Files @ r10911:571c959dc9ed
Branch filter:

Location: cpp/openttd-patchpack/source/src/misc.cpp

rubidium
(svn r15246) -Fix [FS#2577]: close all windows *before* starting a new game/loading a game instead of doing that as one of the latest steps of loading the game. This caused, in some cases, the NewGRF settings to be reset when the game was already loaded resulting in instant desyncs when joining a network game
/* $Id$ */

/** @file misc.cpp Misc functions that shouldn't be here. */

#include "stdafx.h"
#include "openttd.h"
#include "currency.h"
#include "landscape.h"
#include "news_func.h"
#include "vehicle_gui.h"
#include "variables.h"
#include "cheat_func.h"
#include "ai/ai.hpp"
#include "newgrf_house.h"
#include "cargotype.h"
#include "group.h"
#include "viewport_func.h"
#include "economy_func.h"
#include "zoom_func.h"
#include "functions.h"
#include "map_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "texteff.hpp"
#include "gfx_func.h"
#include "core/alloc_type.hpp"
#include "gamelog.h"
#include "animated_tile_func.h"
#include "settings_type.h"
#include "tilehighlight_func.h"
#include "core/bitmath_func.hpp"
#include "network/network_func.h"
#include "window_func.h"

#include "table/strings.h"
#include "table/sprites.h"

extern TileIndex _cur_tileloop_tile;
extern void MakeNewgameSettingsLive();

void InitializeVehicles();
void InitializeWaypoints();
void InitializeDepots();
void InitializeEngineRenews();
void InitializeOrders();
void InitializeClearLand();
void InitializeRailGui();
void InitializeRoadGui();
void InitializeAirportGui();
void InitializeDockGui();
void InitializeIndustries();
void InitializeTowns();
void InitializeTrees();
void InitializeSigns();
void InitializeStations();
void InitializeCargoPackets();
void InitializeCompanies();
void InitializeCheats();
void InitializeNPF();
void InitializeOldNames();

void InitializeGame(uint size_x, uint size_y, bool reset_date)
{
	/* Make sure there isn't any window that can influence anything
	 * related to the new game we're about to start/load. */
	UnInitWindowSystem();

	AllocateMap(size_x, size_y);

	SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);

	_pause_game = 0;
	_fast_forward = 0;
	_tick_counter = 0;
	_realtime_tick = 0;
	_date_fract = 0;
	_cur_tileloop_tile = 0;
	_thd.redsq = INVALID_TILE;
	MakeNewgameSettingsLive();

	if (reset_date) {
		SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
		InitializeOldNames();
	}

	InitializeEngineRenews();
	InitializeVehicles();
	InitializeWaypoints();
	InitializeDepots();
	InitializeOrders();
	InitializeGroup();

	InitNewsItemStructs();
	InitializeLandscape();
	InitializeClearLand();
	InitializeRailGui();
	InitializeRoadGui();
	InitializeAirportGui();
	InitializeDockGui();
	InitializeTowns();
	InitializeTrees();
	InitializeSigns();
	InitializeStations();
	InitializeCargoPackets();
	InitializeIndustries();
	InitializeBuildingCounts();

	InitializeTrains();
	InitializeNPF();

	InitializeCompanies();
	AI::Initialize();
	InitializeCheats();

	InitTextEffects();
#ifdef ENABLE_NETWORK
	NetworkInitChatMessage();
#endif /* ENABLE_NETWORK */
	InitializeAnimatedTiles();

	InitializeLandscapeVariables(false);

	ResetObjectToPlace();

	GamelogReset();
	GamelogStartAction(GLAT_START);
	GamelogRevision();
	GamelogMode();
	GamelogGRFAddList(_grfconfig);
	GamelogStopAction();
}


/* Calculate constants that depend on the landscape type. */
void InitializeLandscapeVariables(bool only_constants)
{
	if (only_constants) return;

	for (CargoID i = 0; i < NUM_CARGO; i++) {
		_cargo_payment_rates[i] = GetCargo(i)->initial_payment;
		_cargo_payment_rates_frac[i] = 0;
	}
}