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Location: cpp/openttd-patchpack/source/openttd.c - annotation
r2325:6a4d68452bb5
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(svn r2851) - Update Watcom project with currency.c
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r2049:7e26d55f0f4c r1993:dfc50d42c59b r1993:dfc50d42c59b r1993:dfc50d42c59b r1993:dfc50d42c59b r2293:b55e49a164c0 r2293:b55e49a164c0 r2293:b55e49a164c0 r2293:b55e49a164c0 r2293:b55e49a164c0 r2293:b55e49a164c0 r2293:b55e49a164c0 r2293:b55e49a164c0 r2293:b55e49a164c0 r2293:b55e49a164c0 r2322:650673ff8aca r2322:650673ff8aca r2322:650673ff8aca r2322:650673ff8aca r2322:650673ff8aca r2322:650673ff8aca r2322:650673ff8aca r2322:650673ff8aca r2293:b55e49a164c0 r2293:b55e49a164c0 r2147:d338acdbdc70 r2147:d338acdbdc70 r2147:d338acdbdc70 r2147:d338acdbdc70 r1891:c5c5466afa35 r1891:c5c5466afa35 | /* $Id$ */
#include "stdafx.h"
#include "string.h"
#include "table/strings.h"
#include "debug.h"
#include "driver.h"
#include "saveload.h"
#include "strings.h"
#include "map.h"
#include "tile.h"
#define VARDEF
#include "openttd.h"
#include "functions.h"
#include "mixer.h"
#include "spritecache.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 "console.h"
#include "screenshot.h"
#include "network.h"
#include "signs.h"
#include "depot.h"
#include "waypoint.h"
#include <stdarg.h>
#ifdef GPMI
#include <gpmi.h>
#include <gpmi/packages/paths.h>
#endif /* GPMI */
void GenerateWorld(int mode, uint size_x, uint size_y);
void CallLandscapeTick(void);
void IncreaseDate(void);
void RunOtherPlayersLoop(void);
void DoPaletteAnimations(void);
void MusicLoop(void);
void ResetMusic(void);
void InitializeStations(void);
void DeleteAllPlayerStations(void);
extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
extern void DoStartupNewPlayer(bool is_ai);
extern void ShowOSErrorBox(const char *buf);
bool LoadSavegame(const char *filename);
bool _dbg_screen_rect;
/* TODO: usrerror() for errors which are not of an internal nature but
* caused by the user, i.e. missing files or fatal configuration errors.
* Post-0.4.0 since Celestar doesn't want this in SVN before. --pasky */
void CDECL error(const char *s, ...) {
va_list va;
char buf[512];
va_start(va, s);
vsprintf(buf, s, va);
va_end(va);
ShowOSErrorBox(buf);
if (_video_driver)
_video_driver->stop();
assert(0);
exit(1);
}
void CDECL ShowInfoF(const char *str, ...)
{
va_list va;
char buf[1024];
va_start(va, str);
vsprintf(buf, str, va);
va_end(va);
ShowInfo(buf);
}
void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
{
FILE *in;
byte *mem;
size_t len;
in = fopen(filename, "rb");
if (in == NULL)
return NULL;
fseek(in, 0, SEEK_END);
len = ftell(in);
fseek(in, 0, SEEK_SET);
if (len > maxsize || (mem = malloc(len + 1)) == NULL) {
fclose(in);
return NULL;
}
mem[len] = 0;
if (fread(mem, len, 1, in) != 1) {
fclose(in);
free(mem);
return NULL;
}
fclose(in);
*lenp = len;
return mem;
}
static void showhelp(void)
{
char buf[4096], *p;
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 [[fac=]lvl[,...]]= 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"
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
" -f = Fork into the background (dedicated only)\n"
#endif
" -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"
" -c config_file = Use 'config_file' instead of 'openttd.cfg'\n",
lastof(buf)
);
GetDriverList(p);
ShowInfo(buf);
}
typedef struct {
char *opt;
int numleft;
char **argv;
const char *options;
char *cont;
} MyGetOptData;
static void MyGetOptInit(MyGetOptData *md, int argc, char **argv, const char *options)
{
md->cont = NULL;
md->numleft = argc;
md->argv = argv;
md->options = options;
}
static int MyGetOpt(MyGetOptData *md)
{
char *s,*r,*t;
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;
}
}
}
static void ParseResolution(int res[2], char *s)
{
char *t = strchr(s, 'x');
if (t == NULL) {
ShowInfoF("Invalid resolution '%s'", s);
return;
}
res[0] = clamp(strtoul(s, NULL, 0), 64, MAX_SCREEN_WIDTH);
res[1] = clamp(strtoul(t + 1, NULL, 0), 64, MAX_SCREEN_HEIGHT);
}
static void InitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be initialized somewhere... */
_station_sort = NULL;
_vehicle_sort = NULL;
_town_sort = NULL;
_industry_sort = NULL;
}
static void UnInitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be free'd somewhere... */
CleanPool(&_town_pool);
CleanPool(&_industry_pool);
CleanPool(&_station_pool);
CleanPool(&_vehicle_pool);
CleanPool(&_sign_pool);
CleanPool(&_order_pool);
free(_station_sort);
free(_vehicle_sort);
free(_town_sort);
free(_industry_sort);
}
static void UnInitializeGame(void)
{
UnInitWindowSystem();
UnInitNewgrEngines();
free(_config_file);
}
static void LoadIntroGame(void)
{
char filename[256];
_game_mode = GM_MENU;
CLRBITS(_display_opt, DO_TRANS_BUILDINGS); // don't make buildings transparent in intro
_opt_ptr = &_opt_newgame;
GfxLoadSprites();
LoadStringWidthTable();
// Setup main window
ResetWindowSystem();
SetupColorsAndInitialWindow();
// Generate a world.
sprintf(filename, "%sopntitle.dat", _path.data_dir);
if (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, 64, 64); // if failed loading, make empty world.
}
_pause = 0;
_local_player = 0;
MarkWholeScreenDirty();
// Play main theme
if (_music_driver->is_song_playing()) ResetMusic();
}
#if defined(UNIX) && !defined(__MORPHOS__)
extern void DedicatedFork(void);
#endif
extern void CheckExternalFiles(void);
int ttd_main(int argc, char* argv[])
{
MyGetOptData mgo;
int i;
bool network = false;
char *network_conn = NULL;
char *language = NULL;
const char *optformat;
char musicdriver[16], sounddriver[16], videodriver[16];
int resolution[2] = {0,0};
uint startdate = -1;
bool dedicated;
musicdriver[0] = sounddriver[0] = videodriver[0] = 0;
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
_switch_mode_errorstr = INVALID_STRING_ID;
_dedicated_forks = false;
dedicated = false;
_config_file = NULL;
// The last param of the following function means this:
// a letter means: it accepts that param (e.g.: -h)
// a ':' behind it means: it need a param (e.g.: -m<driver>)
// a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
optformat = "m:s:v:hDfn::l:eit:d::r:g::G:p:c:";
#else
optformat = "m:s:v:hDn::l:eit:d::r:g::G:p:c:"; // no fork option
#endif
MyGetOptInit(&mgo, argc-1, argv+1, optformat);
while ((i = MyGetOpt(&mgo)) != -1) {
switch(i) {
case 'm': ttd_strlcpy(musicdriver, mgo.opt, sizeof(musicdriver)); break;
case 's': ttd_strlcpy(sounddriver, mgo.opt, sizeof(sounddriver)); break;
case 'v': ttd_strlcpy(videodriver, mgo.opt, sizeof(videodriver)); break;
case 'D': {
sprintf(musicdriver,"null");
sprintf(sounddriver,"null");
sprintf(videodriver,"dedicated");
dedicated = true;
} break;
case 'f': {
_dedicated_forks = true;
}; 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 'c':
_config_file = strdup(mgo.opt);
break;
case -2:
case 'h':
showhelp();
return 0;
}
}
DeterminePaths();
CheckExternalFiles();
#ifdef GPMI
/* Set the debug proc */
gpmi_debug_proc = &gpmi_debug_openttd;
/* Initialize GPMI */
gpmi_init();
/* Add our paths so we can find our own packages */
gpmi_path_append(&gpmi_path_modules, "gpmi/modules");
gpmi_path_append(&gpmi_path_packages, "gpmi/packages");
#endif /* GPMI */
#if defined(UNIX) && !defined(__MORPHOS__)
// We must fork here, or we'll end up without some resources we need (like sockets)
if (_dedicated_forks)
DedicatedFork();
#endif
LoadFromConfig();
CheckConfig();
LoadFromHighScore();
// override config?
if (musicdriver[0]) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
if (sounddriver[0]) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
if (videodriver[0]) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
if (resolution[0]) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
if (startdate != (uint)-1) _patches.starting_date = startdate;
if (_dedicated_forks && !dedicated)
_dedicated_forks = false;
// enumerate language files
InitializeLanguagePacks();
// initialize screenshot formats
InitializeScreenshotFormats();
// initialize airport state machines
InitializeAirports();
/* initialize all variables that are allocated dynamically */
InitializeDynamicVariables();
// Sample catalogue
DEBUG(misc, 1) ("Loading sound effects...");
MxInitialize(11025);
SoundInitialize("sample.cat");
// This must be done early, since functions use the InvalidateWindow* calls
InitWindowSystem();
GfxLoadSprites();
LoadStringWidthTable();
DEBUG(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
_savegame_sort_order = 1; // default sorting of savegames is by date, newest first
#ifdef ENABLE_NETWORK
// initialize network-core
NetworkStartUp();
#endif /* ENABLE_NETWORK */
_opt_ptr = &_opt_newgame;
/* XXX - ugly hack, if diff_level is 9, it means we got no setting from the config file */
if (_opt_newgame.diff_level == 9)
SetDifficultyLevel(0, &_opt_newgame);
// initialize the ingame console
IConsoleInit();
InitializeGUI();
IConsoleCmdExec("exec scripts/autoexec.scr 0");
GenerateWorld(1, 64, 64); // Make the viewport initialization happy
#ifdef ENABLE_NETWORK
if ((network) && (_network_available)) {
if (network_conn != NULL) {
const char *port = NULL;
const char *player = NULL;
uint16 rport;
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&player, &port, network_conn);
if (player != NULL) _network_playas = atoi(player);
if (port != NULL) rport = atoi(port);
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(network_conn, rport);
}
}
#endif /* ENABLE_NETWORK */
_video_driver->main_loop();
WaitTillSaved();
IConsoleFree();
#ifdef ENABLE_NETWORK
if (_network_available) {
// Shut down the network and close any open connections
NetworkDisconnect();
NetworkUDPClose();
NetworkShutDown();
}
#endif /* ENABLE_NETWORK */
_video_driver->stop();
_music_driver->stop();
_sound_driver->stop();
SaveToConfig();
SaveToHighScore();
// uninitialize airport state machines
UnInitializeAirports();
/* uninitialize variables that are allocated dynamic */
UnInitializeDynamicVariables();
/* Close all and any open filehandles */
FioCloseAll();
UnInitializeGame();
return 0;
}
static void ShowScreenshotResult(bool b)
{
if (b) {
SetDParamStr(0, _screenshot_name);
ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
} else {
ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
}
}
static void MakeNewGame(void)
{
_game_mode = GM_NORMAL;
// Copy in game options
_opt_ptr = &_opt;
memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions));
GfxLoadSprites();
// Reinitialize windows
ResetWindowSystem();
LoadStringWidthTable();
SetupColorsAndInitialWindow();
// Randomize world
GenerateWorld(0, 1<<_patches.map_x, 1<<_patches.map_y);
// In a dedicated server, the server does not play
if (_network_dedicated) {
_local_player = OWNER_SPECTATOR;
} else {
// Create a single player
DoStartupNewPlayer(false);
_local_player = 0;
_current_player = _local_player;
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
}
MarkWholeScreenDirty();
}
static void MakeNewEditorWorld(void)
{
_game_mode = GM_EDITOR;
// Copy in game options
_opt_ptr = &_opt;
memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions));
GfxLoadSprites();
// Re-init the windowing system
ResetWindowSystem();
// Create toolbars
SetupColorsAndInitialWindow();
// Startup the game system
GenerateWorld(1, 1<<_patches.map_x, 1<<_patches.map_y);
_local_player = OWNER_NONE;
MarkWholeScreenDirty();
}
void StartupPlayers(void);
void StartupDisasters(void);
/**
* Start Scenario starts a new game based on a scenario.
* Eg 'New Game' --> select a preset scenario
* This starts a scenario based on your current difficulty settings
*/
static void StartScenario(void)
{
_game_mode = GM_NORMAL;
// invalid type
if (_file_to_saveload.mode == SL_INVALID) {
printf("Savegame is obsolete or invalid format: %s\n", _file_to_saveload.name);
ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
_game_mode = GM_MENU;
return;
}
GfxLoadSprites();
// Reinitialize windows
ResetWindowSystem();
LoadStringWidthTable();
SetupColorsAndInitialWindow();
// Load game
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
LoadIntroGame();
ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
}
_opt_ptr = &_opt;
memcpy(&_opt_ptr->diff, &_opt_newgame.diff, sizeof(GameDifficulty));
_opt.diff_level = _opt_newgame.diff_level;
// Inititalize data
StartupPlayers();
StartupEngines();
StartupDisasters();
_local_player = 0;
_current_player = _local_player;
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
MarkWholeScreenDirty();
}
bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
{
byte ogm = _game_mode;
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)
{
#ifdef ENABLE_NETWORK
// If we are saving something, the network stays in his current state
if (new_mode != SM_SAVE) {
// If the network is active, make it not-active
if (_networking) {
if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
NetworkReboot();
NetworkUDPClose();
} else {
NetworkDisconnect();
NetworkUDPClose();
}
}
// If we are a server, we restart the server
if (_is_network_server) {
// But not if we are going to the menu
if (new_mode != SM_MENU) {
NetworkServerStart();
} else {
// This client no longer wants to be a network-server
_is_network_server = false;
}
}
}
#endif /* ENABLE_NETWORK */
switch (new_mode) {
case SM_EDITOR: /* Switch to scenario editor */
MakeNewEditorWorld();
break;
case SM_NEWGAME: /* New Game --> 'Random game' */
#ifdef ENABLE_NETWORK
if (_network_server)
snprintf(_network_game_info.map_name, NETWORK_NAME_LENGTH, "Random Map");
#endif /* ENABLE_NETWORK */
MakeNewGame();
break;
case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */
#ifdef ENABLE_NETWORK
if (_network_server)
snprintf(_network_game_info.map_name, NETWORK_NAME_LENGTH, "%s (Loaded scenario)", _file_to_saveload.title);
#endif /* ENABLE_NETWORK */
StartScenario();
break;
case SM_LOAD: { /* Load game, Play Scenario */
_opt_ptr = &_opt;
_error_message = INVALID_STRING_ID;
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
LoadIntroGame();
ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
} else {
_local_player = 0;
DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
#ifdef ENABLE_NETWORK
if (_network_server)
snprintf(_network_game_info.map_name, NETWORK_NAME_LENGTH, "%s (Loaded game)", _file_to_saveload.title);
#endif /* ENABLE_NETWORK */
}
break;
}
case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
int i;
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) {
_opt_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();
} else
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
break;
}
case SM_MENU: /* Switch to game intro menu */
LoadIntroGame();
break;
case SM_SAVE: /* Save game */
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE) != SL_OK)
ShowErrorMessage(INVALID_STRING_ID, STR_4007_GAME_SAVE_FAILED, 0, 0);
else
DeleteWindowById(WC_SAVELOAD, 0);
break;
case SM_GENRANDLAND: /* Generate random land within scenario editor */
GenerateWorld(2, 1<<_patches.map_x, 1<<_patches.map_y);
// XXX: set date
_local_player = OWNER_NONE;
MarkWholeScreenDirty();
break;
}
if (_switch_mode_errorstr != INVALID_STRING_ID)
ShowErrorMessage(INVALID_STRING_ID,_switch_mode_errorstr,0,0);
}
// State controlling game loop.
// The state must not be changed from anywhere
// but here.
// That check is enforced in DoCommand.
void StateGameLoop(void)
{
// dont execute the state loop during pause
if (_pause) return;
// _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 (!_networking)
RunOtherPlayersLoop();
CallWindowTickEvent();
NewsLoop();
_current_player = p;
}
}
static void DoAutosave(void)
{
char buf[200];
if (_patches.keep_all_autosave && _local_player != OWNER_SPECTATOR) {
const Player *p = GetPlayer(_local_player);
char *s;
sprintf(buf, "%s%s", _path.autosave_dir, PATHSEP);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
SetDParam(2, _date);
s = (char*)GetString(buf + strlen(_path.autosave_dir) + strlen(PATHSEP), STR_4004);
strcpy(s, ".sav");
} else { /* Save a maximum of 15 autosaves */
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);
}
static void ScrollMainViewport(int x, int y)
{
if (_game_mode != GM_MENU) {
Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
assert(w);
WP(w,vp_d).scrollpos_x += x << w->viewport->zoom;
WP(w,vp_d).scrollpos_y += y << w->viewport->zoom;
}
}
static const int8 scrollamt[16][2] = {
{ 0, 0},
{-2, 0}, // 1:left
{ 0,-2}, // 2:up
{-2,-1}, // 3:left + up
{ 2, 0}, // 4:right
{ 0, 0}, // 5:left + right
{ 2,-1}, // 6:right + up
{ 0,-2}, // 7:left + right + up = up
{ 0 ,2}, // 8:down
{-2 ,1}, // 9:down+left
{ 0, 0}, // 10:impossible
{-2, 0}, // 11:left + up + down = left
{ 2, 1}, // 12:down+right
{ 0, 2}, // 13:left + right + down = down
{ 0,-2}, // 14:left + right + up = up
{ 0, 0}, // 15:impossible
};
static void HandleKeyScrolling(void)
{
if (_dirkeys && !_no_scroll) {
int factor = _shift_pressed ? 50 : 10;
ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
}
}
void GameLoop(void)
{
int m;
// autosave game?
if (_do_autosave) {
_do_autosave = false;
DoAutosave();
RedrawAutosave();
}
// handle scrolling of the main window
if (_dirkeys) HandleKeyScrolling();
// 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(-(int)MapMaxX() * 32, 0, MapMaxX() * 64, MapSizeY() * 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();
InputLoop();
MusicLoop();
}
void BeforeSaveGame(void)
{
Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
if (w != NULL) {
_saved_scrollpos_x = WP(w,vp_d).scrollpos_x;
_saved_scrollpos_y = WP(w,vp_d).scrollpos_y;
_saved_scrollpos_zoom = w->viewport->zoom;
}
}
static void ConvertTownOwner(void)
{
TileIndex tile;
for (tile = 0; tile != MapSize(); tile++) {
if (IsTileType(tile, MP_STREET)) {
if (IsLevelCrossing(tile) && _m[tile].m3 & 0x80)
_m[tile].m3 = OWNER_TOWN;
if (_m[tile].owner & 0x80) SetTileOwner(tile, OWNER_TOWN);
} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (_m[tile].owner & 0x80) SetTileOwner(tile, OWNER_TOWN);
}
}
}
// before savegame version 4, the name of the company determined if it existed
static void CheckIsPlayerActive(void)
{
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->name_1 != 0) {
p->is_active = true;
}
}
}
// since savegame version 4.1, exclusive transport rights are stored at towns
static void UpdateExclusiveRights(void)
{
Town *t;
FOR_ALL_TOWNS(t) if (t->xy != 0) {
t->exclusivity=(byte)-1;
}
/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
could be implemented this way:
1.) Go through all stations
Build an array town_blocked[ town_id ][ player_id ]
that stores if at least one station in that town is blocked for a player
2.) Go through that array, if you find a town that is not blocked for
one player, but for all others, then give him exclusivity.
*/
}
const byte convert_currency[] = {
0, 1, 12, 8, 3,
10, 14, 19, 4, 5,
9, 11, 13, 6, 17,
16, 22, 21, 7, 15,
18, 2, 20, };
// since savegame version 4.2 the currencies are arranged differently
static void UpdateCurrencies(void)
{
_opt.currency = convert_currency[_opt.currency];
}
/* Up to revision 1413 the invisible tiles at the southern border have not been
* MP_VOID, even though they should have. This is fixed by this function
*/
static void UpdateVoidTiles(void)
{
uint i;
for (i = 0; i < MapMaxY(); ++i)
SetTileType(i * MapSizeX() + MapMaxX(), MP_VOID);
for (i = 0; i < MapSizeX(); ++i)
SetTileType(MapSizeX() * MapMaxY() + i, MP_VOID);
}
// since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255)
static void UpdateSignOwner(void)
{
SignStruct *ss;
FOR_ALL_SIGNS(ss) {
ss->owner = OWNER_NONE; // no owner
}
}
extern void UpdateOldAircraft( void );
extern void UpdateOilRig( void );
bool AfterLoadGame(uint version)
{
Window *w;
ViewPort *vp;
Player *p;
// 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();
}
// from version 4.2 of the savegame, currencies are in a different order
if (version <= 0x401) {
UpdateCurrencies();
}
// from version 6.0 of the savegame, signs have an "owner"
if (version <= 0x600) {
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
(0x402) version, so I just check when versions are older, and then
walk through the whole map.. */
if (version <= 0x402) {
TileIndex tile = TileXY(0, 0);
uint w = MapSizeX();
uint h = MapSizeY();
BEGIN_TILE_LOOP(tile_cur, w, h, tile)
if (IsTileType(tile_cur, MP_WATER) && GetTileOwner(tile_cur) >= MAX_PLAYERS)
SetTileOwner(tile_cur, OWNER_WATER);
END_TILE_LOOP(tile_cur, w, h, tile)
}
// convert road side to my format.
if (_opt.road_side) _opt.road_side = 1;
// Load the sprites
GfxLoadSprites();
// Update current year
SetDate(_date);
// reinit the landscape variables (landscape might have changed)
InitializeLandscapeVariables(true);
// Update all vehicles
AfterLoadVehicles();
// Update all waypoints
if (version < 0x0C00)
FixOldWaypoints();
UpdateAllWaypointSigns();
// 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
ResetWindowSystem();
SetupColorsAndInitialWindow();
w = FindWindowById(WC_MAIN_WINDOW, 0);
WP(w,vp_d).scrollpos_x = _saved_scrollpos_x;
WP(w,vp_d).scrollpos_y = _saved_scrollpos_y;
vp = w->viewport;
vp->zoom = _saved_scrollpos_zoom;
vp->virtual_width = vp->width << vp->zoom;
vp->virtual_height = vp->height << vp->zoom;
// in version 4.0 of the savegame, is_active was introduced to determine
// if a player does exist, rather then checking name_1
if (version <= 0x400) {
CheckIsPlayerActive();
}
// the void tiles on the southern border used to belong to a wrong class.
if (version <= 0x402)
UpdateVoidTiles();
// If Load Scenario / New (Scenario) Game is used,
// a player does not exist yet. So create one here.
// 1 exeption: network-games. Those can have 0 players
// But this exeption is not true for network_servers!
if (!_players[0].is_active && (!_networking || (_networking && _network_server)))
DoStartupNewPlayer(false);
DoZoomInOutWindow(ZOOM_NONE, w); // update button status
MarkWholeScreenDirty();
//In 5.1, Oilrigs have been moved (again)
if (version <= 0x500) {
UpdateOilRig();
}
if (version <= 0x600) {
BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
if (IsTileType(tile, MP_HOUSE)) {
_m[tile].m4 = _m[tile].m2;
//XXX magic
SetTileType(tile, MP_VOID);
_m[tile].m2 = ClosestTownFromTile(tile,(uint)-1)->index;
SetTileType(tile, MP_HOUSE);
} else if (IsTileType(tile, MP_STREET)) {
//XXX magic
_m[tile].m4 |= (_m[tile].m2 << 4);
if (IsTileOwner(tile, OWNER_TOWN)) {
SetTileType(tile, MP_VOID);
_m[tile].m2 = ClosestTownFromTile(tile,(uint)-1)->index;
SetTileType(tile, MP_STREET);
} else {
_m[tile].m2 = 0;
}
}
} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
}
if (version < 0x900) {
Town *t;
FOR_ALL_TOWNS(t) {
UpdateTownMaxPass(t);
}
}
if (version < 0xF00) {
BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
if (IsTileType(tile, MP_RAILWAY) && HasSignals(tile) && HASBIT(_m[tile].m4, 2)) {
CLRBIT(_m[tile].m4, 2);
SETBIT(_m[tile].m4, 3);
}
} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
}
if (version < 0x1000) {
int i;
FOR_ALL_PLAYERS(p) {
for (i = 0; i < 256; i++) {
p->engine_replacement[i] = INVALID_ENGINE;
}
p->engine_renew = false;
p->engine_renew_months = -6;
p->engine_renew_money = 100000;
}
if (_local_player < MAX_PLAYERS) {
// Set the human controlled player to the patch settings
// Scenario editor do not have any companies
p = GetPlayer(_local_player);
p->engine_renew = _patches.autorenew;
p->engine_renew_months = _patches.autorenew_months;
p->engine_renew_money = _patches.autorenew_money;
}
}
FOR_ALL_PLAYERS(p) {
p->avail_railtypes = GetPlayerRailtypes(p->index);
}
return true;
}
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