/** * Runs various procedures that have to be done yearly */ static void OnNewYear() { CompaniesYearlyLoop(); VehiclesYearlyLoop(); TownsYearlyLoop(); InvalidateWindowClassesData(WC_BUILD_STATION); #ifdef ENABLE_NETWORK if (_network_server) NetworkServerYearlyLoop(); #endif /* ENABLE_NETWORK */ if (_cur_year == _settings_client.gui.semaphore_build_before) ResetSignalVariant(); /* check if we reached end of the game */ if (_cur_year == ORIGINAL_END_YEAR) { ShowEndGameChart(); /* check if we reached the maximum year, decrement dates by a year */ } else if (_cur_year == MAX_YEAR + 1) { Vehicle *v; uint days_this_year; _cur_year--; days_this_year = IsLeapYear(_cur_year) ? DAYS_IN_LEAP_YEAR : DAYS_IN_YEAR; _date -= days_this_year; FOR_ALL_VEHICLES(v) v->date_of_last_service -= days_this_year; #ifdef ENABLE_NETWORK /* Because the _date wraps here, and text-messages expire by game-days, we have to clean out * all of them if the date is set back, else those messages will hang for ever */ NetworkInitChatMessage(); #endif /* ENABLE_NETWORK */ } if (_settings_client.gui.auto_euro) CheckSwitchToEuro(); }
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(); }