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@@ -164,7 +164,6 @@ static void ShowHelp()
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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#company]= Join network game\n"
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" -p password = Password to join server\n"
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" -P password = Password to join company\n"
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@@ -173,7 +172,6 @@ static void ShowHelp()
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#if !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 graphics_set = Force the graphics set (see below)\n"
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" -S sounds_set = Force the sounds set (see below)\n"
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" -M music_set = Force the music set (see below)\n"
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@@ -300,9 +298,7 @@ static void ShutdownGame()
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/* Uninitialize variables that are allocated dynamically */
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GamelogReset();
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#ifdef ENABLE_NETWORK
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free(_config_file);
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#endif
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LinkGraphSchedule::Clear();
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PoolBase::Clean(PT_ALL);
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@@ -447,13 +443,11 @@ struct AfterNewGRFScan : NewGRFScanCallb
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if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
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if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
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#if defined(ENABLE_NETWORK)
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if (dedicated_host != NULL) {
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_network_bind_list.Clear();
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*_network_bind_list.Append() = stredup(dedicated_host);
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}
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if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
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#endif /* ENABLE_NETWORK */
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/* initialize the ingame console */
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IConsoleInit();
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@@ -463,7 +457,6 @@ struct AfterNewGRFScan : NewGRFScanCallb
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/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
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if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
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#ifdef ENABLE_NETWORK
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if (_network_available && network_conn != NULL) {
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const char *port = NULL;
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const char *company = NULL;
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@@ -489,7 +482,6 @@ struct AfterNewGRFScan : NewGRFScanCallb
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
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}
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#endif /* ENABLE_NETWORK */
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/* After the scan we're not used anymore. */
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delete this;
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@@ -509,7 +501,6 @@ static const OptionData _options[] = {
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GETOPT_SHORT_VALUE('s'),
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GETOPT_SHORT_VALUE('v'),
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GETOPT_SHORT_VALUE('b'),
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#if defined(ENABLE_NETWORK)
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GETOPT_SHORT_OPTVAL('D'),
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GETOPT_SHORT_OPTVAL('n'),
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GETOPT_SHORT_VALUE('l'),
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@@ -518,7 +509,6 @@ static const OptionData _options[] = {
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#if !defined(_WIN32)
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GETOPT_SHORT_NOVAL('f'),
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#endif
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#endif /* ENABLE_NETWORK */
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GETOPT_SHORT_VALUE('r'),
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GETOPT_SHORT_VALUE('t'),
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GETOPT_SHORT_OPTVAL('d'),
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@@ -551,13 +541,11 @@ int openttd_main(int argc, char *argv[])
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/* AfterNewGRFScan sets save_config to true after scanning completed. */
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bool save_config = false;
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AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
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#if defined(ENABLE_NETWORK)
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bool dedicated = false;
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char *debuglog_conn = NULL;
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extern bool _dedicated_forks;
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_dedicated_forks = false;
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#endif /* ENABLE_NETWORK */
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_game_mode = GM_MENU;
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_switch_mode = SM_MENU;
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@@ -576,7 +564,6 @@ int openttd_main(int argc, char *argv[])
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case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break;
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case 'v': free(videodriver); videodriver = stredup(mgo.opt); break;
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case 'b': free(blitter); blitter = stredup(mgo.opt); break;
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#if defined(ENABLE_NETWORK)
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case 'D':
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free(musicdriver);
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free(sounddriver);
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@@ -611,7 +598,6 @@ int openttd_main(int argc, char *argv[])
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case 'P':
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scanner->join_company_password = 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': scanner->startyear = atoi(mgo.opt); break;
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case 'd': {
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@@ -702,7 +688,6 @@ int openttd_main(int argc, char *argv[])
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DeterminePaths(argv[0]);
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TarScanner::DoScan(TarScanner::BASESET);
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#if defined(ENABLE_NETWORK)
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if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
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if (_dedicated_forks && !dedicated) _dedicated_forks = false;
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@@ -710,7 +695,6 @@ int openttd_main(int argc, char *argv[])
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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) DedicatedFork();
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#endif
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#endif
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LoadFromConfig(true);
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@@ -787,7 +771,6 @@ int openttd_main(int argc, char *argv[])
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NetworkStartUp(); // initialize network-core
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#if defined(ENABLE_NETWORK)
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if (debuglog_conn != NULL && _network_available) {
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const char *not_used = NULL;
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const char *port = NULL;
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@@ -800,7 +783,6 @@ int openttd_main(int argc, char *argv[])
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NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
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}
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#endif /* ENABLE_NETWORK */
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if (!HandleBootstrap()) {
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ShutdownGame();
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@@ -903,12 +885,10 @@ exit_normal:
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delete scanner;
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#ifdef ENABLE_NETWORK
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extern FILE *_log_fd;
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if (_log_fd != NULL) {
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fclose(_log_fd);
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}
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#endif /* ENABLE_NETWORK */
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return ret;
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}
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@@ -957,13 +937,11 @@ static void MakeNewGameDone()
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InitializeRailGUI();
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#ifdef ENABLE_NETWORK
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/* We are the server, we start a new company (not dedicated),
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* so set the default password *if* needed. */
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if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
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NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
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}
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#endif /* ENABLE_NETWORK */
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if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
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@@ -1019,7 +997,6 @@ bool SafeLoad(const char *filename, Save
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case SL_OK: return true;
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case SL_REINIT:
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#ifdef ENABLE_NETWORK
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if (_network_dedicated) {
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/*
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* We need to reinit a network map...
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@@ -1035,7 +1012,6 @@ bool SafeLoad(const char *filename, Save
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/* We can't load the intro game as server, so disconnect first. */
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NetworkDisconnect();
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}
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#endif /* ENABLE_NETWORK */
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switch (ogm) {
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default:
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@@ -1052,7 +1028,6 @@ bool SafeLoad(const char *filename, Save
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void SwitchToMode(SwitchMode new_mode)
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{
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#ifdef ENABLE_NETWORK
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/* If we are saving something, the network stays in his current state */
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if (new_mode != SM_SAVE_GAME) {
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/* If the network is active, make it not-active */
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@@ -1081,7 +1056,7 @@ void SwitchToMode(SwitchMode new_mode)
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}
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}
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}
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#endif /* ENABLE_NETWORK */
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/* Make sure all AI controllers are gone at quitting game */
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if (new_mode != SM_SAVE_GAME) AI::KillAll();
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@@ -1092,11 +1067,9 @@ void SwitchToMode(SwitchMode new_mode)
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case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
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case SM_NEWGAME: // New Game --> 'Random game'
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
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}
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#endif /* ENABLE_NETWORK */
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MakeNewGame(false, new_mode == SM_NEWGAME);
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break;
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@@ -1119,21 +1092,17 @@ void SwitchToMode(SwitchMode new_mode)
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IConsoleCmdExec("exec scripts/game_start.scr 0");
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/* Decrease pause counter (was increased from opening load dialog) */
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DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
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}
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#endif /* ENABLE_NETWORK */
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}
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break;
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}
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case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
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}
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#endif /* ENABLE_NETWORK */
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MakeNewGame(true, true);
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break;
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@@ -1451,10 +1420,8 @@ static void DoAutosave()
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void GameLoop()
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{
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if (_game_mode == GM_BOOTSTRAP) {
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#ifdef ENABLE_NETWORK
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/* Check for UDP stuff */
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if (_network_available) NetworkBackgroundLoop();
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#endif
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InputLoop();
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return;
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}
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@@ -1477,7 +1444,6 @@ void GameLoop()
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IncreaseSpriteLRU();
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InteractiveRandom();
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#ifdef ENABLE_NETWORK
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/* Check for UDP stuff */
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if (_network_available) NetworkBackgroundLoop();
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@@ -1493,9 +1459,6 @@ void GameLoop()
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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_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
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