/** * Load the introduction game. * @param load_newgrfs Whether to load the NewGRFs or not. */ static void LoadIntroGame(bool load_newgrfs = true) { _game_mode = GM_MENU; if (load_newgrfs) ResetGRFConfig(false); /* Setup main window */ ResetWindowSystem(); SetupColoursAndInitialWindow(); /* Load the default opening screen savegame */ if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) { GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world. WaitTillGeneratedWorld(); SetLocalCompany(COMPANY_SPECTATOR); } else { SetLocalCompany(COMPANY_FIRST); } _pause_mode = PM_UNPAUSED; _cursor.fix_at = false; CheckForMissingGlyphs(); MusicLoop(); // ensure music is correct }
/** * State controlling game loop. * The state must not be changed from anywhere but here. * That check is enforced in DoCommand. */ void StateGameLoop() { /* don't execute the state loop during pause */ if (_pause_mode != PM_UNPAUSED) { UpdateLandscapingLimits(); #ifndef DEBUG_DUMP_COMMANDS Game::GameLoop(); #endif CallWindowTickEvent(); return; } if (HasModalProgress()) return; Layouter::ReduceLineCache(); if (_game_mode == GM_EDITOR) { BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP); RunTileLoop(); CallVehicleTicks(); CallLandscapeTick(); BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP); UpdateLandscapingLimits(); CallWindowTickEvent(); NewsLoop(); } else { if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) { /* Save the desync savegame if needed. */ char name[MAX_PATH]; seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date); SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false); } CheckCaches(); /* All these actions has to be done from OWNER_NONE * for multiplayer compatibility */ Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP); AnimateAnimatedTiles(); IncreaseDate(); RunTileLoop(); CallVehicleTicks(); CallLandscapeTick(); BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP); #ifndef DEBUG_DUMP_COMMANDS AI::GameLoop(); Game::GameLoop(); #endif UpdateLandscapingLimits(); CallWindowTickEvent(); NewsLoop(); cur_company.Restore(); } assert(IsLocalCompany()); }
static void LoadIntroGame() { _game_mode = GM_MENU; ResetGRFConfig(false); /* Setup main window */ ResetWindowSystem(); SetupColoursAndInitialWindow(); /* Load the default opening screen savegame */ if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) { GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world. WaitTillGeneratedWorld(); SetLocalCompany(COMPANY_SPECTATOR); } else { SetLocalCompany(COMPANY_FIRST); } _pause_mode = PM_UNPAUSED; _cursor.fix_at = false; CheckForMissingSprites(); CheckForMissingGlyphsInLoadedLanguagePack(); /* Play main theme */ if (_music_driver->IsSongPlaying()) ResetMusic(); }
/** * Create an autosave. The default name is "autosave#.sav". However with * the setting 'keep_all_autosave' the name defaults to company-name + date */ static void DoAutosave() { char buf[MAX_PATH]; #if defined(PSP) /* Autosaving in networking is too time expensive for the PSP */ if (_networking) return; #endif /* PSP */ if (_settings_client.gui.keep_all_autosave) { GenerateDefaultSaveName(buf, lastof(buf)); strecat(buf, ".sav", lastof(buf)); } else { static int _autosave_ctr = 0; /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */ snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr); if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0; } DEBUG(sl, 2, "Autosaving to '%s'", buf); if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) { ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR); } }
/** * State controlling game loop. * The state must not be changed from anywhere but here. * That check is enforced in DoCommand. */ void StateGameLoop() { /* dont execute the state loop during pause */ if (_pause_mode != PM_UNPAUSED) { UpdateLandscapingLimits(); Game::GameLoop(); CallWindowTickEvent(); return; } if (HasModalProgress()) return; ClearStorageChanges(false); if (_game_mode == GM_EDITOR) { RunTileLoop(); CallVehicleTicks(); CallLandscapeTick(); ClearStorageChanges(true); UpdateLandscapingLimits(); CallWindowTickEvent(); NewsLoop(); } else { if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) { /* Save the desync savegame if needed. */ char name[MAX_PATH]; snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date); SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false); } CheckCaches(); /* All these actions has to be done from OWNER_NONE * for multiplayer compatibility */ Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); AnimateAnimatedTiles(); IncreaseDate(); RunTileLoop(); CallVehicleTicks(); CallLandscapeTick(); ClearStorageChanges(true); AI::GameLoop(); Game::GameLoop(); UpdateLandscapingLimits(); CallWindowTickEvent(); NewsLoop(); cur_company.Restore(); } assert(IsLocalCompany()); }
/** * Load the specified savegame but on error do different things. * If loading fails due to corrupt savegame, bad version, etc. go back to * a previous correct state. In the menu for example load the intro game again. * @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD * @param newgm switch to this mode of loading fails due to some unknown error * @param filename file to be loaded * @param subdir default directory to look for filename, set to 0 if not needed * @param lf Load filter to use, if NULL: use filename + subdir. */ bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL) { assert(fop == SLO_LOAD); assert(dft == DFT_GAME_FILE || (lf == NULL && dft == DFT_OLD_GAME_FILE)); GameMode ogm = _game_mode; _game_mode = newgm; switch (lf == NULL ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) { case SL_OK: return true; case SL_REINIT: #ifdef ENABLE_NETWORK if (_network_dedicated) { /* * We need to reinit a network map... * We can't simply load the intro game here as that game has many * special cases which make clients desync immediately. So we fall * back to just generating a new game with the current settings. */ DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!"); MakeNewGame(false, true); return false; } if (_network_server) { /* We can't load the intro game as server, so disconnect first. */ NetworkDisconnect(); } #endif /* ENABLE_NETWORK */ switch (ogm) { default: case GM_MENU: LoadIntroGame(); break; case GM_EDITOR: MakeNewEditorWorld(); break; } return false; default: _game_mode = ogm; return false; } }
/** * Create an autosave. The default name is "autosave#.sav". However with * the setting 'keep_all_autosave' the name defaults to company-name + date */ static void DoAutosave() { char buf[MAX_PATH]; if (_settings_client.gui.keep_all_autosave) { GenerateDefaultSaveName(buf, lastof(buf)); strecat(buf, ".sav", lastof(buf)); } else { static int _autosave_ctr = 0; /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */ seprintf(buf, lastof(buf), "autosave%d.sav", _autosave_ctr); if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0; } DEBUG(sl, 2, "Autosaving to '%s'", buf); if (SaveOrLoad(buf, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) { ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR); } }
/** * Main entry point for this lovely game. * @param argc The number of arguments passed to this game. * @param argv The values of the arguments. * @return 0 when there is no error. */ int openttd_main(int argc, char *argv[]) { 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}; /* AfterNewGRFScan sets save_config to true after scanning completed. */ bool save_config = false; AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config); #if defined(ENABLE_NETWORK) bool dedicated = false; char *debuglog_conn = NULL; extern bool _dedicated_forks; _dedicated_forks = false; #endif /* ENABLE_NETWORK */ _game_mode = GM_MENU; _switch_mode = SM_MENU; _config_file = NULL; GetOptData mgo(argc - 1, argv + 1, _options); int ret = 0; int i; while ((i = mgo.GetOpt()) != -1) { switch (i) { case 'I': free(graphics_set); graphics_set = stredup(mgo.opt); break; case 'S': free(sounds_set); sounds_set = stredup(mgo.opt); break; case 'M': free(music_set); music_set = stredup(mgo.opt); break; case 'm': free(musicdriver); musicdriver = stredup(mgo.opt); break; case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break; case 'v': free(videodriver); videodriver = stredup(mgo.opt); break; case 'b': free(blitter); blitter = stredup(mgo.opt); break; #if defined(ENABLE_NETWORK) case 'D': free(musicdriver); free(sounddriver); free(videodriver); free(blitter); musicdriver = stredup("null"); sounddriver = stredup("null"); videodriver = stredup("dedicated"); blitter = stredup("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)) scanner->dedicated_host = mgo.opt; if (port != NULL) scanner->dedicated_port = atoi(port); } break; case 'f': _dedicated_forks = true; break; case 'n': scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset break; case 'l': debuglog_conn = mgo.opt; break; case 'p': scanner->join_server_password = mgo.opt; break; case 'P': scanner->join_company_password = mgo.opt; break; #endif /* ENABLE_NETWORK */ case 'r': ParseResolution(&resolution, mgo.opt); break; case 't': scanner->startyear = atoi(mgo.opt); break; case 'd': { #if defined(WIN32) CreateConsole(); #endif if (mgo.opt != NULL) SetDebugString(mgo.opt); break; } case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break; case 'g': if (mgo.opt != NULL) { _file_to_saveload.SetName(mgo.opt); bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO; _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME; _file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE); /* 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(SLO_LOAD, _file_to_saveload.name, t, NULL, NULL); if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft); } break; } _switch_mode = SM_NEWGAME; /* Give a random map if no seed has been given */ if (scanner->generation_seed == GENERATE_NEW_SEED) { scanner->generation_seed = InteractiveRandom(); } break; case 'q': { DeterminePaths(argv[0]); if (StrEmpty(mgo.opt)) { ret = 1; goto exit_noshutdown; } char title[80]; title[0] = '\0'; FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title)); _load_check_data.Clear(); SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false); if (res != SL_OK || _load_check_data.HasErrors()) { fprintf(stderr, "Failed to open savegame\n"); if (_load_check_data.HasErrors()) { char buf[256]; SetDParamStr(0, _load_check_data.error_data); GetString(buf, _load_check_data.error, lastof(buf)); fprintf(stderr, "%s\n", buf); } goto exit_noshutdown; } WriteSavegameInfo(title); goto exit_noshutdown; } case 'G': scanner->generation_seed = atoi(mgo.opt); break; case 'c': free(_config_file); _config_file = stredup(mgo.opt); break; case 'x': scanner->save_config = false; break; case 'h': i = -2; // Force printing of help. break; } if (i == -2) break; } if (i == -2 || mgo.numleft > 0) { /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments. * In all cases, print the help, and exit. * * The next two functions are needed to list the graphics sets. We can't do them earlier * because then we cannot show it on the debug console as that hasn't been configured yet. */ DeterminePaths(argv[0]); TarScanner::DoScan(TarScanner::BASESET); BaseGraphics::FindSets(); BaseSounds::FindSets(); BaseMusic::FindSets(); ShowHelp(); goto exit_noshutdown; } DeterminePaths(argv[0]); TarScanner::DoScan(TarScanner::BASESET); #if defined(ENABLE_NETWORK) if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision); if (_dedicated_forks && !dedicated) _dedicated_forks = false; #if 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 #endif LoadFromConfig(true); if (resolution.width != 0) _cur_resolution = resolution; /* * 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); /* Assume the cursor starts within the game as not all video drivers * get an event that the cursor is within the window when it is opened. * Saying the cursor is there makes no visible difference as it would * just be out of the bounds of the window. */ _cursor.in_window = true; /* enumerate language files */ InitializeLanguagePacks(); /* Initialize the regular font for FreeType */ InitFreeType(false); /* This must be done early, since functions use the SetWindowDirty* calls */ InitWindowSystem(); BaseGraphics::FindSets(); if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = stredup(BaseGraphics::ini_set); if (!BaseGraphics::SetSet(graphics_set)) { if (!StrEmpty(graphics_set)) { BaseGraphics::SetSet(NULL); ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND); msg.SetDParamStr(0, graphics_set); ScheduleErrorMessage(msg); } } free(graphics_set); /* Initialize game palette */ GfxInitPalettes(); DEBUG(misc, 1, "Loading blitter..."); if (blitter == NULL && _ini_blitter != NULL) blitter = stredup(_ini_blitter); _blitter_autodetected = StrEmpty(blitter); /* Activate the initial blitter. * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one. * - Never guess anything, if the user specified a blitter. (_blitter_autodetected) * - Use 32bpp blitter if baseset or 8bpp-support settings says so. * - Use 8bpp blitter otherwise. */ if (!_blitter_autodetected || (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) || BlitterFactory::SelectBlitter("32bpp-anim") == NULL) { if (BlitterFactory::SelectBlitter(blitter) == NULL) { StrEmpty(blitter) ? usererror("Failed to autoprobe blitter") : usererror("Failed to select requested blitter '%s'; does it exist?", blitter); } } free(blitter); if (videodriver == NULL && _ini_videodriver != NULL) videodriver = stredup(_ini_videodriver); DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO); free(videodriver); InitializeSpriteSorter(); /* Initialize the zoom level of the screen to normal */ _screen.zoom = ZOOM_LVL_NORMAL; 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(¬_used, &port, debuglog_conn); if (port != NULL) rport = atoi(port); NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport)); } #endif /* ENABLE_NETWORK */ if (!HandleBootstrap()) { ShutdownGame(); goto exit_bootstrap; } VideoDriver::GetInstance()->ClaimMousePointer(); /* initialize screenshot formats */ InitializeScreenshotFormats(); BaseSounds::FindSets(); if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = stredup(BaseSounds::ini_set); if (!BaseSounds::SetSet(sounds_set)) { if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) { usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of README.md."); } else { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND); msg.SetDParamStr(0, sounds_set); ScheduleErrorMessage(msg); } } free(sounds_set); BaseMusic::FindSets(); if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = stredup(BaseMusic::ini_set); if (!BaseMusic::SetSet(music_set)) { if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) { usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of README.md."); } else { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND); msg.SetDParamStr(0, music_set); ScheduleErrorMessage(msg); } } free(music_set); if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = stredup(_ini_sounddriver); DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND); free(sounddriver); if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = stredup(_ini_musicdriver); DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC); free(musicdriver); /* Take our initial lock on whatever we might want to do! */ _modal_progress_paint_mutex->BeginCritical(); _modal_progress_work_mutex->BeginCritical(); GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy WaitTillGeneratedWorld(); LoadIntroGame(false); CheckForMissingGlyphs(); /* ScanNewGRFFiles now has control over the scanner. */ ScanNewGRFFiles(scanner); scanner = NULL; VideoDriver::GetInstance()->MainLoop(); WaitTillSaved(); /* only save config if we have to */ if (save_config) { SaveToConfig(); SaveHotkeysToConfig(); WindowDesc::SaveToConfig(); SaveToHighScore(); } /* Reset windowing system, stop drivers, free used memory, ... */ ShutdownGame(); goto exit_normal; exit_noshutdown: /* These three are normally freed before bootstrap. */ free(graphics_set); free(videodriver); free(blitter); exit_bootstrap: /* These are normally freed before exit, but after bootstrap. */ free(sounds_set); free(music_set); free(musicdriver); free(sounddriver); exit_normal: free(BaseGraphics::ini_set); free(BaseSounds::ini_set); free(BaseMusic::ini_set); free(_ini_musicdriver); free(_ini_sounddriver); free(_ini_videodriver); free(_ini_blitter); delete scanner; #ifdef ENABLE_NETWORK extern FILE *_log_fd; if (_log_fd != NULL) { fclose(_log_fd); } #endif /* ENABLE_NETWORK */ return ret; }
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(); } }
/** * The internal, real, generate function. */ static void _GenerateWorld(void *) { /* Make sure everything is done via OWNER_NONE. */ Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE); try { _generating_world = true; _modal_progress_work_mutex->BeginCritical(); if (_network_dedicated) DEBUG(net, 1, "Generating map, please wait..."); /* Set the Random() seed to generation_seed so we produce the same map with the same seed */ if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom(); _random.SetSeed(_settings_game.game_creation.generation_seed); SetGeneratingWorldProgress(GWP_MAP_INIT, 2); SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0); BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP); IncreaseGeneratingWorldProgress(GWP_MAP_INIT); /* Must start economy early because of the costs. */ StartupEconomy(); /* Don't generate landscape items when in the scenario editor. */ if (_gw.mode == GWM_EMPTY) { SetGeneratingWorldProgress(GWP_OBJECT, 1); /* Make sure the tiles at the north border are void tiles if needed. */ if (_settings_game.construction.freeform_edges) { for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row)); for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0)); } /* Make the map the height of the setting */ if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height); ConvertGroundTilesIntoWaterTiles(); IncreaseGeneratingWorldProgress(GWP_OBJECT); } else { GenerateLandscape(_gw.mode); GenerateClearTile(); /* only generate towns, tree and industries in newgame mode. */ if (_game_mode != GM_EDITOR) { if (!GenerateTowns(_settings_game.economy.town_layout)) { _cur_company.Restore(); HandleGeneratingWorldAbortion(); return; } GenerateIndustries(); GenerateObjects(); GenerateTrees(); } } /* These are probably pointless when inside the scenario editor. */ SetGeneratingWorldProgress(GWP_GAME_INIT, 3); StartupCompanies(); IncreaseGeneratingWorldProgress(GWP_GAME_INIT); StartupEngines(); IncreaseGeneratingWorldProgress(GWP_GAME_INIT); StartupDisasters(); _generating_world = false; /* No need to run the tile loop in the scenario editor. */ if (_gw.mode != GWM_EMPTY) { uint i; SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500); for (i = 0; i < 0x500; i++) { RunTileLoop(); _tick_counter++; IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP); } if (_game_mode != GM_EDITOR) { Game::StartNew(); if (Game::GetInstance() != NULL) { SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500); _generating_world = true; for (i = 0; i < 2500; i++) { Game::GameLoop(); IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT); if (Game::GetInstance()->IsSleeping()) break; } _generating_world = false; } } } BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP); ResetObjectToPlace(); _cur_company.Trash(); _current_company = _local_company = _gw.lc; SetGeneratingWorldProgress(GWP_GAME_START, 1); /* Call any callback */ if (_gw.proc != NULL) _gw.proc(); IncreaseGeneratingWorldProgress(GWP_GAME_START); CleanupGeneration(); _modal_progress_work_mutex->EndCritical(); ShowNewGRFError(); if (_network_dedicated) DEBUG(net, 1, "Map generated, starting game"); DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed); if (_debug_desync_level > 0) { char name[MAX_PATH]; seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date); SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false); } } catch (...) { BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true); if (_cur_company.IsValid()) _cur_company.Restore(); _generating_world = false; _modal_progress_work_mutex->EndCritical(); throw; } }
virtual void OnClick(Point pt, int widget, int click_count) { switch (widget) { case SLWW_SORT_BYNAME: // Sort save names by name _savegame_sort_order = (_savegame_sort_order == SORT_BY_NAME) ? SORT_BY_NAME | SORT_DESCENDING : SORT_BY_NAME; _savegame_sort_dirty = true; this->SetDirty(); break; case SLWW_SORT_BYDATE: // Sort save names by date _savegame_sort_order = (_savegame_sort_order == SORT_BY_DATE) ? SORT_BY_DATE | SORT_DESCENDING : SORT_BY_DATE; _savegame_sort_dirty = true; this->SetDirty(); break; case SLWW_HOME_BUTTON: // OpenTTD 'button', jumps to OpenTTD directory FiosBrowseTo(&o_dir); this->InvalidateData(); break; case SLWW_LOAD_BUTTON: if (this->selected != NULL && !_load_check_data.HasErrors()) { _switch_mode = (_game_mode == GM_EDITOR) ? SM_LOAD_SCENARIO : SM_LOAD; const char *name = FiosBrowseTo(this->selected); SetFiosType(this->selected->type); strecpy(_file_to_saveload.name, name, lastof(_file_to_saveload.name)); strecpy(_file_to_saveload.title, this->selected->title, lastof(_file_to_saveload.title)); delete this; } break; case SLWW_NEWGRF_INFO: if (_load_check_data.HasNewGrfs()) { ShowNewGRFSettings(false, false, false, &_load_check_data.grfconfig); } break; case SLWW_DRIVES_DIRECTORIES_LIST: { // Click the listbox int y = (pt.y - this->GetWidget<NWidgetBase>(SLWW_DRIVES_DIRECTORIES_LIST)->pos_y - WD_FRAMERECT_TOP) / this->resize.step_height; if (y < 0 || (y += this->vscroll.GetPosition()) >= this->vscroll.GetCount()) return; const FiosItem *file = _fios_items.Get(y); const char *name = FiosBrowseTo(file); if (name != NULL) { if (click_count == 1) { if (this->selected != file) { this->selected = file; _load_check_data.Clear(); if (file->type == FIOS_TYPE_FILE || file->type == FIOS_TYPE_SCENARIO) { SaveOrLoad(name, SL_LOAD_CHECK, NO_DIRECTORY, false); } this->InvalidateData(1); } if (_saveload_mode == SLD_SAVE_GAME || _saveload_mode == SLD_SAVE_SCENARIO) { /* Copy clicked name to editbox */ ttd_strlcpy(this->text.buf, file->title, this->text.maxsize); UpdateTextBufferSize(&this->text); this->SetWidgetDirty(SLWW_SAVE_OSK_TITLE); } } else if (!_load_check_data.HasErrors()) { this->selected = file; if (_saveload_mode == SLD_LOAD_GAME || _saveload_mode == SLD_LOAD_SCENARIO) { this->OnClick(pt, SLWW_LOAD_BUTTON, 1); } else if (_saveload_mode == SLD_LOAD_HEIGHTMAP) { SetFiosType(file->type); strecpy(_file_to_saveload.name, name, lastof(_file_to_saveload.name)); strecpy(_file_to_saveload.title, file->title, lastof(_file_to_saveload.title)); delete this; ShowHeightmapLoad(); } } } else { /* Changed directory, need refresh. */ this->InvalidateData(); } break; } case SLWW_CONTENT_DOWNLOAD: if (!_network_available) { ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR); } else { #if defined(ENABLE_NETWORK) switch (_saveload_mode) { default: NOT_REACHED(); case SLD_LOAD_SCENARIO: ShowNetworkContentListWindow(NULL, CONTENT_TYPE_SCENARIO); break; case SLD_LOAD_HEIGHTMAP: ShowNetworkContentListWindow(NULL, CONTENT_TYPE_HEIGHTMAP); break; } #endif } break; case SLWW_DELETE_SELECTION: case SLWW_SAVE_GAME: // Delete, Save game break; } }
virtual void OnClick(Point pt, int widget, int click_count) { switch (widget) { case WID_SL_SORT_BYNAME: // Sort save names by name _savegame_sort_order = (_savegame_sort_order == SORT_BY_NAME) ? SORT_BY_NAME | SORT_DESCENDING : SORT_BY_NAME; _savegame_sort_dirty = true; this->SetDirty(); break; case WID_SL_SORT_BYDATE: // Sort save names by date _savegame_sort_order = (_savegame_sort_order == SORT_BY_DATE) ? SORT_BY_DATE | SORT_DESCENDING : SORT_BY_DATE; _savegame_sort_dirty = true; this->SetDirty(); break; case WID_SL_HOME_BUTTON: // OpenTTD 'button', jumps to OpenTTD directory FiosBrowseTo(&o_dir); this->InvalidateData(); break; case WID_SL_LOAD_BUTTON: if (this->selected != NULL && !_load_check_data.HasErrors() && (_load_check_data.grf_compatibility != GLC_NOT_FOUND || _settings_client.gui.UserIsAllowedToChangeNewGRFs())) { _switch_mode = (_game_mode == GM_EDITOR) ? SM_LOAD_SCENARIO : SM_LOAD_GAME; const char *name = FiosBrowseTo(this->selected); SetFiosType(this->selected->type); strecpy(_file_to_saveload.name, name, lastof(_file_to_saveload.name)); strecpy(_file_to_saveload.title, this->selected->title, lastof(_file_to_saveload.title)); ClearErrorMessages(); delete this; } break; case WID_SL_NEWGRF_INFO: if (_load_check_data.HasNewGrfs()) { ShowNewGRFSettings(false, false, false, &_load_check_data.grfconfig); } break; case WID_SL_MISSING_NEWGRFS: if (!_network_available) { ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR); } else { #if defined(ENABLE_NETWORK) ShowMissingContentWindow(_load_check_data.grfconfig); #endif } break; case WID_SL_DRIVES_DIRECTORIES_LIST: { // Click the listbox int y = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_SL_DRIVES_DIRECTORIES_LIST, WD_FRAMERECT_TOP); if (y == INT_MAX) return; const FiosItem *file = _fios_items.Get(y); const char *name = FiosBrowseTo(file); if (name != NULL) { if (click_count == 1) { if (this->selected != file) { this->selected = file; _load_check_data.Clear(); if (file->type == FIOS_TYPE_FILE || file->type == FIOS_TYPE_SCENARIO) { SaveOrLoad(name, SL_LOAD_CHECK, NO_DIRECTORY, false); } this->InvalidateData(1); } if (_saveload_mode == SLD_SAVE_GAME || _saveload_mode == SLD_SAVE_SCENARIO || _saveload_mode == SLD_SAVE_HEIGHTMAP) { /* Copy clicked name to editbox */ this->filename_editbox.text.Assign(file->title); this->SetWidgetDirty(WID_SL_SAVE_OSK_TITLE); } } else if (!_load_check_data.HasErrors()) { this->selected = file; if (_saveload_mode == SLD_LOAD_GAME || _saveload_mode == SLD_LOAD_SCENARIO) { this->OnClick(pt, WID_SL_LOAD_BUTTON, 1); } else if (_saveload_mode == SLD_LOAD_HEIGHTMAP) { SetFiosType(file->type); strecpy(_file_to_saveload.name, name, lastof(_file_to_saveload.name)); strecpy(_file_to_saveload.title, file->title, lastof(_file_to_saveload.title)); delete this; ShowHeightmapLoad(); } } } else { /* Changed directory, need refresh. */ this->InvalidateData(); } break; } case WID_SL_CONTENT_DOWNLOAD: if (!_network_available) { ShowErrorMessage(STR_NETWORK_ERROR_NOTAVAILABLE, INVALID_STRING_ID, WL_ERROR); } else { #if defined(ENABLE_NETWORK) switch (_saveload_mode) { default: NOT_REACHED(); case SLD_LOAD_SCENARIO: ShowNetworkContentListWindow(NULL, CONTENT_TYPE_SCENARIO); break; case SLD_LOAD_HEIGHTMAP: ShowNetworkContentListWindow(NULL, CONTENT_TYPE_HEIGHTMAP); break; } #endif } break; case WID_SL_DELETE_SELECTION: // Delete break; case WID_SL_SAVE_GAME: // Save game /* Note, this is also called via the OSK; and we need to lower the button. */ this->HandleButtonClick(WID_SL_SAVE_GAME); break; } }