OpenTTD Source
20241120-master-g6d3adc6169
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Code updating data after game load. More...
#include "../stdafx.h"
#include "../void_map.h"
#include "../signs_base.h"
#include "../depot_base.h"
#include "../fios.h"
#include "../gamelog_internal.h"
#include "../network/network.h"
#include "../network/network_func.h"
#include "../gfxinit.h"
#include "../viewport_func.h"
#include "../viewport_kdtree.h"
#include "../industry.h"
#include "../clear_map.h"
#include "../vehicle_func.h"
#include "../string_func.h"
#include "../roadveh.h"
#include "../roadveh_cmd.h"
#include "../train.h"
#include "../station_base.h"
#include "../waypoint_base.h"
#include "../roadstop_base.h"
#include "../tunnelbridge_map.h"
#include "../pathfinder/yapf/yapf_cache.h"
#include "../elrail_func.h"
#include "../signs_func.h"
#include "../aircraft.h"
#include "../object_map.h"
#include "../object_base.h"
#include "../tree_map.h"
#include "../company_func.h"
#include "../road_cmd.h"
#include "../ai/ai.hpp"
#include "../script/script_gui.h"
#include "../game/game.hpp"
#include "../town.h"
#include "../economy_base.h"
#include "../animated_tile_func.h"
#include "../subsidy_base.h"
#include "../subsidy_func.h"
#include "../newgrf.h"
#include "../newgrf_station.h"
#include "../engine_func.h"
#include "../rail_gui.h"
#include "../core/backup_type.hpp"
#include "../smallmap_gui.h"
#include "../news_func.h"
#include "../order_backup.h"
#include "../error.h"
#include "../disaster_vehicle.h"
#include "../ship.h"
#include "../water.h"
#include "../timer/timer.h"
#include "../timer/timer_game_calendar.h"
#include "../timer/timer_game_economy.h"
#include "../timer/timer_game_tick.h"
#include "saveload_internal.h"
#include <signal.h>
#include "../safeguards.h"
#include "window_func.h"
Go to the source code of this file.
Typedefs | |
typedef void(CDECL * | SignalHandlerPointer) (int) |
Functions | |
Company * | DoStartupNewCompany (bool is_ai, CompanyID company=INVALID_COMPANY) |
Create a new company and sets all company variables default values. More... | |
void | SetWaterClassDependingOnSurroundings (Tile t, bool include_invalid_water_class) |
Makes a tile canal or water depending on the surroundings. More... | |
static void | ConvertTownOwner () |
static void | UpdateExclusiveRights () |
static void | UpdateCurrencies () |
static void | UpdateVoidTiles () |
static RailType | UpdateRailType (RailType rt, RailType min) |
void | UpdateAllVirtCoords () |
Update the viewport coordinates of all signs. | |
void | ClearAllCachedNames () |
static void | InitializeWindowsAndCaches () |
Initialization of the windows and several kinds of caches. More... | |
static void CDECL | HandleSavegameLoadCrash (int signum) |
Signal handler used to give a user a more useful report for crashes during the savegame loading process; especially when there's problems with the NewGRFs that are required by the savegame. More... | |
static void | SetSignalHandlers () |
Replaces signal handlers of SIGSEGV and SIGABRT and stores pointers to original handlers in memory. | |
static void | ResetSignalHandlers () |
Resets signal handlers back to original handlers. | |
bool | SaveloadCrashWithMissingNewGRFs () |
Did loading the savegame cause a crash? If so, were NewGRFs missing? More... | |
static void | FixOwnerOfRailTrack (Tile t) |
Tries to change owner of this rail tile to a valid owner. More... | |
static uint | FixVehicleInclination (Vehicle *v, Direction dir) |
Fixes inclination of a vehicle. More... | |
static void | CheckGroundVehiclesAtCorrectZ () |
Check whether the ground vehicles are at the correct Z-coordinate. More... | |
static bool | MayHaveBridgeAbove (Tile t) |
Checks for the possibility that a bridge may be on this tile These are in fact all the tile types on which a bridge can be found. More... | |
static void | StartScripts () |
Start the scripts. | |
bool | AfterLoadGame () |
Perform a (large) amount of savegame conversion magic in order to load older savegames and to fill the caches for various purposes. More... | |
void | ReloadNewGRFData () |
Reload all NewGRF files during a running game. More... | |
Variables | |
static const uint8_t | convert_currency [] |
static SignalHandlerPointer | _prev_segfault = nullptr |
static SignalHandlerPointer | _prev_abort = nullptr |
static SignalHandlerPointer | _prev_fpe = nullptr |
static bool | _saveload_crash_with_missing_newgrfs = false |
Was the saveload crash because of missing NewGRFs? | |
Code updating data after game load.
Definition in file afterload.cpp.
bool AfterLoadGame | ( | ) |
Perform a (large) amount of savegame conversion magic in order to load older savegames and to fill the caches for various purposes.
< Flag for coast.
Definition at line 565 of file afterload.cpp.
References SetSignalHandlers().
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Check whether the ground vehicles are at the correct Z-coordinate.
When they are not, this will cause all kinds of problems later on as the vehicle might not get onto bridges and so on.
Definition at line 516 of file afterload.cpp.
References GetSlopePixelZ(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_vehicle_pool >::Iterate(), and TileVirtXY().
Company* DoStartupNewCompany | ( | bool | is_ai, |
CompanyID | company = INVALID_COMPANY |
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Create a new company and sets all company variables default values.
is_ai | is an AI company? |
company | CompanyID to use for the new company |
Definition at line 585 of file company_cmd.cpp.
References _company_colours, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::CanAllocateItem(), CompanyProperties::colour, CompanyProperties::current_loan, GenerateCompanyColour(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem< Tpool >::index, INITIAL_LOAN, INVALID_COMPANY, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), CompanyProperties::money, and ResetCompanyLivery().
Referenced by CmdCompanyCtrl().
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Tries to change owner of this rail tile to a valid owner.
In very old versions it could happen that a rail track had an invalid owner. When conversion isn't possible, track is removed.
t | tile to update |
Definition at line 423 of file afterload.cpp.
References DIAGDIR_BEGIN, DIAGDIR_END, GetRoadOwner(), GetTileOwner(), GetTileTrackStatus(), IsLevelCrossingTile(), IsPlainRailTile(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), SpecializedVehicle< T, Type >::Iterate(), Vehicle::owner, ReverseDiagDir(), SetTileOwner(), TileOffsByDiagDir(), and TRANSPORT_RAIL.
Fixes inclination of a vehicle.
Older OpenTTD versions didn't update the bits correctly.
v | vehicle |
dir | vehicle's direction, or # INVALID_DIR if it can be ignored |
Definition at line 481 of file afterload.cpp.
References DIR_NE, DIR_NW, DIR_SE, DIR_SW, INVALID_DIR, TILE_UNIT_MASK, Vehicle::x_pos, and Vehicle::y_pos.
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Signal handler used to give a user a more useful report for crashes during the savegame loading process; especially when there's problems with the NewGRFs that are required by the savegame.
signum | received signal |
Definition at line 363 of file afterload.cpp.
References _gamelog, _grfconfig, _saveload_crash_with_missing_newgrfs, BSWAP32(), FormatArrayAsHex(), GCF_COMPATIBLE, GCS_NOT_FOUND, Gamelog::GetOverriddenIdentifier(), HasBit(), GRFIdentifier::md5sum, GRFConfig::next, and ResetSignalHandlers().
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Initialization of the windows and several kinds of caches.
This is not done directly in AfterLoadGame because these functions require that all saveload conversions have been done. As people tend to add savegame conversion stuff after the initialization of the windows and caches quite some bugs had been made. Moving this out of there is both cleaner and less bug-prone.
Definition at line 248 of file afterload.cpp.
References ResetWindowSystem(), and SetupColoursAndInitialWindow().
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Checks for the possibility that a bridge may be on this tile These are in fact all the tile types on which a bridge can be found.
t | The tile to analyze |
Definition at line 536 of file afterload.cpp.
References IsTileType(), MP_CLEAR, MP_OBJECT, MP_RAILWAY, MP_ROAD, MP_TUNNELBRIDGE, and MP_WATER.
void ReloadNewGRFData | ( | ) |
Reload all NewGRF files during a running game.
This is a cut-down version of AfterLoadGame(). XXX - We need to reset the vehicle position hash because with a non-empty hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles() to recalculate vehicle data as some NewGRF vehicle sets could have been removed or added and changed statistics
Definition at line 3364 of file afterload.cpp.
References GfxLoadSprites(), LoadStringWidthTable(), and RecomputePrices().
Referenced by ClickChangeMaxHlCheat(), and NewGRFConfirmationCallback().
bool SaveloadCrashWithMissingNewGRFs | ( | ) |
Did loading the savegame cause a crash? If so, were NewGRFs missing?
Definition at line 352 of file afterload.cpp.
References _saveload_crash_with_missing_newgrfs.
Referenced by HandleCrash().
void SetWaterClassDependingOnSurroundings | ( | Tile | t, |
bool | include_invalid_water_class | ||
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Makes a tile canal or water depending on the surroundings.
Must only be used for converting old savegames. Use WaterClass now.
This as for example docks and shipdepots do not store whether the tile used to be canal or 'normal' water.
t | the tile to change. |
include_invalid_water_class | Also consider WATER_CLASS_INVALID, i.e. industry tiles on land |
Definition at line 85 of file afterload.cpp.
References DIAGDIR_BEGIN, DIAGDIR_END, GetTileType(), GetWaterClass(), IsCoast(), IsLock(), IsTileFlat(), MarkTileDirtyByTile(), Map::MaxX(), Map::MaxY(), MP_RAILWAY, MP_WATER, SetWaterClass(), SlErrorCorrupt(), TileAddByDiagDir(), TileX(), TileY(), WATER_CLASS_CANAL, WATER_CLASS_INVALID, WATER_CLASS_RIVER, and WATER_CLASS_SEA.
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Definition at line 192 of file afterload.cpp.