Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/misc.cpp

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

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

#include "stdafx.h"
#include "landscape.h"
#include "news_func.h"
#include "ai/ai.hpp"
#include "ai/ai_gui.hpp"
#include "newgrf.h"
#include "newgrf_house.h"
#include "economy_func.h"
#include "date_func.h"
#include "texteff.hpp"
#include "gfx_func.h"
#include "gamelog.h"
#include "animated_tile_func.h"
#include "tilehighlight_func.h"
#include "network/network_func.h"
#include "window_func.h"
#include "core/pool_type.hpp"
#include "game/game.hpp"
#include "linkgraph/linkgraphschedule.h"
#include "station_kdtree.h"
#include "town_kdtree.h"
#include "viewport_kdtree.h"
#include "newgrf_profiling.h"

#include "safeguards.h"


extern TileIndex _cur_tileloop_tile;
extern void MakeNewgameSettingsLive();

void InitializeSound();
void InitializeMusic();
void InitializeVehicles();
void InitializeRailGui();
void InitializeRoadGui();
void InitializeAirportGui();
void InitializeDockGui();
void InitializeGraphGui();
void InitializeObjectGui();
void InitializeTownGui();
void InitializeIndustries();
void InitializeObjects();
void InitializeTrees();
void InitializeCompanies();
void InitializeCheats();
void InitializeNPF();
void InitializeOldNames();

void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings)
{
	/* 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);

	_pause_mode = PM_UNPAUSED;
	_fast_forward = 0;
	_tick_counter = 0;
	_cur_tileloop_tile = 1;
	_thd.redsq = INVALID_TILE;
	if (reset_settings) MakeNewgameSettingsLive();

	_newgrf_profilers.clear();

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

	LinkGraphSchedule::Clear();
	PoolBase::Clean(PT_NORMAL);

	RebuildStationKdtree();
	RebuildTownKdtree();
	RebuildViewportKdtree();

	ResetPersistentNewGRFData();

	InitializeSound();
	InitializeMusic();

	InitializeVehicles();

	InitNewsItemStructs();
	InitializeLandscape();
	InitializeRailGui();
	InitializeRoadGui();
	InitializeAirportGui();
	InitializeDockGui();
	InitializeGraphGui();
	InitializeObjectGui();
	InitializeTownGui();
	InitializeAIGui();
	InitializeTrees();
	InitializeIndustries();
	InitializeObjects();
	InitializeBuildingCounts();

	InitializeNPF();

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

	InitTextEffects();
	NetworkInitChatMessage();
	InitializeAnimatedTiles();

	InitializeEconomy();

	ResetObjectToPlace();

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