {
case 0:
*(byte*)0 = 0;
break;
case 1:
DoCommandP(0, -10000000, 0, NULL, CMD_MONEY_CHEAT);
break;
case 2:
UpdateAllStationVirtCoord();
break;
}
}