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@@ -1071,50 +1071,50 @@ static void DoAutosave()
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if (_patches.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
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SetDParam(0, _local_player);
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SetDParam(1, _date);
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GetString(buf, STR_4004, lastof(buf));
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ttd_strlcat(buf, ".sav", lengthof(buf));
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} else {
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/* generate a savegame name and number according to _patches.max_num_autosaves */
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snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
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if (++_autosave_ctr >= _patches.max_num_autosaves) _autosave_ctr = 0;
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}
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DEBUG(sl, 2, "Autosaving to '%s'", buf);
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if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
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ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
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}
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}
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static void ScrollMainViewport(int x, int y)
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{
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if (_game_mode != GM_MENU) {
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Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
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assert(w);
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WP(w, vp_d).dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
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WP(w, vp_d).dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
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w->viewport->dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
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w->viewport->dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
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}
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}
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/**
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* Describes all the different arrow key combinations the game allows
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* when it is in scrolling mode.
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* The real arrow keys are bitwise numbered as
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* 1 = left
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* 2 = up
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* 4 = right
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* 8 = down
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*/
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static const int8 scrollamt[16][2] = {
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{ 0, 0}, ///< no key specified
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{-2, 0}, ///< 1 : left
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{ 0, -2}, ///< 2 : up
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{-2, -1}, ///< 3 : left + up
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{ 2, 0}, ///< 4 : right
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{ 0, 0}, ///< 5 : left + right = nothing
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{ 2, -1}, ///< 6 : right + up
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{ 0, -2}, ///< 7 : right + left + up = up
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{ 0 ,2}, ///< 8 : down
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{-2 ,1}, ///< 9 : down + left
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{ 0, 0}, ///< 10 : down + up = nothing
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@@ -1182,50 +1182,50 @@ void GameLoop()
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* We do this here, because it means that the network is really closed */
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NetworkClientConnectGame(_network_last_host, _network_last_port);
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}
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/* Singleplayer */
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StateGameLoop();
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}
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#else
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StateGameLoop();
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#endif /* ENABLE_NETWORK */
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if (!_pause_game && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
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if (!_pause_game || _cheats.build_in_pause.value) MoveAllTextEffects();
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InputLoop();
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MusicLoop();
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}
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void BeforeSaveGame()
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{
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const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
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if (w != NULL) {
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_saved_scrollpos_x = WP(w, const vp_d).scrollpos_x;
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_saved_scrollpos_y = WP(w, const vp_d).scrollpos_y;
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_saved_scrollpos_x = w->viewport->scrollpos_x;
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_saved_scrollpos_y = w->viewport->scrollpos_y;
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_saved_scrollpos_zoom = w->viewport->zoom;
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}
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}
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static void ConvertTownOwner()
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{
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for (TileIndex tile = 0; tile != MapSize(); tile++) {
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switch (GetTileType(tile)) {
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case MP_ROAD:
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if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m4, 7)) {
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_m[tile].m4 = OWNER_TOWN;
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}
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/* FALLTHROUGH */
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case MP_TUNNELBRIDGE:
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if (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN);
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break;
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default: break;
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}
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}
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}
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/* before savegame version 4, the name of the company determined if it existed */
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@@ -1295,52 +1295,52 @@ extern void UpdateOldAircraft();
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static inline RailType UpdateRailType(RailType rt, RailType min)
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{
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return rt >= min ? (RailType)(rt + 1): rt;
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}
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/**
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* Initialization of the windows and several kinds of caches.
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* This is not done directly in AfterLoadGame because these
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* functions require that all saveload conversions have been
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* done. As people tend to add savegame conversion stuff after
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* the intialization of the windows and caches quite some bugs
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* had been made.
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* Moving this out of there is both cleaner and less bug-prone.
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*
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* @return true if everything went according to plan, otherwise false.
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*/
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static bool InitializeWindowsAndCaches()
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{
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/* Initialize windows */
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ResetWindowSystem();
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SetupColorsAndInitialWindow();
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Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
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WP(w, vp_d).scrollpos_x = _saved_scrollpos_x;
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WP(w, vp_d).scrollpos_y = _saved_scrollpos_y;
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WP(w, vp_d).dest_scrollpos_x = _saved_scrollpos_x;
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WP(w, vp_d).dest_scrollpos_y = _saved_scrollpos_y;
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w->viewport->scrollpos_x = _saved_scrollpos_x;
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w->viewport->scrollpos_y = _saved_scrollpos_y;
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w->viewport->dest_scrollpos_x = _saved_scrollpos_x;
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w->viewport->dest_scrollpos_y = _saved_scrollpos_y;
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ViewPort *vp = w->viewport;
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vp->zoom = min(_saved_scrollpos_zoom, ZOOM_LVL_MAX);
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vp->virtual_width = ScaleByZoom(vp->width, vp->zoom);
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vp->virtual_height = ScaleByZoom(vp->height, vp->zoom);
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DoZoomInOutWindow(ZOOM_NONE, w); // update button status
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MarkWholeScreenDirty();
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/* Update coordinates of the signs. */
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UpdateAllStationVirtCoord();
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UpdateAllSignVirtCoords();
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UpdateAllTownVirtCoords();
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UpdateAllWaypointSigns();
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/* Recalculate */
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Group *g;
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FOR_ALL_GROUPS(g) {
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g->num_engines = CallocT<uint16>(GetEnginePoolSize());
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (!IsEngineCountable(v)) continue;
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