mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
7abad2b20e
- New optional landscape generator (TerraGenesis Perlin) - Load heightmaps (either BMP or PNG) - Progress dialog while generating worlds (no longer a 'hanging' screen) - New dialogs for NewGame, Create Scenario and Play Heightmap - Easier to configure your landscape - More things to configure (tree-placer, ..) - Speedup of world generation - New console command 'restart': restart the map EXACTLY as it was when you first started it (needs a game made after or with this commit) - New console command 'getseed': get the seed of your map and share it with others (of course only works with generated maps) - Many new, world generation related, things - Many internal cleanups and rewrites Many tnx to those people who helped making this: Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic) Many tnx to those who helped testing: Arnau, Bjarni, and tokai (alfabetic) And to all other people who helped testing and sending comments / bugs Stats: 673 lines changed, 3534 new lines, 79 new strings
297 lines
6.5 KiB
C
297 lines
6.5 KiB
C
/* $Id$ */
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#include "../stdafx.h"
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#ifdef ENABLE_NETWORK
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#include "../openttd.h"
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#include "../debug.h"
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#include "../functions.h"
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#include "../gfx.h"
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#include "../network.h"
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#include "../window.h"
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#include "../console.h"
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#include "../variables.h"
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#include "../genworld.h"
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#include "dedicated_v.h"
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#ifdef BEOS_NET_SERVER
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#include <net/socket.h>
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#endif
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#ifdef __OS2__
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# include <sys/time.h> /* gettimeofday */
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# include <sys/types.h>
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# include <unistd.h>
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# include <conio.h>
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# define INCL_DOS
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# include <os2.h>
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# define STDIN 0 /* file descriptor for standard input */
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/**
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* Switches OpenTTD to a console app at run-time, instead of a PM app
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* Necessary to see stdout, etc. */
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static void OS2_SwitchToConsoleMode(void)
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{
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PPIB pib;
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PTIB tib;
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DosGetInfoBlocks(&tib, &pib);
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// Change flag from PM to VIO
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pib->pib_ultype = 3;
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}
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#endif
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#ifdef UNIX
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# include <sys/time.h> /* gettimeofday */
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# include <sys/types.h>
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# include <unistd.h>
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# include <signal.h>
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# define STDIN 0 /* file descriptor for standard input */
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/* Signal handlers */
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static void DedicatedSignalHandler(int sig)
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{
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_exit_game = true;
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signal(sig, DedicatedSignalHandler);
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}
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#endif
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#ifdef WIN32
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#include <windows.h> /* GetTickCount */
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#include <conio.h>
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#include <time.h>
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static HANDLE hEvent;
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static HANDLE hThread; // Thread to close
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static char _win_console_thread_buffer[200];
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/* Windows Console thread. Just loop and signal when input has been received */
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static void WINAPI CheckForConsoleInput(void)
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{
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while (true) {
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fgets(_win_console_thread_buffer, lengthof(_win_console_thread_buffer), stdin);
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SetEvent(hEvent); // signal input waiting that the line is ready
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}
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}
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static void CreateWindowsConsoleThread(void)
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{
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static char tbuffer[9];
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DWORD dwThreadId;
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/* Create event to signal when console input is ready */
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hEvent = CreateEvent(NULL, false, false, _strtime(tbuffer));
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if (hEvent == NULL)
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error("Cannot create console event!");
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hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
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if (hThread == NULL)
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error("Cannot create console thread!");
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DEBUG(driver, 1) ("Windows console thread started...");
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}
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static void CloseWindowsConsoleThread(void)
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{
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CloseHandle(hThread);
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CloseHandle(hEvent);
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DEBUG(driver, 1) ("Windows console thread shut down...");
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}
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#endif
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static void *_dedicated_video_mem;
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extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
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extern void SwitchMode(int new_mode);
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static const char *DedicatedVideoStart(const char * const *parm)
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{
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_screen.width = _screen.pitch = _cur_resolution[0];
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_screen.height = _cur_resolution[1];
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_dedicated_video_mem = malloc(_cur_resolution[0]*_cur_resolution[1]);
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_debug_net_level = 6;
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_debug_misc_level = 0;
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#ifdef WIN32
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// For win32 we need to allocate an console (debug mode does the same)
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CreateConsole();
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CreateWindowsConsoleThread();
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SetConsoleTitle("OpenTTD Dedicated Server");
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#endif
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#ifdef __OS2__
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// For OS/2 we also need to switch to console mode instead of PM mode
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OS2_SwitchToConsoleMode();
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#endif
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DEBUG(driver, 1)("Loading dedicated server...");
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return NULL;
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}
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static void DedicatedVideoStop(void)
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{
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#ifdef WIN32
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CloseWindowsConsoleThread();
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#endif
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free(_dedicated_video_mem);
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}
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static void DedicatedVideoMakeDirty(int left, int top, int width, int height) {}
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static bool DedicatedVideoChangeRes(int w, int h) { return false; }
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static void DedicatedVideoFullScreen(bool fs) {}
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#if defined(UNIX) || defined(__OS2__)
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static bool InputWaiting(void)
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{
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struct timeval tv;
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fd_set readfds;
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tv.tv_sec = 0;
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tv.tv_usec = 1;
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FD_ZERO(&readfds);
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FD_SET(STDIN, &readfds);
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/* don't care about writefds and exceptfds: */
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return select(STDIN + 1, &readfds, NULL, NULL, &tv) > 0;
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}
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static uint32 GetTime(void)
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{
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struct timeval tim;
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gettimeofday(&tim, NULL);
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return tim.tv_usec / 1000 + tim.tv_sec * 1000;
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}
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#else
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static bool InputWaiting(void)
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{
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return WaitForSingleObject(hEvent, 1) == WAIT_OBJECT_0;
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}
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static uint32 GetTime(void)
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{
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return GetTickCount();
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}
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#endif
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static void DedicatedHandleKeyInput(void)
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{
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static char input_line[200] = "";
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if (!InputWaiting())
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return;
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if (_exit_game)
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return;
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#if defined(UNIX) || defined(__OS2__)
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fgets(input_line, lengthof(input_line), stdin);
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#else
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strncpy(input_line, _win_console_thread_buffer, lengthof(input_line));
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#endif
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/* XXX - strtok() does not 'forget' \n\r if it is the first character! */
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strtok(input_line, "\r\n"); // Forget about the final \n (or \r)
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{ /* Remove any special control characters */
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uint i;
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for (i = 0; i < lengthof(input_line); i++) {
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if (input_line[i] == '\n' || input_line[i] == '\r') // cut missed beginning '\0'
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input_line[i] = '\0';
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if (input_line[i] == '\0')
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break;
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if (!IS_INT_INSIDE(input_line[i], ' ', 256))
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input_line[i] = ' ';
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}
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}
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IConsoleCmdExec(input_line); // execute command
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}
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static void DedicatedVideoMainLoop(void)
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{
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uint32 next_tick;
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uint32 cur_ticks;
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next_tick = GetTime() + 30;
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/* Signal handlers */
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#ifdef UNIX
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signal(SIGTERM, DedicatedSignalHandler);
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signal(SIGINT, DedicatedSignalHandler);
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signal(SIGQUIT, DedicatedSignalHandler);
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#endif
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// Load the dedicated server stuff
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_is_network_server = true;
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_network_dedicated = true;
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_network_playas = OWNER_SPECTATOR;
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_local_player = OWNER_SPECTATOR;
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/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
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if (_switch_mode != SM_LOAD) {
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StartNewGameWithoutGUI(GENERATE_NEW_SEED);
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SwitchMode(_switch_mode);
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_switch_mode = SM_NONE;
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} else {
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_switch_mode = SM_NONE;
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/* First we need to test if the savegame can be loaded, else we will end up playing the
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* intro game... */
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if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
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/* Loading failed, pop out.. */
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DEBUG(net, 0)("Loading requested map failed. Aborting.");
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_networking = false;
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} else {
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/* We can load this game, so go ahead */
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SwitchMode(SM_LOAD);
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}
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}
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// Done loading, start game!
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if (!_networking) {
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DEBUG(net, 1)("Dedicated server could not be launched. Aborting.");
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return;
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}
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while (!_exit_game) {
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InteractiveRandom(); // randomness
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if (!_dedicated_forks)
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DedicatedHandleKeyInput();
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cur_ticks = GetTime();
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if (cur_ticks >= next_tick) {
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next_tick += 30;
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GameLoop();
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_screen.dst_ptr = _dedicated_video_mem;
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UpdateWindows();
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}
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CSleep(1);
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}
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}
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const HalVideoDriver _dedicated_video_driver = {
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DedicatedVideoStart,
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DedicatedVideoStop,
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DedicatedVideoMakeDirty,
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DedicatedVideoMainLoop,
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DedicatedVideoChangeRes,
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DedicatedVideoFullScreen,
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};
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#endif /* ENABLE_NETWORK */
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