Example #1
0
/**
 * Handle all procedures for bootstrapping OpenTTD without a base graphics set.
 * This requires all kinds of trickery that is needed to avoid the use of
 * sprites from the base graphics set which are pretty interwoven.
 * @return True if a base set exists, otherwise false.
 */
bool HandleBootstrap()
{
	if (BaseGraphics::GetUsedSet() != NULL) return true;

	/* No user interface, bail out with an error. */
	if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;

	/* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) && !defined(__APPLE__) && (defined(WITH_FONTCONFIG) || defined(WIN32))
	if (!_network_available) goto failure;

	/* First tell the game we're bootstrapping. */
	_game_mode = GM_BOOTSTRAP;

	/* Initialise the freetype font code. */
	InitializeUnicodeGlyphMap();
	/* Next "force" finding a suitable freetype font as the local font is missing. */
	CheckForMissingGlyphs(false);

	/* Initialise the palette. The biggest step is 'faking' some recolour sprites.
	 * This way the mauve and gray colours work and we can show the user interface. */
	GfxInitPalettes();
	static const int offsets[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x80, 0, 0, 0, 0x04, 0x08 };
	for (uint i = 0; i != 16; i++) {
		for (int j = 0; j < 8; j++) {
			_colour_gradient[i][j] = offsets[i] + j;
		}
	}

	/* Finally ask the question. */
	new BootstrapBackground();
	new BootstrapAskForDownloadWindow();

	/* Process the user events. */
	_video_driver->MainLoop();

	/* _exit_game is used to get out of the video driver's main loop.
	 * In case GM_BOOTSTRAP is still set we did not exit it via the
	 * "download complete" event, so it was a manual exit. Obey it. */
	_exit_game = _game_mode == GM_BOOTSTRAP;
	if (_exit_game) return false;

	/* Try to probe the graphics. Should work this time. */
	if (!BaseGraphics::SetSet(NULL)) goto failure;

	/* Finally we can continue heading for the menu. */
	_game_mode = GM_MENU;
	return true;
#endif

	/* Failure to get enough working to get a graphics set. */
failure:
	usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.");
	return false;
}
/** Actually load the sprite tables. */
static void LoadSpriteTables()
{
	memset(_palette_remap_grf, 0, sizeof(_palette_remap_grf));
	uint i = FIRST_GRF_SLOT;
	const GraphicsSet *used_set = BaseGraphics::GetUsedSet();

	_palette_remap_grf[i] = (PAL_DOS != used_set->palette);
	LoadGrfFile(used_set->files[GFT_BASE].filename, 0, i++);

	/*
	 * The second basic file always starts at the given location and does
	 * contain a different amount of sprites depending on the "type"; DOS
	 * has a few sprites less. However, we do not care about those missing
	 * sprites as they are not shown anyway (logos in intro game).
	 */
	_palette_remap_grf[i] = (PAL_DOS != used_set->palette);
	LoadGrfFile(used_set->files[GFT_LOGOS].filename, 4793, i++);

	/*
	 * Load additional sprites for climates other than temperate.
	 * This overwrites some of the temperate sprites, such as foundations
	 * and the ground sprites.
	 */
	if (_settings_game.game_creation.landscape != LT_TEMPERATE) {
		_palette_remap_grf[i] = (PAL_DOS != used_set->palette);
		LoadGrfFileIndexed(
			used_set->files[GFT_ARCTIC + _settings_game.game_creation.landscape - 1].filename,
			_landscape_spriteindexes[_settings_game.game_creation.landscape - 1],
			i++
		);
	}

	/* Initialize the unicode to sprite mapping table */
	InitializeUnicodeGlyphMap();

	/*
	 * Load the base NewGRF with OTTD required graphics as first NewGRF.
	 * However, we do not want it to show up in the list of used NewGRFs,
	 * so we have to manually add it, and then remove it later.
	 */
	GRFConfig *top = _grfconfig;
	GRFConfig *master = new GRFConfig(used_set->files[GFT_EXTRA].filename);

	/* We know the palette of the base set, so if the base NewGRF is not
	 * setting one, use the palette of the base set and not the global
	 * one which might be the wrong palette for this base NewGRF.
	 * The value set here might be overridden via action14 later. */
	switch (used_set->palette) {
		case PAL_DOS:     master->palette |= GRFP_GRF_DOS;     break;
		case PAL_WINDOWS: master->palette |= GRFP_GRF_WINDOWS; break;
		default: break;
	}
	FillGRFDetails(master, false, BASESET_DIR);

	ClrBit(master->flags, GCF_INIT_ONLY);
	master->next = top;
	_grfconfig = master;

	LoadNewGRF(SPR_NEWGRFS_BASE, i);

	/* Free and remove the top element. */
	delete master;
	_grfconfig = top;
}