Example #1
0
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 = 0;
	_thd.redsq = INVALID_TILE;
	if (reset_settings) MakeNewgameSettingsLive();

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

	PoolBase::Clean(PT_NORMAL);

	ResetPersistentNewGRFData();

	InitializeSound();
	InitializeMusic();

	InitializeVehicles();

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

	InitializeNPF();

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

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

	InitializeEconomy();

	ResetObjectToPlace();

	GamelogReset();
	GamelogStartAction(GLAT_START);
	GamelogRevision();
	GamelogMode();
	GamelogGRFAddList(_grfconfig);
	GamelogStopAction();
}
Example #2
0
void SwitchToMode(SwitchMode new_mode)
{
#ifdef ENABLE_NETWORK
	/* If we are saving something, the network stays in his current state */
	if (new_mode != SM_SAVE_GAME) {
		/* If the network is active, make it not-active */
		if (_networking) {
			if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
				NetworkReboot();
			} else {
				NetworkDisconnect();
			}
		}

		/* If we are a server, we restart the server */
		if (_is_network_server) {
			/* But not if we are going to the menu */
			if (new_mode != SM_MENU) {
				/* check if we should reload the config */
				if (_settings_client.network.reload_cfg) {
					LoadFromConfig();
					MakeNewgameSettingsLive();
					ResetGRFConfig(false);
				}
				NetworkServerStart();
			} else {
				/* This client no longer wants to be a network-server */
				_is_network_server = false;
			}
		}
	}
#endif /* ENABLE_NETWORK */
	/* Make sure all AI controllers are gone at quitting game */
	if (new_mode != SM_SAVE_GAME) AI::KillAll();

	switch (new_mode) {
		case SM_EDITOR: // Switch to scenario editor
			MakeNewEditorWorld();
			break;

		case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
		case SM_NEWGAME: // New Game --> 'Random game'
#ifdef ENABLE_NETWORK
			if (_network_server) {
				seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
			}
#endif /* ENABLE_NETWORK */
			MakeNewGame(false, new_mode == SM_NEWGAME);
			break;

		case SM_LOAD_GAME: { // Load game, Play Scenario
			ResetGRFConfig(true);
			ResetWindowSystem();

			if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
			} else {
				if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
					/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
					EngineOverrideManager::ResetToCurrentNewGRFConfig();
				}
				/* Update the local company for a loaded game. It is either always
				 * company #1 (eg 0) or in the case of a dedicated server a spectator */
				SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
				/* Execute the game-start script */
				IConsoleCmdExec("exec scripts/game_start.scr 0");
				/* Decrease pause counter (was increased from opening load dialog) */
				DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
#ifdef ENABLE_NETWORK
				if (_network_server) {
					seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
				}
#endif /* ENABLE_NETWORK */
			}
			break;
		}

		case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
#ifdef ENABLE_NETWORK
			if (_network_server) {
				seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
			}
#endif /* ENABLE_NETWORK */
			MakeNewGame(true, true);
			break;

		case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
			SetLocalCompany(OWNER_NONE);

			GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
			MarkWholeScreenDirty();
			break;

		case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
			if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
				SetLocalCompany(OWNER_NONE);
				_settings_newgame.game_creation.starting_year = _cur_year;
				/* Cancel the saveload pausing */
				DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
			} else {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
			}
			break;
		}

		case SM_MENU: // Switch to game intro menu
			LoadIntroGame();
			if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
				ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
				BaseSounds::ini_set = stredup(BaseSounds::GetUsedSet()->name);
			}
			break;

		case SM_SAVE_GAME: // Save game.
			/* Make network saved games on pause compatible to singleplayer */
			if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
			} else {
				DeleteWindowById(WC_SAVELOAD, 0);
			}
			break;

		case SM_SAVE_HEIGHTMAP: // Save heightmap.
			MakeHeightmapScreenshot(_file_to_saveload.name);
			DeleteWindowById(WC_SAVELOAD, 0);
			break;

		case SM_GENRANDLAND: // Generate random land within scenario editor
			SetLocalCompany(OWNER_NONE);
			GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
			/* XXX: set date */
			MarkWholeScreenDirty();
			break;

		default: NOT_REACHED();
	}
}
Example #3
0
	virtual void OnNewGRFsScanned()
	{
		ResetGRFConfig(false);

		TarScanner::DoScan(TarScanner::SCENARIO);

		AI::Initialize();
		Game::Initialize();

		/* We want the new (correct) NewGRF count to survive the loading. */
		uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
		LoadFromConfig();
		_settings_client.gui.last_newgrf_count = last_newgrf_count;
		/* Since the default for the palette might have changed due to
		 * reading the configuration file, recalculate that now. */
		UpdateNewGRFConfigPalette();

		Game::Uninitialize(true);
		AI::Uninitialize(true);
		CheckConfig();
		LoadFromHighScore();
		LoadHotkeysFromConfig();
		WindowDesc::LoadFromConfig();

		/* We have loaded the config, so we may possibly save it. */
		*save_config_ptr = save_config;

		/* restore saved music volume */
		MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);

		if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
		if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;

#if defined(ENABLE_NETWORK)
		if (dedicated_host != NULL) {
			_network_bind_list.Clear();
			*_network_bind_list.Append() = stredup(dedicated_host);
		}
		if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
#endif /* ENABLE_NETWORK */

		/* initialize the ingame console */
		IConsoleInit();
		InitializeGUI();
		IConsoleCmdExec("exec scripts/autoexec.scr 0");

		/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
		if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();

#ifdef ENABLE_NETWORK
		if (_network_available && network_conn != NULL) {
			const char *port = NULL;
			const char *company = NULL;
			uint16 rport = NETWORK_DEFAULT_PORT;
			CompanyID join_as = COMPANY_NEW_COMPANY;

			ParseConnectionString(&company, &port, network_conn);

			if (company != NULL) {
				join_as = (CompanyID)atoi(company);

				if (join_as != COMPANY_SPECTATOR) {
					join_as--;
					if (join_as >= MAX_COMPANIES) {
						delete this;
						return;
					}
				}
			}
			if (port != NULL) rport = atoi(port);

			LoadIntroGame();
			_switch_mode = SM_NONE;
			NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
		}
#endif /* ENABLE_NETWORK */

		/* After the scan we're not used anymore. */
		delete this;
	}
Example #4
0
int ttd_main(int argc, char *argv[])
{
	int i;
	const char *optformat;
	char *musicdriver = NULL;
	char *sounddriver = NULL;
	char *videodriver = NULL;
	char *blitter = NULL;
	char *graphics_set = NULL;
	char *sounds_set = NULL;
	char *music_set = NULL;
	Dimension resolution = {0, 0};
	Year startyear = INVALID_YEAR;
	uint generation_seed = GENERATE_NEW_SEED;
	bool save_config = true;
#if defined(ENABLE_NETWORK)
	bool dedicated = false;
	bool network   = false;
	char *network_conn = NULL;
	char *debuglog_conn = NULL;
	char *dedicated_host = NULL;
	uint16 dedicated_port = 0;
	char *join_server_password = NULL;
	char *join_company_password = NULL;

	extern bool _dedicated_forks;
	_dedicated_forks = false;
#endif /* ENABLE_NETWORK */

	_game_mode = GM_MENU;
	_switch_mode = SM_MENU;
	_switch_mode_errorstr = INVALID_STRING_ID;
	_config_file = NULL;

	/* The last param of the following function means this:
	 *   a letter means: it accepts that param (e.g.: -h)
	 *   a ':' behind it means: it need a param (e.g.: -m<driver>)
	 *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
	optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
		"f"
#endif
	;

	MyGetOptData mgo(argc - 1, argv + 1, optformat);

	while ((i = MyGetOpt(&mgo)) != -1) {
		switch (i) {
		case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
		case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
		case 'M': free(music_set); music_set = strdup(mgo.opt); break;
		case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
		case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
		case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
		case 'b': free(blitter); blitter = strdup(mgo.opt); break;
#if defined(ENABLE_NETWORK)
		case 'D':
			free(musicdriver);
			free(sounddriver);
			free(videodriver);
			free(blitter);
			musicdriver = strdup("null");
			sounddriver = strdup("null");
			videodriver = strdup("dedicated");
			blitter = strdup("null");
			dedicated = true;
			SetDebugString("net=6");
			if (mgo.opt != NULL) {
				/* Use the existing method for parsing (openttd -n).
				 * However, we do ignore the #company part. */
				const char *temp = NULL;
				const char *port = NULL;
				ParseConnectionString(&temp, &port, mgo.opt);
				if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
				if (port != NULL) dedicated_port = atoi(port);
			}
			break;
		case 'f': _dedicated_forks = true; break;
		case 'n':
			network = true;
			network_conn = mgo.opt; // optional IP parameter, NULL if unset
			break;
		case 'l':
			debuglog_conn = mgo.opt;
			break;
		case 'p':
			join_server_password = mgo.opt;
			break;
		case 'P':
			join_company_password = mgo.opt;
			break;
#endif /* ENABLE_NETWORK */
		case 'r': ParseResolution(&resolution, mgo.opt); break;
		case 't': startyear = atoi(mgo.opt); break;
		case 'd': {
#if defined(WIN32)
				CreateConsole();
#endif
				if (mgo.opt != NULL) SetDebugString(mgo.opt);
				break;
			}
		case 'e': _switch_mode = SM_EDITOR; break;
		case 'i':
			/* there is an argument, it is not empty, and it is exactly 1 char long */
			if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
				_use_palette = (PaletteType)(mgo.opt[0] - '0');
				if (_use_palette <= MAX_PAL) break;
			}
			usererror("Valid value for '-i' is 0, 1 or 2");
		case 'g':
			if (mgo.opt != NULL) {
				strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
				_switch_mode = SM_LOAD;
				_file_to_saveload.mode = SL_LOAD;

				/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
				const char *t = strrchr(_file_to_saveload.name, '.');
				if (t != NULL) {
					FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
					if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
				}

				break;
			}

			_switch_mode = SM_NEWGAME;
			/* Give a random map if no seed has been given */
			if (generation_seed == GENERATE_NEW_SEED) {
				generation_seed = InteractiveRandom();
			}
			break;
		case 'G': generation_seed = atoi(mgo.opt); break;
		case 'c': _config_file = strdup(mgo.opt); break;
		case 'x': save_config = false; break;
		case -2:
		case 'h':
			/* The next two functions are needed to list the graphics sets.
			 * We can't do them earlier because then we can't show it on
			 * the debug console as that hasn't been configured yet. */
			DeterminePaths(argv[0]);
			BaseGraphics::FindSets();
			BaseSounds::FindSets();
			BaseMusic::FindSets();
			ShowHelp();
			return 0;
		}
	}

#if defined(WINCE) && defined(_DEBUG)
	/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
	SetDebugString("4");
#endif

	DeterminePaths(argv[0]);
	BaseGraphics::FindSets();
	BaseSounds::FindSets();
	BaseMusic::FindSets();

#if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
	/* We must fork here, or we'll end up without some resources we need (like sockets) */
	if (_dedicated_forks) DedicatedFork();
#endif

	TarScanner::DoScan();
	AI::Initialize();
	LoadFromConfig();
	AI::Uninitialize(true);
	CheckConfig();
	LoadFromHighScore();
	LoadHotkeysFromConfig();

	if (resolution.width != 0) { _cur_resolution = resolution; }
	if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
	if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;

	/*
	 * The width and height must be at least 1 pixel and width times
	 * height times bytes per pixel must still fit within a 32 bits
	 * integer, even for 32 bpp video modes. This way all internal
	 * drawing routines work correctly.
	 */
	_cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
	_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);

#if defined(ENABLE_NETWORK)
	if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
	if (dedicated_host) {
		_network_bind_list.Clear();
		*_network_bind_list.Append() = strdup(dedicated_host);
	}
	if (dedicated_port) _settings_client.network.server_port = dedicated_port;
	if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#endif /* ENABLE_NETWORK */

	/* enumerate language files */
	InitializeLanguagePacks();

	/* initialize screenshot formats */
	InitializeScreenshotFormats();

	/* Initialize FreeType */
	InitFreeType();

	/* This must be done early, since functions use the SetWindowDirty* calls */
	InitWindowSystem();

	/* Look for the sounds before the graphics. Otherwise none would be set and
	 * the first initialisation of the video happens on the wrong data. Now it
	 * can do the first initialisation right. */
	if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
	if (!BaseSounds::SetSet(sounds_set)) {
		StrEmpty(sounds_set) ?
			usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
			usererror("Failed to select requested sounds set '%s'", sounds_set);
	}
	free(sounds_set);

	if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
	if (!BaseGraphics::SetSet(graphics_set)) {
		StrEmpty(graphics_set) ?
			usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
			usererror("Failed to select requested graphics set '%s'", graphics_set);
	}
	free(graphics_set);

	if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
	if (!BaseMusic::SetSet(music_set)) {
		StrEmpty(music_set) ?
			usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
			usererror("Failed to select requested music set '%s'", music_set);
	}
	free(music_set);

	/* Initialize game palette */
	GfxInitPalettes();

	DEBUG(misc, 1, "Loading blitter...");
	if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
	if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
		StrEmpty(blitter) ?
			usererror("Failed to autoprobe blitter") :
			usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
	}
	free(blitter);

	DEBUG(driver, 1, "Loading drivers...");

	if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
	_sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
	if (_sound_driver == NULL) {
		StrEmpty(sounddriver) ?
			usererror("Failed to autoprobe sound driver") :
			usererror("Failed to select requested sound driver '%s'", sounddriver);
	}
	free(sounddriver);

	if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
	_video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
	if (_video_driver == NULL) {
		StrEmpty(videodriver) ?
			usererror("Failed to autoprobe video driver") :
			usererror("Failed to select requested video driver '%s'", videodriver);
	}
	free(videodriver);

	if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
	_music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
	if (_music_driver == NULL) {
		StrEmpty(musicdriver) ?
			usererror("Failed to autoprobe music driver") :
			usererror("Failed to select requested music driver '%s'", musicdriver);
	}
	free(musicdriver);

	/* Initialize the zoom level of the screen to normal */
	_screen.zoom = ZOOM_LVL_NORMAL;

	/* restore saved music volume */
	_music_driver->SetVolume(_msf.music_vol);

	NetworkStartUp(); // initialize network-core

#if defined(ENABLE_NETWORK)
	if (debuglog_conn != NULL && _network_available) {
		const char *not_used = NULL;
		const char *port = NULL;
		uint16 rport;

		rport = NETWORK_DEFAULT_DEBUGLOG_PORT;

		ParseConnectionString(&not_used, &port, debuglog_conn);
		if (port != NULL) rport = atoi(port);

		NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
	}
#endif /* ENABLE_NETWORK */

	ScanNewGRFFiles();

	ResetGRFConfig(false);

	/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
	if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();

	/* initialize the ingame console */
	IConsoleInit();
	_cursor.in_window = true;
	InitializeGUI();
	IConsoleCmdExec("exec scripts/autoexec.scr 0");

	/* Take our initial lock on whatever we might want to do! */
	_genworld_paint_mutex->BeginCritical();
	_genworld_mapgen_mutex->BeginCritical();

	GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
	WaitTillGeneratedWorld();

	CheckForMissingGlyphsInLoadedLanguagePack();

#ifdef ENABLE_NETWORK
	if (network && _network_available) {
		if (network_conn != NULL) {
			const char *port = NULL;
			const char *company = NULL;
			uint16 rport = NETWORK_DEFAULT_PORT;
			CompanyID join_as = COMPANY_NEW_COMPANY;

			ParseConnectionString(&company, &port, network_conn);

			if (company != NULL) {
				join_as = (CompanyID)atoi(company);

				if (join_as != COMPANY_SPECTATOR) {
					join_as--;
					if (join_as >= MAX_COMPANIES) return false;
				}
			}
			if (port != NULL) rport = atoi(port);

			LoadIntroGame();
			_switch_mode = SM_NONE;
			NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
		}
	}
#endif /* ENABLE_NETWORK */

	_video_driver->MainLoop();

	WaitTillSaved();

	/* only save config if we have to */
	if (save_config) {
		SaveToConfig();
		SaveHotkeysToConfig();
		SaveToHighScore();
	}

	/* Reset windowing system, stop drivers, free used memory, ... */
	ShutdownGame();

	free(const_cast<char *>(BaseGraphics::ini_set));
	free(const_cast<char *>(BaseSounds::ini_set));
	free(const_cast<char *>(BaseMusic::ini_set));
	free(_ini_musicdriver);
	free(_ini_sounddriver);
	free(_ini_videodriver);
	free(_ini_blitter);

	return 0;
}