mirror of https://github.com/OpenTTD/OpenTTD
(svn r12921) -Codechange: coding style fixes and documentation updates.
parent
a870a66877
commit
1d01390fa6
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src/openttd.cpp
220
src/openttd.cpp
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@ -101,10 +101,11 @@ extern Player* DoStartupNewPlayer(bool is_ai);
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extern void ShowOSErrorBox(const char *buf);
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extern void InitializeRailGUI();
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/* TODO: usrerror() for errors which are not of an internal nature but
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* caused by the user, i.e. missing files or fatal configuration errors.
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* Post-0.4.0 since Celestar doesn't want this in SVN before. --pasky */
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/**
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* Error handling for fatal errors.
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* @param s the string to print.
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* @note Does NEVER return.
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*/
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void CDECL error(const char *s, ...)
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{
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va_list va;
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@ -121,6 +122,10 @@ void CDECL error(const char *s, ...)
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exit(1);
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}
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/**
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* Shows some information on the console/a popup box depending on the OS.
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* @param str the text to show.
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*/
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void CDECL ShowInfoF(const char *str, ...)
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{
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va_list va;
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@ -131,13 +136,16 @@ void CDECL ShowInfoF(const char *str, ...)
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ShowInfo(buf);
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}
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/** The current revision of OpenTTD */
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extern const char _openttd_revision[];
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static void showhelp()
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{
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char buf[4096], *p;
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p = buf;
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/**
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* Show the help message when someone passed a wrong parameter.
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*/
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static void ShowHelp()
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{
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char buf[4096];
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char *p = buf;
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p += snprintf(p, lengthof(buf), "OpenTTD %s\n", _openttd_revision);
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p = strecpy(p,
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@ -253,7 +261,12 @@ md_continue_here:;
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}
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}
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/**
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* Extract the resolution from the given string and store
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* it in the 'res' parameter.
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* @param res variable to store the resolution in.
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* @param s the string to decompose.
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*/
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static void ParseResolution(int res[2], const char *s)
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{
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const char *t = strchr(s, 'x');
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@ -430,7 +443,7 @@ int ttd_main(int argc, char *argv[])
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case 'x': save_config = false; break;
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case -2:
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case 'h':
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showhelp();
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ShowHelp();
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return 0;
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}
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}
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@ -778,7 +791,8 @@ static void StartScenario()
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* @param filename file to be loaded
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* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
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* @param newgm switch to this mode of loading fails due to some unknown error
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* @param subdir default directory to look for filename, set to 0 if not needed */
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* @param subdir default directory to look for filename, set to 0 if not needed
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*/
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bool SafeSaveOrLoad(const char *filename, int mode, int newgm, Subdirectory subdir)
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{
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byte ogm = _game_mode;
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@ -839,103 +853,103 @@ void SwitchMode(int new_mode)
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#endif /* ENABLE_NETWORK */
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switch (new_mode) {
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case SM_EDITOR: /* Switch to scenario editor */
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MakeNewEditorWorld();
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break;
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case SM_EDITOR: /* Switch to scenario editor */
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MakeNewEditorWorld();
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break;
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case SM_NEWGAME: /* New Game --> 'Random game' */
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
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}
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#endif /* ENABLE_NETWORK */
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MakeNewGame(false);
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break;
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case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
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}
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#endif /* ENABLE_NETWORK */
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StartScenario();
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break;
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case SM_LOAD: { /* Load game, Play Scenario */
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_opt_ptr = &_opt;
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ResetGRFConfig(true);
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ResetWindowSystem();
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if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
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LoadIntroGame();
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
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} else {
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/* Update the local player for a loaded game. It is either always
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* player #1 (eg 0) or in the case of a dedicated server a spectator */
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SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : PLAYER_FIRST);
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/* Decrease pause counter (was increased from opening load dialog) */
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DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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case SM_NEWGAME: /* New Game --> 'Random game' */
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
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snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
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}
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#endif /* ENABLE_NETWORK */
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}
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break;
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}
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MakeNewGame(false);
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break;
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case SM_START_HEIGHTMAP: /* Load a heightmap and start a new game from it */
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case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
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}
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if (_network_server) {
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snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
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}
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#endif /* ENABLE_NETWORK */
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MakeNewGame(true);
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break;
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StartScenario();
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break;
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case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */
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SetLocalPlayer(OWNER_NONE);
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GenerateWorld(GW_HEIGHTMAP, 1 << _patches.map_x, 1 << _patches.map_y);
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MarkWholeScreenDirty();
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break;
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case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
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if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
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case SM_LOAD: { /* Load game, Play Scenario */
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_opt_ptr = &_opt;
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ResetGRFConfig(true);
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ResetWindowSystem();
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if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
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LoadIntroGame();
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
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} else {
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/* Update the local player for a loaded game. It is either always
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* player #1 (eg 0) or in the case of a dedicated server a spectator */
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SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : PLAYER_FIRST);
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/* Decrease pause counter (was increased from opening load dialog) */
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DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
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}
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#endif /* ENABLE_NETWORK */
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}
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break;
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}
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case SM_START_HEIGHTMAP: /* Load a heightmap and start a new game from it */
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#ifdef ENABLE_NETWORK
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if (_network_server) {
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snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
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}
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#endif /* ENABLE_NETWORK */
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MakeNewGame(true);
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break;
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case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */
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SetLocalPlayer(OWNER_NONE);
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_patches_newgame.starting_year = _cur_year;
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} else {
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
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GenerateWorld(GW_HEIGHTMAP, 1 << _patches.map_x, 1 << _patches.map_y);
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MarkWholeScreenDirty();
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break;
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case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
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if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
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_opt_ptr = &_opt;
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SetLocalPlayer(OWNER_NONE);
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_patches_newgame.starting_year = _cur_year;
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} else {
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
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}
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break;
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}
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break;
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}
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case SM_MENU: /* Switch to game intro menu */
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LoadIntroGame();
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break;
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case SM_MENU: /* Switch to game intro menu */
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LoadIntroGame();
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break;
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case SM_SAVE: /* Save game */
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/* Make network saved games on pause compatible to singleplayer */
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if (_networking && _pause_game == 1) _pause_game = 2;
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if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
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} else {
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DeleteWindowById(WC_SAVELOAD, 0);
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}
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if (_networking && _pause_game == 2) _pause_game = 1;
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break;
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case SM_SAVE: /* Save game */
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/* Make network saved games on pause compatible to singleplayer */
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if (_networking && _pause_game == 1) _pause_game = 2;
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if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
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} else {
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DeleteWindowById(WC_SAVELOAD, 0);
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}
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if (_networking && _pause_game == 2) _pause_game = 1;
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break;
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case SM_GENRANDLAND: /* Generate random land within scenario editor */
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SetLocalPlayer(OWNER_NONE);
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GenerateWorld(GW_RANDOM, 1 << _patches.map_x, 1 << _patches.map_y);
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/* XXX: set date */
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MarkWholeScreenDirty();
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break;
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case SM_GENRANDLAND: /* Generate random land within scenario editor */
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SetLocalPlayer(OWNER_NONE);
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GenerateWorld(GW_RANDOM, 1 << _patches.map_x, 1 << _patches.map_y);
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/* XXX: set date */
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MarkWholeScreenDirty();
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break;
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}
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if (_switch_mode_errorstr != INVALID_STRING_ID) {
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@ -944,10 +958,11 @@ void SwitchMode(int new_mode)
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}
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/* State controlling game loop.
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* The state must not be changed from anywhere
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* but here.
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* That check is enforced in DoCommand. */
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/**
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* State controlling game loop.
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* The state must not be changed from anywhere but here.
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* That check is enforced in DoCommand.
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*/
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void StateGameLoop()
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{
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/* dont execute the state loop during pause */
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@ -1044,8 +1059,7 @@ static void DoAutosave()
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#if defined(PSP)
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/* Autosaving in networking is too time expensive for the PSP */
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if (_networking)
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return;
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if (_networking) return;
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#endif /* PSP */
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if (_patches.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
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@ -1061,8 +1075,9 @@ static void DoAutosave()
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}
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DEBUG(sl, 2, "Autosaving to '%s'", buf);
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if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK)
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if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
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ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
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}
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}
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static void ScrollMainViewport(int x, int y)
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@ -1075,6 +1090,7 @@ static void ScrollMainViewport(int x, int y)
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WP(w, vp_d).dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
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}
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}
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/**
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* Describes all the different arrow key combinations the game allows
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* when it is in scrolling mode.
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@ -1189,9 +1205,7 @@ void BeforeSaveGame()
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static void ConvertTownOwner()
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{
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TileIndex tile;
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for (tile = 0; tile != MapSize(); tile++) {
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for (TileIndex tile = 0; tile != MapSize(); tile++) {
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switch (GetTileType(tile)) {
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case MP_ROAD:
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if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m4, 7)) {
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